UNPKG

3.63 MBSource Map (JSON)View Raw
1{"version":3,"file":"model-viewer.js","sources":["../node_modules/lit-html/lib/template.js","../node_modules/lit-html/lib/template-result.js","../node_modules/lit-html/lib/parts.js","../node_modules/lit-html/lit-html.js","../node_modules/lit-html/lib/shady-render.js","../node_modules/lit-element/lib/updating-element.js","../node_modules/lit-element/lib/decorators.js","../node_modules/lit-element/lib/css-tag.js","../node_modules/lit-element/lit-element.js","../lib/constants.js","../lib/assets/close-material-svg.js","../lib/assets/controls-svg.js","../lib/assets/view-in-ar-material-svg.js","../lib/template.js","../node_modules/three/build/three.module.js","../node_modules/three/examples/jsm/loaders/DRACOLoader.js","../node_modules/three/examples/jsm/loaders/GLTFLoader.js","../node_modules/three/examples/jsm/loaders/BasisTextureLoader.js","../node_modules/three/examples/jsm/libs/zstddec.module.js","../node_modules/three/examples/jsm/libs/ktx-parse.module.js","../node_modules/three/examples/jsm/loaders/KTX2Loader.js","../lib/utilities/cache-eviction-policy.js","../lib/three-components/CachingGLTFLoader.js","../lib/three-components/Damper.js","../node_modules/three/examples/jsm/renderers/CSS2DRenderer.js","../lib/styles/parsers.js","../lib/styles/conversions.js","../lib/three-components/Hotspot.js","../lib/three-components/ModelUtils.js","../lib/three-components/Shadow.js","../lib/three-components/ModelScene.js","../node_modules/three/examples/jsm/utils/RoughnessMipmapper.js","../lib/utilities.js","../lib/three-components/PlacementBox.js","../lib/three-components/ARRenderer.js","../lib/three-components/Debugger.js","../node_modules/three/examples/jsm/utils/SkeletonUtils.js","../lib/three-components/GLTFInstance.js","../lib/three-components/shader-chunk/alphatest_fragment.glsl.js","../lib/three-components/gltf-instance/correlated-scene-graph.js","../lib/three-components/gltf-instance/ModelViewerGLTFInstance.js","../node_modules/three/examples/jsm/loaders/RGBELoader.js","../lib/three-components/EnvironmentScene.js","../lib/three-components/EvironmentSceneAlt.js","../lib/three-components/TextureUtils.js","../lib/three-components/Renderer.js","../lib/utilities/data-conversion.js","../lib/utilities/progress-tracker.js","../lib/model-viewer-base.js","../lib/features/animation.js","../lib/features/annotation.js","../lib/styles/deserializers.js","../lib/features/ar.js","../lib/styles/evaluators.js","../lib/styles/style-effector.js","../lib/decorators.js","../lib/three-components/SmoothControls.js","../lib/utilities/animation.js","../lib/features/controls.js","../lib/features/environment.js","../lib/features/loading/status-announcer.js","../lib/features/loading.js","../node_modules/three/examples/jsm/exporters/GLTFExporter.js","../lib/features/scene-graph/three-dom-element.js","../lib/features/scene-graph/image.js","../lib/features/scene-graph/sampler.js","../lib/features/scene-graph/texture.js","../lib/features/scene-graph/texture-info.js","../lib/features/scene-graph/pbr-metallic-roughness.js","../lib/features/scene-graph/material.js","../lib/features/scene-graph/model.js","../lib/features/scene-graph.js","../lib/features/staging.js","../lib/utilities/focus-visible.js","../lib/model-viewer.js"],"sourcesContent":["/**\n * @license\n * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.\n * This code may only be used under the BSD style license found at\n * http://polymer.github.io/LICENSE.txt\n * The complete set of authors may be found at\n * http://polymer.github.io/AUTHORS.txt\n * The complete set of contributors may be found at\n * http://polymer.github.io/CONTRIBUTORS.txt\n * Code distributed by Google as part of the polymer project is also\n * subject to an additional IP rights grant found at\n * http://polymer.github.io/PATENTS.txt\n */\n/**\n * An expression marker with embedded unique key to avoid collision with\n * possible text in templates.\n */\nexport const marker = `{{lit-${String(Math.random()).slice(2)}}}`;\n/**\n * An expression marker used text-positions, multi-binding attributes, and\n * attributes with markup-like text values.\n */\nexport const nodeMarker = `<!--${marker}-->`;\nexport const markerRegex = new RegExp(`${marker}|${nodeMarker}`);\n/**\n * Suffix appended to all bound attribute names.\n */\nexport const boundAttributeSuffix = '$lit$';\n/**\n * An updatable Template that tracks the location of dynamic parts.\n */\nexport class Template {\n constructor(result, element) {\n this.parts = [];\n this.element = element;\n const nodesToRemove = [];\n const stack = [];\n // Edge needs all 4 parameters present; IE11 needs 3rd parameter to be null\n const walker = document.createTreeWalker(element.content, 133 /* NodeFilter.SHOW_{ELEMENT|COMMENT|TEXT} */, null, false);\n // Keeps track of the last index associated with a part. We try to delete\n // unnecessary nodes, but we never want to associate two different parts\n // to the same index. They must have a constant node between.\n let lastPartIndex = 0;\n let index = -1;\n let partIndex = 0;\n const { strings, values: { length } } = result;\n while (partIndex < length) {\n const node = walker.nextNode();\n if (node === null) {\n // We've exhausted the content inside a nested template element.\n // Because we still have parts (the outer for-loop), we know:\n // - There is a template in the stack\n // - The walker will find a nextNode outside the template\n walker.currentNode = stack.pop();\n continue;\n }\n index++;\n if (node.nodeType === 1 /* Node.ELEMENT_NODE */) {\n if (node.hasAttributes()) {\n const attributes = node.attributes;\n const { length } = attributes;\n // Per\n // https://developer.mozilla.org/en-US/docs/Web/API/NamedNodeMap,\n // attributes are not guaranteed to be returned in document order.\n // In particular, Edge/IE can return them out of order, so we cannot\n // assume a correspondence between part index and attribute index.\n let count = 0;\n for (let i = 0; i < length; i++) {\n if (endsWith(attributes[i].name, boundAttributeSuffix)) {\n count++;\n }\n }\n while (count-- > 0) {\n // Get the template literal section leading up to the first\n // expression in this attribute\n const stringForPart = strings[partIndex];\n // Find the attribute name\n const name = lastAttributeNameRegex.exec(stringForPart)[2];\n // Find the corresponding attribute\n // All bound attributes have had a suffix added in\n // TemplateResult#getHTML to opt out of special attribute\n // handling. To look up the attribute value we also need to add\n // the suffix.\n const attributeLookupName = name.toLowerCase() + boundAttributeSuffix;\n const attributeValue = node.getAttribute(attributeLookupName);\n node.removeAttribute(attributeLookupName);\n const statics = attributeValue.split(markerRegex);\n this.parts.push({ type: 'attribute', index, name, strings: statics });\n partIndex += statics.length - 1;\n }\n }\n if (node.tagName === 'TEMPLATE') {\n stack.push(node);\n walker.currentNode = node.content;\n }\n }\n else if (node.nodeType === 3 /* Node.TEXT_NODE */) {\n const data = node.data;\n if (data.indexOf(marker) >= 0) {\n const parent = node.parentNode;\n const strings = data.split(markerRegex);\n const lastIndex = strings.length - 1;\n // Generate a new text node for each literal section\n // These nodes are also used as the markers for node parts\n for (let i = 0; i < lastIndex; i++) {\n let insert;\n let s = strings[i];\n if (s === '') {\n insert = createMarker();\n }\n else {\n const match = lastAttributeNameRegex.exec(s);\n if (match !== null && endsWith(match[2], boundAttributeSuffix)) {\n s = s.slice(0, match.index) + match[1] +\n match[2].slice(0, -boundAttributeSuffix.length) + match[3];\n }\n insert = document.createTextNode(s);\n }\n parent.insertBefore(insert, node);\n this.parts.push({ type: 'node', index: ++index });\n }\n // If there's no text, we must insert a comment to mark our place.\n // Else, we can trust it will stick around after cloning.\n if (strings[lastIndex] === '') {\n parent.insertBefore(createMarker(), node);\n nodesToRemove.push(node);\n }\n else {\n node.data = strings[lastIndex];\n }\n // We have a part for each match found\n partIndex += lastIndex;\n }\n }\n else if (node.nodeType === 8 /* Node.COMMENT_NODE */) {\n if (node.data === marker) {\n const parent = node.parentNode;\n // Add a new marker node to be the startNode of the Part if any of\n // the following are true:\n // * We don't have a previousSibling\n // * The previousSibling is already the start of a previous part\n if (node.previousSibling === null || index === lastPartIndex) {\n index++;\n parent.insertBefore(createMarker(), node);\n }\n lastPartIndex = index;\n this.parts.push({ type: 'node', index });\n // If we don't have a nextSibling, keep this node so we have an end.\n // Else, we can remove it to save future costs.\n if (node.nextSibling === null) {\n node.data = '';\n }\n else {\n nodesToRemove.push(node);\n index--;\n }\n partIndex++;\n }\n else {\n let i = -1;\n while ((i = node.data.indexOf(marker, i + 1)) !== -1) {\n // Comment node has a binding marker inside, make an inactive part\n // The binding won't work, but subsequent bindings will\n // TODO (justinfagnani): consider whether it's even worth it to\n // make bindings in comments work\n this.parts.push({ type: 'node', index: -1 });\n partIndex++;\n }\n }\n }\n }\n // Remove text binding nodes after the walk to not disturb the TreeWalker\n for (const n of nodesToRemove) {\n n.parentNode.removeChild(n);\n }\n }\n}\nconst endsWith = (str, suffix) => {\n const index = str.length - suffix.length;\n return index >= 0 && str.slice(index) === suffix;\n};\nexport const isTemplatePartActive = (part) => part.index !== -1;\n// Allows `document.createComment('')` to be renamed for a\n// small manual size-savings.\nexport const createMarker = () => document.createComment('');\n/**\n * This regex extracts the attribute name preceding an attribute-position\n * expression. It does this by matching the syntax allowed for attributes\n * against the string literal directly preceding the expression, assuming that\n * the expression is in an attribute-value position.\n *\n * See attributes in the HTML spec:\n * https://www.w3.org/TR/html5/syntax.html#elements-attributes\n *\n * \" \\x09\\x0a\\x0c\\x0d\" are HTML space characters:\n * https://www.w3.org/TR/html5/infrastructure.html#space-characters\n *\n * \"\\0-\\x1F\\x7F-\\x9F\" are Unicode control characters, which includes every\n * space character except \" \".\n *\n * So an attribute is:\n * * The name: any character except a control character, space character, ('),\n * (\"), \">\", \"=\", or \"/\"\n * * Followed by zero or more space characters\n * * Followed by \"=\"\n * * Followed by zero or more space characters\n * * Followed by:\n * * Any character except space, ('), (\"), \"<\", \">\", \"=\", (`), or\n * * (\") then any non-(\"), or\n * * (') then any non-(')\n */\nexport const lastAttributeNameRegex = \n// eslint-disable-next-line no-control-regex\n/([ \\x09\\x0a\\x0c\\x0d])([^\\0-\\x1F\\x7F-\\x9F \"'>=/]+)([ \\x09\\x0a\\x0c\\x0d]*=[ \\x09\\x0a\\x0c\\x0d]*(?:[^ \\x09\\x0a\\x0c\\x0d\"'`<>=]*|\"[^\"]*|'[^']*))$/;\n//# sourceMappingURL=template.js.map","/**\n * @license\n * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.\n * This code may only be used under the BSD style license found at\n * http://polymer.github.io/LICENSE.txt\n * The complete set of authors may be found at\n * http://polymer.github.io/AUTHORS.txt\n * The complete set of contributors may be found at\n * http://polymer.github.io/CONTRIBUTORS.txt\n * Code distributed by Google as part of the polymer project is also\n * subject to an additional IP rights grant found at\n * http://polymer.github.io/PATENTS.txt\n */\n/**\n * @module lit-html\n */\nimport { reparentNodes } from './dom.js';\nimport { boundAttributeSuffix, lastAttributeNameRegex, marker, nodeMarker } from './template.js';\n/**\n * Our TrustedTypePolicy for HTML which is declared using the html template\n * tag function.\n *\n * That HTML is a developer-authored constant, and is parsed with innerHTML\n * before any untrusted expressions have been mixed in. Therefor it is\n * considered safe by construction.\n */\nconst policy = window.trustedTypes &&\n trustedTypes.createPolicy('lit-html', { createHTML: (s) => s });\nconst commentMarker = ` ${marker} `;\n/**\n * The return type of `html`, which holds a Template and the values from\n * interpolated expressions.\n */\nexport class TemplateResult {\n constructor(strings, values, type, processor) {\n this.strings = strings;\n this.values = values;\n this.type = type;\n this.processor = processor;\n }\n /**\n * Returns a string of HTML used to create a `<template>` element.\n */\n getHTML() {\n const l = this.strings.length - 1;\n let html = '';\n let isCommentBinding = false;\n for (let i = 0; i < l; i++) {\n const s = this.strings[i];\n // For each binding we want to determine the kind of marker to insert\n // into the template source before it's parsed by the browser's HTML\n // parser. The marker type is based on whether the expression is in an\n // attribute, text, or comment position.\n // * For node-position bindings we insert a comment with the marker\n // sentinel as its text content, like <!--{{lit-guid}}-->.\n // * For attribute bindings we insert just the marker sentinel for the\n // first binding, so that we support unquoted attribute bindings.\n // Subsequent bindings can use a comment marker because multi-binding\n // attributes must be quoted.\n // * For comment bindings we insert just the marker sentinel so we don't\n // close the comment.\n //\n // The following code scans the template source, but is *not* an HTML\n // parser. We don't need to track the tree structure of the HTML, only\n // whether a binding is inside a comment, and if not, if it appears to be\n // the first binding in an attribute.\n const commentOpen = s.lastIndexOf('<!--');\n // We're in comment position if we have a comment open with no following\n // comment close. Because <-- can appear in an attribute value there can\n // be false positives.\n isCommentBinding = (commentOpen > -1 || isCommentBinding) &&\n s.indexOf('-->', commentOpen + 1) === -1;\n // Check to see if we have an attribute-like sequence preceding the\n // expression. This can match \"name=value\" like structures in text,\n // comments, and attribute values, so there can be false-positives.\n const attributeMatch = lastAttributeNameRegex.exec(s);\n if (attributeMatch === null) {\n // We're only in this branch if we don't have a attribute-like\n // preceding sequence. For comments, this guards against unusual\n // attribute values like <div foo=\"<!--${'bar'}\">. Cases like\n // <!-- foo=${'bar'}--> are handled correctly in the attribute branch\n // below.\n html += s + (isCommentBinding ? commentMarker : nodeMarker);\n }\n else {\n // For attributes we use just a marker sentinel, and also append a\n // $lit$ suffix to the name to opt-out of attribute-specific parsing\n // that IE and Edge do for style and certain SVG attributes.\n html += s.substr(0, attributeMatch.index) + attributeMatch[1] +\n attributeMatch[2] + boundAttributeSuffix + attributeMatch[3] +\n marker;\n }\n }\n html += this.strings[l];\n return html;\n }\n getTemplateElement() {\n const template = document.createElement('template');\n let value = this.getHTML();\n if (policy !== undefined) {\n // this is secure because `this.strings` is a TemplateStringsArray.\n // TODO: validate this when\n // https://github.com/tc39/proposal-array-is-template-object is\n // implemented.\n value = policy.createHTML(value);\n }\n template.innerHTML = value;\n return template;\n }\n}\n/**\n * A TemplateResult for SVG fragments.\n *\n * This class wraps HTML in an `<svg>` tag in order to parse its contents in the\n * SVG namespace, then modifies the template to remove the `<svg>` tag so that\n * clones only container the original fragment.\n */\nexport class SVGTemplateResult extends TemplateResult {\n getHTML() {\n return `<svg>${super.getHTML()}</svg>`;\n }\n getTemplateElement() {\n const template = super.getTemplateElement();\n const content = template.content;\n const svgElement = content.firstChild;\n content.removeChild(svgElement);\n reparentNodes(content, svgElement.firstChild);\n return template;\n }\n}\n//# sourceMappingURL=template-result.js.map","/**\n * @license\n * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.\n * This code may only be used under the BSD style license found at\n * http://polymer.github.io/LICENSE.txt\n * The complete set of authors may be found at\n * http://polymer.github.io/AUTHORS.txt\n * The complete set of contributors may be found at\n * http://polymer.github.io/CONTRIBUTORS.txt\n * Code distributed by Google as part of the polymer project is also\n * subject to an additional IP rights grant found at\n * http://polymer.github.io/PATENTS.txt\n */\nimport { isDirective } from './directive.js';\nimport { removeNodes } from './dom.js';\nimport { noChange, nothing } from './part.js';\nimport { TemplateInstance } from './template-instance.js';\nimport { TemplateResult } from './template-result.js';\nimport { createMarker } from './template.js';\nexport const isPrimitive = (value) => {\n return (value === null ||\n !(typeof value === 'object' || typeof value === 'function'));\n};\nexport const isIterable = (value) => {\n return Array.isArray(value) ||\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n !!(value && value[Symbol.iterator]);\n};\n/**\n * Writes attribute values to the DOM for a group of AttributeParts bound to a\n * single attribute. The value is only set once even if there are multiple parts\n * for an attribute.\n */\nexport class AttributeCommitter {\n constructor(element, name, strings) {\n this.dirty = true;\n this.element = element;\n this.name = name;\n this.strings = strings;\n this.parts = [];\n for (let i = 0; i < strings.length - 1; i++) {\n this.parts[i] = this._createPart();\n }\n }\n /**\n * Creates a single part. Override this to create a differnt type of part.\n */\n _createPart() {\n return new AttributePart(this);\n }\n _getValue() {\n const strings = this.strings;\n const l = strings.length - 1;\n const parts = this.parts;\n // If we're assigning an attribute via syntax like:\n // attr=\"${foo}\" or attr=${foo}\n // but not\n // attr=\"${foo} ${bar}\" or attr=\"${foo} baz\"\n // then we don't want to coerce the attribute value into one long\n // string. Instead we want to just return the value itself directly,\n // so that sanitizeDOMValue can get the actual value rather than\n // String(value)\n // The exception is if v is an array, in which case we do want to smash\n // it together into a string without calling String() on the array.\n //\n // This also allows trusted values (when using TrustedTypes) being\n // assigned to DOM sinks without being stringified in the process.\n if (l === 1 && strings[0] === '' && strings[1] === '') {\n const v = parts[0].value;\n if (typeof v === 'symbol') {\n return String(v);\n }\n if (typeof v === 'string' || !isIterable(v)) {\n return v;\n }\n }\n let text = '';\n for (let i = 0; i < l; i++) {\n text += strings[i];\n const part = parts[i];\n if (part !== undefined) {\n const v = part.value;\n if (isPrimitive(v) || !isIterable(v)) {\n text += typeof v === 'string' ? v : String(v);\n }\n else {\n for (const t of v) {\n text += typeof t === 'string' ? t : String(t);\n }\n }\n }\n }\n text += strings[l];\n return text;\n }\n commit() {\n if (this.dirty) {\n this.dirty = false;\n this.element.setAttribute(this.name, this._getValue());\n }\n }\n}\n/**\n * A Part that controls all or part of an attribute value.\n */\nexport class AttributePart {\n constructor(committer) {\n this.value = undefined;\n this.committer = committer;\n }\n setValue(value) {\n if (value !== noChange && (!isPrimitive(value) || value !== this.value)) {\n this.value = value;\n // If the value is a not a directive, dirty the committer so that it'll\n // call setAttribute. If the value is a directive, it'll dirty the\n // committer if it calls setValue().\n if (!isDirective(value)) {\n this.committer.dirty = true;\n }\n }\n }\n commit() {\n while (isDirective(this.value)) {\n const directive = this.value;\n this.value = noChange;\n directive(this);\n }\n if (this.value === noChange) {\n return;\n }\n this.committer.commit();\n }\n}\n/**\n * A Part that controls a location within a Node tree. Like a Range, NodePart\n * has start and end locations and can set and update the Nodes between those\n * locations.\n *\n * NodeParts support several value types: primitives, Nodes, TemplateResults,\n * as well as arrays and iterables of those types.\n */\nexport class NodePart {\n constructor(options) {\n this.value = undefined;\n this.__pendingValue = undefined;\n this.options = options;\n }\n /**\n * Appends this part into a container.\n *\n * This part must be empty, as its contents are not automatically moved.\n */\n appendInto(container) {\n this.startNode = container.appendChild(createMarker());\n this.endNode = container.appendChild(createMarker());\n }\n /**\n * Inserts this part after the `ref` node (between `ref` and `ref`'s next\n * sibling). Both `ref` and its next sibling must be static, unchanging nodes\n * such as those that appear in a literal section of a template.\n *\n * This part must be empty, as its contents are not automatically moved.\n */\n insertAfterNode(ref) {\n this.startNode = ref;\n this.endNode = ref.nextSibling;\n }\n /**\n * Appends this part into a parent part.\n *\n * This part must be empty, as its contents are not automatically moved.\n */\n appendIntoPart(part) {\n part.__insert(this.startNode = createMarker());\n part.__insert(this.endNode = createMarker());\n }\n /**\n * Inserts this part after the `ref` part.\n *\n * This part must be empty, as its contents are not automatically moved.\n */\n insertAfterPart(ref) {\n ref.__insert(this.startNode = createMarker());\n this.endNode = ref.endNode;\n ref.endNode = this.startNode;\n }\n setValue(value) {\n this.__pendingValue = value;\n }\n commit() {\n if (this.startNode.parentNode === null) {\n return;\n }\n while (isDirective(this.__pendingValue)) {\n const directive = this.__pendingValue;\n this.__pendingValue = noChange;\n directive(this);\n }\n const value = this.__pendingValue;\n if (value === noChange) {\n return;\n }\n if (isPrimitive(value)) {\n if (value !== this.value) {\n this.__commitText(value);\n }\n }\n else if (value instanceof TemplateResult) {\n this.__commitTemplateResult(value);\n }\n else if (value instanceof Node) {\n this.__commitNode(value);\n }\n else if (isIterable(value)) {\n this.__commitIterable(value);\n }\n else if (value === nothing) {\n this.value = nothing;\n this.clear();\n }\n else {\n // Fallback, will render the string representation\n this.__commitText(value);\n }\n }\n __insert(node) {\n this.endNode.parentNode.insertBefore(node, this.endNode);\n }\n __commitNode(value) {\n if (this.value === value) {\n return;\n }\n this.clear();\n this.__insert(value);\n this.value = value;\n }\n __commitText(value) {\n const node = this.startNode.nextSibling;\n value = value == null ? '' : value;\n // If `value` isn't already a string, we explicitly convert it here in case\n // it can't be implicitly converted - i.e. it's a symbol.\n const valueAsString = typeof value === 'string' ? value : String(value);\n if (node === this.endNode.previousSibling &&\n node.nodeType === 3 /* Node.TEXT_NODE */) {\n // If we only have a single text node between the markers, we can just\n // set its value, rather than replacing it.\n // TODO(justinfagnani): Can we just check if this.value is primitive?\n node.data = valueAsString;\n }\n else {\n this.__commitNode(document.createTextNode(valueAsString));\n }\n this.value = value;\n }\n __commitTemplateResult(value) {\n const template = this.options.templateFactory(value);\n if (this.value instanceof TemplateInstance &&\n this.value.template === template) {\n this.value.update(value.values);\n }\n else {\n // Make sure we propagate the template processor from the TemplateResult\n // so that we use its syntax extension, etc. The template factory comes\n // from the render function options so that it can control template\n // caching and preprocessing.\n const instance = new TemplateInstance(template, value.processor, this.options);\n const fragment = instance._clone();\n instance.update(value.values);\n this.__commitNode(fragment);\n this.value = instance;\n }\n }\n __commitIterable(value) {\n // For an Iterable, we create a new InstancePart per item, then set its\n // value to the item. This is a little bit of overhead for every item in\n // an Iterable, but it lets us recurse easily and efficiently update Arrays\n // of TemplateResults that will be commonly returned from expressions like:\n // array.map((i) => html`${i}`), by reusing existing TemplateInstances.\n // If _value is an array, then the previous render was of an\n // iterable and _value will contain the NodeParts from the previous\n // render. If _value is not an array, clear this part and make a new\n // array for NodeParts.\n if (!Array.isArray(this.value)) {\n this.value = [];\n this.clear();\n }\n // Lets us keep track of how many items we stamped so we can clear leftover\n // items from a previous render\n const itemParts = this.value;\n let partIndex = 0;\n let itemPart;\n for (const item of value) {\n // Try to reuse an existing part\n itemPart = itemParts[partIndex];\n // If no existing part, create a new one\n if (itemPart === undefined) {\n itemPart = new NodePart(this.options);\n itemParts.push(itemPart);\n if (partIndex === 0) {\n itemPart.appendIntoPart(this);\n }\n else {\n itemPart.insertAfterPart(itemParts[partIndex - 1]);\n }\n }\n itemPart.setValue(item);\n itemPart.commit();\n partIndex++;\n }\n if (partIndex < itemParts.length) {\n // Truncate the parts array so _value reflects the current state\n itemParts.length = partIndex;\n this.clear(itemPart && itemPart.endNode);\n }\n }\n clear(startNode = this.startNode) {\n removeNodes(this.startNode.parentNode, startNode.nextSibling, this.endNode);\n }\n}\n/**\n * Implements a boolean attribute, roughly as defined in the HTML\n * specification.\n *\n * If the value is truthy, then the attribute is present with a value of\n * ''. If the value is falsey, the attribute is removed.\n */\nexport class BooleanAttributePart {\n constructor(element, name, strings) {\n this.value = undefined;\n this.__pendingValue = undefined;\n if (strings.length !== 2 || strings[0] !== '' || strings[1] !== '') {\n throw new Error('Boolean attributes can only contain a single expression');\n }\n this.element = element;\n this.name = name;\n this.strings = strings;\n }\n setValue(value) {\n this.__pendingValue = value;\n }\n commit() {\n while (isDirective(this.__pendingValue)) {\n const directive = this.__pendingValue;\n this.__pendingValue = noChange;\n directive(this);\n }\n if (this.__pendingValue === noChange) {\n return;\n }\n const value = !!this.__pendingValue;\n if (this.value !== value) {\n if (value) {\n this.element.setAttribute(this.name, '');\n }\n else {\n this.element.removeAttribute(this.name);\n }\n this.value = value;\n }\n this.__pendingValue = noChange;\n }\n}\n/**\n * Sets attribute values for PropertyParts, so that the value is only set once\n * even if there are multiple parts for a property.\n *\n * If an expression controls the whole property value, then the value is simply\n * assigned to the property under control. If there are string literals or\n * multiple expressions, then the strings are expressions are interpolated into\n * a string first.\n */\nexport class PropertyCommitter extends AttributeCommitter {\n constructor(element, name, strings) {\n super(element, name, strings);\n this.single =\n (strings.length === 2 && strings[0] === '' && strings[1] === '');\n }\n _createPart() {\n return new PropertyPart(this);\n }\n _getValue() {\n if (this.single) {\n return this.parts[0].value;\n }\n return super._getValue();\n }\n commit() {\n if (this.dirty) {\n this.dirty = false;\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n this.element[this.name] = this._getValue();\n }\n }\n}\nexport class PropertyPart extends AttributePart {\n}\n// Detect event listener options support. If the `capture` property is read\n// from the options object, then options are supported. If not, then the third\n// argument to add/removeEventListener is interpreted as the boolean capture\n// value so we should only pass the `capture` property.\nlet eventOptionsSupported = false;\n// Wrap into an IIFE because MS Edge <= v41 does not support having try/catch\n// blocks right into the body of a module\n(() => {\n try {\n const options = {\n get capture() {\n eventOptionsSupported = true;\n return false;\n }\n };\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n window.addEventListener('test', options, options);\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n window.removeEventListener('test', options, options);\n }\n catch (_e) {\n // event options not supported\n }\n})();\nexport class EventPart {\n constructor(element, eventName, eventContext) {\n this.value = undefined;\n this.__pendingValue = undefined;\n this.element = element;\n this.eventName = eventName;\n this.eventContext = eventContext;\n this.__boundHandleEvent = (e) => this.handleEvent(e);\n }\n setValue(value) {\n this.__pendingValue = value;\n }\n commit() {\n while (isDirective(this.__pendingValue)) {\n const directive = this.__pendingValue;\n this.__pendingValue = noChange;\n directive(this);\n }\n if (this.__pendingValue === noChange) {\n return;\n }\n const newListener = this.__pendingValue;\n const oldListener = this.value;\n const shouldRemoveListener = newListener == null ||\n oldListener != null &&\n (newListener.capture !== oldListener.capture ||\n newListener.once !== oldListener.once ||\n newListener.passive !== oldListener.passive);\n const shouldAddListener = newListener != null && (oldListener == null || shouldRemoveListener);\n if (shouldRemoveListener) {\n this.element.removeEventListener(this.eventName, this.__boundHandleEvent, this.__options);\n }\n if (shouldAddListener) {\n this.__options = getOptions(newListener);\n this.element.addEventListener(this.eventName, this.__boundHandleEvent, this.__options);\n }\n this.value = newListener;\n this.__pendingValue = noChange;\n }\n handleEvent(event) {\n if (typeof this.value === 'function') {\n this.value.call(this.eventContext || this.element, event);\n }\n else {\n this.value.handleEvent(event);\n }\n }\n}\n// We copy options because of the inconsistent behavior of browsers when reading\n// the third argument of add/removeEventListener. IE11 doesn't support options\n// at all. Chrome 41 only reads `capture` if the argument is an object.\nconst getOptions = (o) => o &&\n (eventOptionsSupported ?\n { capture: o.capture, passive: o.passive, once: o.once } :\n o.capture);\n//# sourceMappingURL=parts.js.map","/**\n * @license\n * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.\n * This code may only be used under the BSD style license found at\n * http://polymer.github.io/LICENSE.txt\n * The complete set of authors may be found at\n * http://polymer.github.io/AUTHORS.txt\n * The complete set of contributors may be found at\n * http://polymer.github.io/CONTRIBUTORS.txt\n * Code distributed by Google as part of the polymer project is also\n * subject to an additional IP rights grant found at\n * http://polymer.github.io/PATENTS.txt\n */\n/**\n *\n * Main lit-html module.\n *\n * Main exports:\n *\n * - [[html]]\n * - [[svg]]\n * - [[render]]\n *\n * @packageDocumentation\n */\n/**\n * Do not remove this comment; it keeps typedoc from misplacing the module\n * docs.\n */\nimport { defaultTemplateProcessor } from './lib/default-template-processor.js';\nimport { SVGTemplateResult, TemplateResult } from './lib/template-result.js';\nexport { DefaultTemplateProcessor, defaultTemplateProcessor } from './lib/default-template-processor.js';\nexport { directive, isDirective } from './lib/directive.js';\n// TODO(justinfagnani): remove line when we get NodePart moving methods\nexport { removeNodes, reparentNodes } from './lib/dom.js';\nexport { noChange, nothing } from './lib/part.js';\nexport { AttributeCommitter, AttributePart, BooleanAttributePart, EventPart, isIterable, isPrimitive, NodePart, PropertyCommitter, PropertyPart } from './lib/parts.js';\nexport { parts, render } from './lib/render.js';\nexport { templateCaches, templateFactory } from './lib/template-factory.js';\nexport { TemplateInstance } from './lib/template-instance.js';\nexport { SVGTemplateResult, TemplateResult } from './lib/template-result.js';\nexport { createMarker, isTemplatePartActive, Template } from './lib/template.js';\n// IMPORTANT: do not change the property name or the assignment expression.\n// This line will be used in regexes to search for lit-html usage.\n// TODO(justinfagnani): inject version number at build time\nif (typeof window !== 'undefined') {\n (window['litHtmlVersions'] || (window['litHtmlVersions'] = [])).push('1.3.0');\n}\n/**\n * Interprets a template literal as an HTML template that can efficiently\n * render to and update a container.\n */\nexport const html = (strings, ...values) => new TemplateResult(strings, values, 'html', defaultTemplateProcessor);\n/**\n * Interprets a template literal as an SVG template that can efficiently\n * render to and update a container.\n */\nexport const svg = (strings, ...values) => new SVGTemplateResult(strings, values, 'svg', defaultTemplateProcessor);\n//# sourceMappingURL=lit-html.js.map","/**\n * @license\n * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.\n * This code may only be used under the BSD style license found at\n * http://polymer.github.io/LICENSE.txt\n * The complete set of authors may be found at\n * http://polymer.github.io/AUTHORS.txt\n * The complete set of contributors may be found at\n * http://polymer.github.io/CONTRIBUTORS.txt\n * Code distributed by Google as part of the polymer project is also\n * subject to an additional IP rights grant found at\n * http://polymer.github.io/PATENTS.txt\n */\n/**\n * Module to add shady DOM/shady CSS polyfill support to lit-html template\n * rendering. See the [[render]] method for details.\n *\n * @packageDocumentation\n */\n/**\n * Do not remove this comment; it keeps typedoc from misplacing the module\n * docs.\n */\nimport { removeNodes } from './dom.js';\nimport { insertNodeIntoTemplate, removeNodesFromTemplate } from './modify-template.js';\nimport { parts, render as litRender } from './render.js';\nimport { templateCaches } from './template-factory.js';\nimport { TemplateInstance } from './template-instance.js';\nimport { marker, Template } from './template.js';\nexport { html, svg, TemplateResult } from '../lit-html.js';\n// Get a key to lookup in `templateCaches`.\nconst getTemplateCacheKey = (type, scopeName) => `${type}--${scopeName}`;\nlet compatibleShadyCSSVersion = true;\nif (typeof window.ShadyCSS === 'undefined') {\n compatibleShadyCSSVersion = false;\n}\nelse if (typeof window.ShadyCSS.prepareTemplateDom === 'undefined') {\n console.warn(`Incompatible ShadyCSS version detected. ` +\n `Please update to at least @webcomponents/webcomponentsjs@2.0.2 and ` +\n `@webcomponents/shadycss@1.3.1.`);\n compatibleShadyCSSVersion = false;\n}\n/**\n * Template factory which scopes template DOM using ShadyCSS.\n * @param scopeName {string}\n */\nexport const shadyTemplateFactory = (scopeName) => (result) => {\n const cacheKey = getTemplateCacheKey(result.type, scopeName);\n let templateCache = templateCaches.get(cacheKey);\n if (templateCache === undefined) {\n templateCache = {\n stringsArray: new WeakMap(),\n keyString: new Map()\n };\n templateCaches.set(cacheKey, templateCache);\n }\n let template = templateCache.stringsArray.get(result.strings);\n if (template !== undefined) {\n return template;\n }\n const key = result.strings.join(marker);\n template = templateCache.keyString.get(key);\n if (template === undefined) {\n const element = result.getTemplateElement();\n if (compatibleShadyCSSVersion) {\n window.ShadyCSS.prepareTemplateDom(element, scopeName);\n }\n template = new Template(result, element);\n templateCache.keyString.set(key, template);\n }\n templateCache.stringsArray.set(result.strings, template);\n return template;\n};\nconst TEMPLATE_TYPES = ['html', 'svg'];\n/**\n * Removes all style elements from Templates for the given scopeName.\n */\nconst removeStylesFromLitTemplates = (scopeName) => {\n TEMPLATE_TYPES.forEach((type) => {\n const templates = templateCaches.get(getTemplateCacheKey(type, scopeName));\n if (templates !== undefined) {\n templates.keyString.forEach((template) => {\n const { element: { content } } = template;\n // IE 11 doesn't support the iterable param Set constructor\n const styles = new Set();\n Array.from(content.querySelectorAll('style')).forEach((s) => {\n styles.add(s);\n });\n removeNodesFromTemplate(template, styles);\n });\n }\n });\n};\nconst shadyRenderSet = new Set();\n/**\n * For the given scope name, ensures that ShadyCSS style scoping is performed.\n * This is done just once per scope name so the fragment and template cannot\n * be modified.\n * (1) extracts styles from the rendered fragment and hands them to ShadyCSS\n * to be scoped and appended to the document\n * (2) removes style elements from all lit-html Templates for this scope name.\n *\n * Note, <style> elements can only be placed into templates for the\n * initial rendering of the scope. If <style> elements are included in templates\n * dynamically rendered to the scope (after the first scope render), they will\n * not be scoped and the <style> will be left in the template and rendered\n * output.\n */\nconst prepareTemplateStyles = (scopeName, renderedDOM, template) => {\n shadyRenderSet.add(scopeName);\n // If `renderedDOM` is stamped from a Template, then we need to edit that\n // Template's underlying template element. Otherwise, we create one here\n // to give to ShadyCSS, which still requires one while scoping.\n const templateElement = !!template ? template.element : document.createElement('template');\n // Move styles out of rendered DOM and store.\n const styles = renderedDOM.querySelectorAll('style');\n const { length } = styles;\n // If there are no styles, skip unnecessary work\n if (length === 0) {\n // Ensure prepareTemplateStyles is called to support adding\n // styles via `prepareAdoptedCssText` since that requires that\n // `prepareTemplateStyles` is called.\n //\n // ShadyCSS will only update styles containing @apply in the template\n // given to `prepareTemplateStyles`. If no lit Template was given,\n // ShadyCSS will not be able to update uses of @apply in any relevant\n // template. However, this is not a problem because we only create the\n // template for the purpose of supporting `prepareAdoptedCssText`,\n // which doesn't support @apply at all.\n window.ShadyCSS.prepareTemplateStyles(templateElement, scopeName);\n return;\n }\n const condensedStyle = document.createElement('style');\n // Collect styles into a single style. This helps us make sure ShadyCSS\n // manipulations will not prevent us from being able to fix up template\n // part indices.\n // NOTE: collecting styles is inefficient for browsers but ShadyCSS\n // currently does this anyway. When it does not, this should be changed.\n for (let i = 0; i < length; i++) {\n const style = styles[i];\n style.parentNode.removeChild(style);\n condensedStyle.textContent += style.textContent;\n }\n // Remove styles from nested templates in this scope.\n removeStylesFromLitTemplates(scopeName);\n // And then put the condensed style into the \"root\" template passed in as\n // `template`.\n const content = templateElement.content;\n if (!!template) {\n insertNodeIntoTemplate(template, condensedStyle, content.firstChild);\n }\n else {\n content.insertBefore(condensedStyle, content.firstChild);\n }\n // Note, it's important that ShadyCSS gets the template that `lit-html`\n // will actually render so that it can update the style inside when\n // needed (e.g. @apply native Shadow DOM case).\n window.ShadyCSS.prepareTemplateStyles(templateElement, scopeName);\n const style = content.querySelector('style');\n if (window.ShadyCSS.nativeShadow && style !== null) {\n // When in native Shadow DOM, ensure the style created by ShadyCSS is\n // included in initially rendered output (`renderedDOM`).\n renderedDOM.insertBefore(style.cloneNode(true), renderedDOM.firstChild);\n }\n else if (!!template) {\n // When no style is left in the template, parts will be broken as a\n // result. To fix this, we put back the style node ShadyCSS removed\n // and then tell lit to remove that node from the template.\n // There can be no style in the template in 2 cases (1) when Shady DOM\n // is in use, ShadyCSS removes all styles, (2) when native Shadow DOM\n // is in use ShadyCSS removes the style if it contains no content.\n // NOTE, ShadyCSS creates its own style so we can safely add/remove\n // `condensedStyle` here.\n content.insertBefore(condensedStyle, content.firstChild);\n const removes = new Set();\n removes.add(condensedStyle);\n removeNodesFromTemplate(template, removes);\n }\n};\n/**\n * Extension to the standard `render` method which supports rendering\n * to ShadowRoots when the ShadyDOM (https://github.com/webcomponents/shadydom)\n * and ShadyCSS (https://github.com/webcomponents/shadycss) polyfills are used\n * or when the webcomponentsjs\n * (https://github.com/webcomponents/webcomponentsjs) polyfill is used.\n *\n * Adds a `scopeName` option which is used to scope element DOM and stylesheets\n * when native ShadowDOM is unavailable. The `scopeName` will be added to\n * the class attribute of all rendered DOM. In addition, any style elements will\n * be automatically re-written with this `scopeName` selector and moved out\n * of the rendered DOM and into the document `<head>`.\n *\n * It is common to use this render method in conjunction with a custom element\n * which renders a shadowRoot. When this is done, typically the element's\n * `localName` should be used as the `scopeName`.\n *\n * In addition to DOM scoping, ShadyCSS also supports a basic shim for css\n * custom properties (needed only on older browsers like IE11) and a shim for\n * a deprecated feature called `@apply` that supports applying a set of css\n * custom properties to a given location.\n *\n * Usage considerations:\n *\n * * Part values in `<style>` elements are only applied the first time a given\n * `scopeName` renders. Subsequent changes to parts in style elements will have\n * no effect. Because of this, parts in style elements should only be used for\n * values that will never change, for example parts that set scope-wide theme\n * values or parts which render shared style elements.\n *\n * * Note, due to a limitation of the ShadyDOM polyfill, rendering in a\n * custom element's `constructor` is not supported. Instead rendering should\n * either done asynchronously, for example at microtask timing (for example\n * `Promise.resolve()`), or be deferred until the first time the element's\n * `connectedCallback` runs.\n *\n * Usage considerations when using shimmed custom properties or `@apply`:\n *\n * * Whenever any dynamic changes are made which affect\n * css custom properties, `ShadyCSS.styleElement(element)` must be called\n * to update the element. There are two cases when this is needed:\n * (1) the element is connected to a new parent, (2) a class is added to the\n * element that causes it to match different custom properties.\n * To address the first case when rendering a custom element, `styleElement`\n * should be called in the element's `connectedCallback`.\n *\n * * Shimmed custom properties may only be defined either for an entire\n * shadowRoot (for example, in a `:host` rule) or via a rule that directly\n * matches an element with a shadowRoot. In other words, instead of flowing from\n * parent to child as do native css custom properties, shimmed custom properties\n * flow only from shadowRoots to nested shadowRoots.\n *\n * * When using `@apply` mixing css shorthand property names with\n * non-shorthand names (for example `border` and `border-width`) is not\n * supported.\n */\nexport const render = (result, container, options) => {\n if (!options || typeof options !== 'object' || !options.scopeName) {\n throw new Error('The `scopeName` option is required.');\n }\n const scopeName = options.scopeName;\n const hasRendered = parts.has(container);\n const needsScoping = compatibleShadyCSSVersion &&\n container.nodeType === 11 /* Node.DOCUMENT_FRAGMENT_NODE */ &&\n !!container.host;\n // Handle first render to a scope specially...\n const firstScopeRender = needsScoping && !shadyRenderSet.has(scopeName);\n // On first scope render, render into a fragment; this cannot be a single\n // fragment that is reused since nested renders can occur synchronously.\n const renderContainer = firstScopeRender ? document.createDocumentFragment() : container;\n litRender(result, renderContainer, Object.assign({ templateFactory: shadyTemplateFactory(scopeName) }, options));\n // When performing first scope render,\n // (1) We've rendered into a fragment so that there's a chance to\n // `prepareTemplateStyles` before sub-elements hit the DOM\n // (which might cause them to render based on a common pattern of\n // rendering in a custom element's `connectedCallback`);\n // (2) Scope the template with ShadyCSS one time only for this scope.\n // (3) Render the fragment into the container and make sure the\n // container knows its `part` is the one we just rendered. This ensures\n // DOM will be re-used on subsequent renders.\n if (firstScopeRender) {\n const part = parts.get(renderContainer);\n parts.delete(renderContainer);\n // ShadyCSS might have style sheets (e.g. from `prepareAdoptedCssText`)\n // that should apply to `renderContainer` even if the rendered value is\n // not a TemplateInstance. However, it will only insert scoped styles\n // into the document if `prepareTemplateStyles` has already been called\n // for the given scope name.\n const template = part.value instanceof TemplateInstance ?\n part.value.template :\n undefined;\n prepareTemplateStyles(scopeName, renderContainer, template);\n removeNodes(container, container.firstChild);\n container.appendChild(renderContainer);\n parts.set(container, part);\n }\n // After elements have hit the DOM, update styling if this is the\n // initial render to this container.\n // This is needed whenever dynamic changes are made so it would be\n // safest to do every render; however, this would regress performance\n // so we leave it up to the user to call `ShadyCSS.styleElement`\n // for dynamic changes.\n if (!hasRendered && needsScoping) {\n window.ShadyCSS.styleElement(container.host);\n }\n};\n//# sourceMappingURL=shady-render.js.map","/**\n * @license\n * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.\n * This code may only be used under the BSD style license found at\n * http://polymer.github.io/LICENSE.txt\n * The complete set of authors may be found at\n * http://polymer.github.io/AUTHORS.txt\n * The complete set of contributors may be found at\n * http://polymer.github.io/CONTRIBUTORS.txt\n * Code distributed by Google as part of the polymer project is also\n * subject to an additional IP rights grant found at\n * http://polymer.github.io/PATENTS.txt\n */\nvar _a;\n/**\n * Use this module if you want to create your own base class extending\n * [[UpdatingElement]].\n * @packageDocumentation\n */\n/*\n * When using Closure Compiler, JSCompiler_renameProperty(property, object) is\n * replaced at compile time by the munged name for object[property]. We cannot\n * alias this function, so we have to use a small shim that has the same\n * behavior when not compiling.\n */\nwindow.JSCompiler_renameProperty =\n (prop, _obj) => prop;\nexport const defaultConverter = {\n toAttribute(value, type) {\n switch (type) {\n case Boolean:\n return value ? '' : null;\n case Object:\n case Array:\n // if the value is `null` or `undefined` pass this through\n // to allow removing/no change behavior.\n return value == null ? value : JSON.stringify(value);\n }\n return value;\n },\n fromAttribute(value, type) {\n switch (type) {\n case Boolean:\n return value !== null;\n case Number:\n return value === null ? null : Number(value);\n case Object:\n case Array:\n return JSON.parse(value);\n }\n return value;\n }\n};\n/**\n * Change function that returns true if `value` is different from `oldValue`.\n * This method is used as the default for a property's `hasChanged` function.\n */\nexport const notEqual = (value, old) => {\n // This ensures (old==NaN, value==NaN) always returns false\n return old !== value && (old === old || value === value);\n};\nconst defaultPropertyDeclaration = {\n attribute: true,\n type: String,\n converter: defaultConverter,\n reflect: false,\n hasChanged: notEqual\n};\nconst STATE_HAS_UPDATED = 1;\nconst STATE_UPDATE_REQUESTED = 1 << 2;\nconst STATE_IS_REFLECTING_TO_ATTRIBUTE = 1 << 3;\nconst STATE_IS_REFLECTING_TO_PROPERTY = 1 << 4;\n/**\n * The Closure JS Compiler doesn't currently have good support for static\n * property semantics where \"this\" is dynamic (e.g.\n * https://github.com/google/closure-compiler/issues/3177 and others) so we use\n * this hack to bypass any rewriting by the compiler.\n */\nconst finalized = 'finalized';\n/**\n * Base element class which manages element properties and attributes. When\n * properties change, the `update` method is asynchronously called. This method\n * should be supplied by subclassers to render updates as desired.\n * @noInheritDoc\n */\nexport class UpdatingElement extends HTMLElement {\n constructor() {\n super();\n this.initialize();\n }\n /**\n * Returns a list of attributes corresponding to the registered properties.\n * @nocollapse\n */\n static get observedAttributes() {\n // note: piggy backing on this to ensure we're finalized.\n this.finalize();\n const attributes = [];\n // Use forEach so this works even if for/of loops are compiled to for loops\n // expecting arrays\n this._classProperties.forEach((v, p) => {\n const attr = this._attributeNameForProperty(p, v);\n if (attr !== undefined) {\n this._attributeToPropertyMap.set(attr, p);\n attributes.push(attr);\n }\n });\n return attributes;\n }\n /**\n * Ensures the private `_classProperties` property metadata is created.\n * In addition to `finalize` this is also called in `createProperty` to\n * ensure the `@property` decorator can add property metadata.\n */\n /** @nocollapse */\n static _ensureClassProperties() {\n // ensure private storage for property declarations.\n if (!this.hasOwnProperty(JSCompiler_renameProperty('_classProperties', this))) {\n this._classProperties = new Map();\n // NOTE: Workaround IE11 not supporting Map constructor argument.\n const superProperties = Object.getPrototypeOf(this)._classProperties;\n if (superProperties !== undefined) {\n superProperties.forEach((v, k) => this._classProperties.set(k, v));\n }\n }\n }\n /**\n * Creates a property accessor on the element prototype if one does not exist\n * and stores a PropertyDeclaration for the property with the given options.\n * The property setter calls the property's `hasChanged` property option\n * or uses a strict identity check to determine whether or not to request\n * an update.\n *\n * This method may be overridden to customize properties; however,\n * when doing so, it's important to call `super.createProperty` to ensure\n * the property is setup correctly. This method calls\n * `getPropertyDescriptor` internally to get a descriptor to install.\n * To customize what properties do when they are get or set, override\n * `getPropertyDescriptor`. To customize the options for a property,\n * implement `createProperty` like this:\n *\n * static createProperty(name, options) {\n * options = Object.assign(options, {myOption: true});\n * super.createProperty(name, options);\n * }\n *\n * @nocollapse\n */\n static createProperty(name, options = defaultPropertyDeclaration) {\n // Note, since this can be called by the `@property` decorator which\n // is called before `finalize`, we ensure storage exists for property\n // metadata.\n this._ensureClassProperties();\n this._classProperties.set(name, options);\n // Do not generate an accessor if the prototype already has one, since\n // it would be lost otherwise and that would never be the user's intention;\n // Instead, we expect users to call `requestUpdate` themselves from\n // user-defined accessors. Note that if the super has an accessor we will\n // still overwrite it\n if (options.noAccessor || this.prototype.hasOwnProperty(name)) {\n return;\n }\n const key = typeof name === 'symbol' ? Symbol() : `__${name}`;\n const descriptor = this.getPropertyDescriptor(name, key, options);\n if (descriptor !== undefined) {\n Object.defineProperty(this.prototype, name, descriptor);\n }\n }\n /**\n * Returns a property descriptor to be defined on the given named property.\n * If no descriptor is returned, the property will not become an accessor.\n * For example,\n *\n * class MyElement extends LitElement {\n * static getPropertyDescriptor(name, key, options) {\n * const defaultDescriptor =\n * super.getPropertyDescriptor(name, key, options);\n * const setter = defaultDescriptor.set;\n * return {\n * get: defaultDescriptor.get,\n * set(value) {\n * setter.call(this, value);\n * // custom action.\n * },\n * configurable: true,\n * enumerable: true\n * }\n * }\n * }\n *\n * @nocollapse\n */\n static getPropertyDescriptor(name, key, options) {\n return {\n // tslint:disable-next-line:no-any no symbol in index\n get() {\n return this[key];\n },\n set(value) {\n const oldValue = this[name];\n this[key] = value;\n this\n .requestUpdateInternal(name, oldValue, options);\n },\n configurable: true,\n enumerable: true\n };\n }\n /**\n * Returns the property options associated with the given property.\n * These options are defined with a PropertyDeclaration via the `properties`\n * object or the `@property` decorator and are registered in\n * `createProperty(...)`.\n *\n * Note, this method should be considered \"final\" and not overridden. To\n * customize the options for a given property, override `createProperty`.\n *\n * @nocollapse\n * @final\n */\n static getPropertyOptions(name) {\n return this._classProperties && this._classProperties.get(name) ||\n defaultPropertyDeclaration;\n }\n /**\n * Creates property accessors for registered properties and ensures\n * any superclasses are also finalized.\n * @nocollapse\n */\n static finalize() {\n // finalize any superclasses\n const superCtor = Object.getPrototypeOf(this);\n if (!superCtor.hasOwnProperty(finalized)) {\n superCtor.finalize();\n }\n this[finalized] = true;\n this._ensureClassProperties();\n // initialize Map populated in observedAttributes\n this._attributeToPropertyMap = new Map();\n // make any properties\n // Note, only process \"own\" properties since this element will inherit\n // any properties defined on the superClass, and finalization ensures\n // the entire prototype chain is finalized.\n if (this.hasOwnProperty(JSCompiler_renameProperty('properties', this))) {\n const props = this.properties;\n // support symbols in properties (IE11 does not support this)\n const propKeys = [\n ...Object.getOwnPropertyNames(props),\n ...(typeof Object.getOwnPropertySymbols === 'function') ?\n Object.getOwnPropertySymbols(props) :\n []\n ];\n // This for/of is ok because propKeys is an array\n for (const p of propKeys) {\n // note, use of `any` is due to TypeSript lack of support for symbol in\n // index types\n // tslint:disable-next-line:no-any no symbol in index\n this.createProperty(p, props[p]);\n }\n }\n }\n /**\n * Returns the property name for the given attribute `name`.\n * @nocollapse\n */\n static _attributeNameForProperty(name, options) {\n const attribute = options.attribute;\n return attribute === false ?\n undefined :\n (typeof attribute === 'string' ?\n attribute :\n (typeof name === 'string' ? name.toLowerCase() : undefined));\n }\n /**\n * Returns true if a property should request an update.\n * Called when a property value is set and uses the `hasChanged`\n * option for the property if present or a strict identity check.\n * @nocollapse\n */\n static _valueHasChanged(value, old, hasChanged = notEqual) {\n return hasChanged(value, old);\n }\n /**\n * Returns the property value for the given attribute value.\n * Called via the `attributeChangedCallback` and uses the property's\n * `converter` or `converter.fromAttribute` property option.\n * @nocollapse\n */\n static _propertyValueFromAttribute(value, options) {\n const type = options.type;\n const converter = options.converter || defaultConverter;\n const fromAttribute = (typeof converter === 'function' ? converter : converter.fromAttribute);\n return fromAttribute ? fromAttribute(value, type) : value;\n }\n /**\n * Returns the attribute value for the given property value. If this\n * returns undefined, the property will *not* be reflected to an attribute.\n * If this returns null, the attribute will be removed, otherwise the\n * attribute will be set to the value.\n * This uses the property's `reflect` and `type.toAttribute` property options.\n * @nocollapse\n */\n static _propertyValueToAttribute(value, options) {\n if (options.reflect === undefined) {\n return;\n }\n const type = options.type;\n const converter = options.converter;\n const toAttribute = converter && converter.toAttribute ||\n defaultConverter.toAttribute;\n return toAttribute(value, type);\n }\n /**\n * Performs element initialization. By default captures any pre-set values for\n * registered properties.\n */\n initialize() {\n this._updateState = 0;\n this._updatePromise =\n new Promise((res) => this._enableUpdatingResolver = res);\n this._changedProperties = new Map();\n this._saveInstanceProperties();\n // ensures first update will be caught by an early access of\n // `updateComplete`\n this.requestUpdateInternal();\n }\n /**\n * Fixes any properties set on the instance before upgrade time.\n * Otherwise these would shadow the accessor and break these properties.\n * The properties are stored in a Map which is played back after the\n * constructor runs. Note, on very old versions of Safari (<=9) or Chrome\n * (<=41), properties created for native platform properties like (`id` or\n * `name`) may not have default values set in the element constructor. On\n * these browsers native properties appear on instances and therefore their\n * default value will overwrite any element default (e.g. if the element sets\n * this.id = 'id' in the constructor, the 'id' will become '' since this is\n * the native platform default).\n */\n _saveInstanceProperties() {\n // Use forEach so this works even if for/of loops are compiled to for loops\n // expecting arrays\n this.constructor\n ._classProperties.forEach((_v, p) => {\n if (this.hasOwnProperty(p)) {\n const value = this[p];\n delete this[p];\n if (!this._instanceProperties) {\n this._instanceProperties = new Map();\n }\n this._instanceProperties.set(p, value);\n }\n });\n }\n /**\n * Applies previously saved instance properties.\n */\n _applyInstanceProperties() {\n // Use forEach so this works even if for/of loops are compiled to for loops\n // expecting arrays\n // tslint:disable-next-line:no-any\n this._instanceProperties.forEach((v, p) => this[p] = v);\n this._instanceProperties = undefined;\n }\n connectedCallback() {\n // Ensure first connection completes an update. Updates cannot complete\n // before connection.\n this.enableUpdating();\n }\n enableUpdating() {\n if (this._enableUpdatingResolver !== undefined) {\n this._enableUpdatingResolver();\n this._enableUpdatingResolver = undefined;\n }\n }\n /**\n * Allows for `super.disconnectedCallback()` in extensions while\n * reserving the possibility of making non-breaking feature additions\n * when disconnecting at some point in the future.\n */\n disconnectedCallback() {\n }\n /**\n * Synchronizes property values when attributes change.\n */\n attributeChangedCallback(name, old, value) {\n if (old !== value) {\n this._attributeToProperty(name, value);\n }\n }\n _propertyToAttribute(name, value, options = defaultPropertyDeclaration) {\n const ctor = this.constructor;\n const attr = ctor._attributeNameForProperty(name, options);\n if (attr !== undefined) {\n const attrValue = ctor._propertyValueToAttribute(value, options);\n // an undefined value does not change the attribute.\n if (attrValue === undefined) {\n return;\n }\n // Track if the property is being reflected to avoid\n // setting the property again via `attributeChangedCallback`. Note:\n // 1. this takes advantage of the fact that the callback is synchronous.\n // 2. will behave incorrectly if multiple attributes are in the reaction\n // stack at time of calling. However, since we process attributes\n // in `update` this should not be possible (or an extreme corner case\n // that we'd like to discover).\n // mark state reflecting\n this._updateState = this._updateState | STATE_IS_REFLECTING_TO_ATTRIBUTE;\n if (attrValue == null) {\n this.removeAttribute(attr);\n }\n else {\n this.setAttribute(attr, attrValue);\n }\n // mark state not reflecting\n this._updateState = this._updateState & ~STATE_IS_REFLECTING_TO_ATTRIBUTE;\n }\n }\n _attributeToProperty(name, value) {\n // Use tracking info to avoid deserializing attribute value if it was\n // just set from a property setter.\n if (this._updateState & STATE_IS_REFLECTING_TO_ATTRIBUTE) {\n return;\n }\n const ctor = this.constructor;\n // Note, hint this as an `AttributeMap` so closure clearly understands\n // the type; it has issues with tracking types through statics\n // tslint:disable-next-line:no-unnecessary-type-assertion\n const propName = ctor._attributeToPropertyMap.get(name);\n if (propName !== undefined) {\n const options = ctor.getPropertyOptions(propName);\n // mark state reflecting\n this._updateState = this._updateState | STATE_IS_REFLECTING_TO_PROPERTY;\n this[propName] =\n // tslint:disable-next-line:no-any\n ctor._propertyValueFromAttribute(value, options);\n // mark state not reflecting\n this._updateState = this._updateState & ~STATE_IS_REFLECTING_TO_PROPERTY;\n }\n }\n /**\n * This protected version of `requestUpdate` does not access or return the\n * `updateComplete` promise. This promise can be overridden and is therefore\n * not free to access.\n */\n requestUpdateInternal(name, oldValue, options) {\n let shouldRequestUpdate = true;\n // If we have a property key, perform property update steps.\n if (name !== undefined) {\n const ctor = this.constructor;\n options = options || ctor.getPropertyOptions(name);\n if (ctor._valueHasChanged(this[name], oldValue, options.hasChanged)) {\n if (!this._changedProperties.has(name)) {\n this._changedProperties.set(name, oldValue);\n }\n // Add to reflecting properties set.\n // Note, it's important that every change has a chance to add the\n // property to `_reflectingProperties`. This ensures setting\n // attribute + property reflects correctly.\n if (options.reflect === true &&\n !(this._updateState & STATE_IS_REFLECTING_TO_PROPERTY)) {\n if (this._reflectingProperties === undefined) {\n this._reflectingProperties = new Map();\n }\n this._reflectingProperties.set(name, options);\n }\n }\n else {\n // Abort the request if the property should not be considered changed.\n shouldRequestUpdate = false;\n }\n }\n if (!this._hasRequestedUpdate && shouldRequestUpdate) {\n this._updatePromise = this._enqueueUpdate();\n }\n }\n /**\n * Requests an update which is processed asynchronously. This should\n * be called when an element should update based on some state not triggered\n * by setting a property. In this case, pass no arguments. It should also be\n * called when manually implementing a property setter. In this case, pass the\n * property `name` and `oldValue` to ensure that any configured property\n * options are honored. Returns the `updateComplete` Promise which is resolved\n * when the update completes.\n *\n * @param name {PropertyKey} (optional) name of requesting property\n * @param oldValue {any} (optional) old value of requesting property\n * @returns {Promise} A Promise that is resolved when the update completes.\n */\n requestUpdate(name, oldValue) {\n this.requestUpdateInternal(name, oldValue);\n return this.updateComplete;\n }\n /**\n * Sets up the element to asynchronously update.\n */\n async _enqueueUpdate() {\n this._updateState = this._updateState | STATE_UPDATE_REQUESTED;\n try {\n // Ensure any previous update has resolved before updating.\n // This `await` also ensures that property changes are batched.\n await this._updatePromise;\n }\n catch (e) {\n // Ignore any previous errors. We only care that the previous cycle is\n // done. Any error should have been handled in the previous update.\n }\n const result = this.performUpdate();\n // If `performUpdate` returns a Promise, we await it. This is done to\n // enable coordinating updates with a scheduler. Note, the result is\n // checked to avoid delaying an additional microtask unless we need to.\n if (result != null) {\n await result;\n }\n return !this._hasRequestedUpdate;\n }\n get _hasRequestedUpdate() {\n return (this._updateState & STATE_UPDATE_REQUESTED);\n }\n get hasUpdated() {\n return (this._updateState & STATE_HAS_UPDATED);\n }\n /**\n * Performs an element update. Note, if an exception is thrown during the\n * update, `firstUpdated` and `updated` will not be called.\n *\n * You can override this method to change the timing of updates. If this\n * method is overridden, `super.performUpdate()` must be called.\n *\n * For instance, to schedule updates to occur just before the next frame:\n *\n * ```\n * protected async performUpdate(): Promise<unknown> {\n * await new Promise((resolve) => requestAnimationFrame(() => resolve()));\n * super.performUpdate();\n * }\n * ```\n */\n performUpdate() {\n // Abort any update if one is not pending when this is called.\n // This can happen if `performUpdate` is called early to \"flush\"\n // the update.\n if (!this._hasRequestedUpdate) {\n return;\n }\n // Mixin instance properties once, if they exist.\n if (this._instanceProperties) {\n this._applyInstanceProperties();\n }\n let shouldUpdate = false;\n const changedProperties = this._changedProperties;\n try {\n shouldUpdate = this.shouldUpdate(changedProperties);\n if (shouldUpdate) {\n this.update(changedProperties);\n }\n else {\n this._markUpdated();\n }\n }\n catch (e) {\n // Prevent `firstUpdated` and `updated` from running when there's an\n // update exception.\n shouldUpdate = false;\n // Ensure element can accept additional updates after an exception.\n this._markUpdated();\n throw e;\n }\n if (shouldUpdate) {\n if (!(this._updateState & STATE_HAS_UPDATED)) {\n this._updateState = this._updateState | STATE_HAS_UPDATED;\n this.firstUpdated(changedProperties);\n }\n this.updated(changedProperties);\n }\n }\n _markUpdated() {\n this._changedProperties = new Map();\n this._updateState = this._updateState & ~STATE_UPDATE_REQUESTED;\n }\n /**\n * Returns a Promise that resolves when the element has completed updating.\n * The Promise value is a boolean that is `true` if the element completed the\n * update without triggering another update. The Promise result is `false` if\n * a property was set inside `updated()`. If the Promise is rejected, an\n * exception was thrown during the update.\n *\n * To await additional asynchronous work, override the `_getUpdateComplete`\n * method. For example, it is sometimes useful to await a rendered element\n * before fulfilling this Promise. To do this, first await\n * `super._getUpdateComplete()`, then any subsequent state.\n *\n * @returns {Promise} The Promise returns a boolean that indicates if the\n * update resolved without triggering another update.\n */\n get updateComplete() {\n return this._getUpdateComplete();\n }\n /**\n * Override point for the `updateComplete` promise.\n *\n * It is not safe to override the `updateComplete` getter directly due to a\n * limitation in TypeScript which means it is not possible to call a\n * superclass getter (e.g. `super.updateComplete.then(...)`) when the target\n * language is ES5 (https://github.com/microsoft/TypeScript/issues/338).\n * This method should be overridden instead. For example:\n *\n * class MyElement extends LitElement {\n * async _getUpdateComplete() {\n * await super._getUpdateComplete();\n * await this._myChild.updateComplete;\n * }\n * }\n */\n _getUpdateComplete() {\n return this._updatePromise;\n }\n /**\n * Controls whether or not `update` should be called when the element requests\n * an update. By default, this method always returns `true`, but this can be\n * customized to control when to update.\n *\n * @param _changedProperties Map of changed properties with old values\n */\n shouldUpdate(_changedProperties) {\n return true;\n }\n /**\n * Updates the element. This method reflects property values to attributes.\n * It can be overridden to render and keep updated element DOM.\n * Setting properties inside this method will *not* trigger\n * another update.\n *\n * @param _changedProperties Map of changed properties with old values\n */\n update(_changedProperties) {\n if (this._reflectingProperties !== undefined &&\n this._reflectingProperties.size > 0) {\n // Use forEach so this works even if for/of loops are compiled to for\n // loops expecting arrays\n this._reflectingProperties.forEach((v, k) => this._propertyToAttribute(k, this[k], v));\n this._reflectingProperties = undefined;\n }\n this._markUpdated();\n }\n /**\n * Invoked whenever the element is updated. Implement to perform\n * post-updating tasks via DOM APIs, for example, focusing an element.\n *\n * Setting properties inside this method will trigger the element to update\n * again after this update cycle completes.\n *\n * @param _changedProperties Map of changed properties with old values\n */\n updated(_changedProperties) {\n }\n /**\n * Invoked when the element is first updated. Implement to perform one time\n * work on the element after update.\n *\n * Setting properties inside this method will trigger the element to update\n * again after this update cycle completes.\n *\n * @param _changedProperties Map of changed properties with old values\n */\n firstUpdated(_changedProperties) {\n }\n}\n_a = finalized;\n/**\n * Marks class as having finished creating properties.\n */\nUpdatingElement[_a] = true;\n//# sourceMappingURL=updating-element.js.map","/**\n * @license\n * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.\n * This code may only be used under the BSD style license found at\n * http://polymer.github.io/LICENSE.txt\n * The complete set of authors may be found at\n * http://polymer.github.io/AUTHORS.txt\n * The complete set of contributors may be found at\n * http://polymer.github.io/CONTRIBUTORS.txt\n * Code distributed by Google as part of the polymer project is also\n * subject to an additional IP rights grant found at\n * http://polymer.github.io/PATENTS.txt\n */\nconst legacyCustomElement = (tagName, clazz) => {\n window.customElements.define(tagName, clazz);\n // Cast as any because TS doesn't recognize the return type as being a\n // subtype of the decorated class when clazz is typed as\n // `Constructor<HTMLElement>` for some reason.\n // `Constructor<HTMLElement>` is helpful to make sure the decorator is\n // applied to elements however.\n // tslint:disable-next-line:no-any\n return clazz;\n};\nconst standardCustomElement = (tagName, descriptor) => {\n const { kind, elements } = descriptor;\n return {\n kind,\n elements,\n // This callback is called once the class is otherwise fully defined\n finisher(clazz) {\n window.customElements.define(tagName, clazz);\n }\n };\n};\n/**\n * Class decorator factory that defines the decorated class as a custom element.\n *\n * ```\n * @customElement('my-element')\n * class MyElement {\n * render() {\n * return html``;\n * }\n * }\n * ```\n * @category Decorator\n * @param tagName The name of the custom element to define.\n */\nexport const customElement = (tagName) => (classOrDescriptor) => (typeof classOrDescriptor === 'function') ?\n legacyCustomElement(tagName, classOrDescriptor) :\n standardCustomElement(tagName, classOrDescriptor);\nconst standardProperty = (options, element) => {\n // When decorating an accessor, pass it through and add property metadata.\n // Note, the `hasOwnProperty` check in `createProperty` ensures we don't\n // stomp over the user's accessor.\n if (element.kind === 'method' && element.descriptor &&\n !('value' in element.descriptor)) {\n return Object.assign(Object.assign({}, element), { finisher(clazz) {\n clazz.createProperty(element.key, options);\n } });\n }\n else {\n // createProperty() takes care of defining the property, but we still\n // must return some kind of descriptor, so return a descriptor for an\n // unused prototype field. The finisher calls createProperty().\n return {\n kind: 'field',\n key: Symbol(),\n placement: 'own',\n descriptor: {},\n // When @babel/plugin-proposal-decorators implements initializers,\n // do this instead of the initializer below. See:\n // https://github.com/babel/babel/issues/9260 extras: [\n // {\n // kind: 'initializer',\n // placement: 'own',\n // initializer: descriptor.initializer,\n // }\n // ],\n initializer() {\n if (typeof element.initializer === 'function') {\n this[element.key] = element.initializer.call(this);\n }\n },\n finisher(clazz) {\n clazz.createProperty(element.key, options);\n }\n };\n }\n};\nconst legacyProperty = (options, proto, name) => {\n proto.constructor\n .createProperty(name, options);\n};\n/**\n * A property decorator which creates a LitElement property which reflects a\n * corresponding attribute value. A [[`PropertyDeclaration`]] may optionally be\n * supplied to configure property features.\n *\n * This decorator should only be used for public fields. Private or protected\n * fields should use the [[`internalProperty`]] decorator.\n *\n * @example\n * ```ts\n * class MyElement {\n * @property({ type: Boolean })\n * clicked = false;\n * }\n * ```\n * @category Decorator\n * @ExportDecoratedItems\n */\nexport function property(options) {\n // tslint:disable-next-line:no-any decorator\n return (protoOrDescriptor, name) => (name !== undefined) ?\n legacyProperty(options, protoOrDescriptor, name) :\n standardProperty(options, protoOrDescriptor);\n}\n/**\n * Declares a private or protected property that still triggers updates to the\n * element when it changes.\n *\n * Properties declared this way must not be used from HTML or HTML templating\n * systems, they're solely for properties internal to the element. These\n * properties may be renamed by optimization tools like closure compiler.\n * @category Decorator\n */\nexport function internalProperty(options) {\n return property({ attribute: false, hasChanged: options === null || options === void 0 ? void 0 : options.hasChanged });\n}\n/**\n * A property decorator that converts a class property into a getter that\n * executes a querySelector on the element's renderRoot.\n *\n * @param selector A DOMString containing one or more selectors to match.\n * @param cache An optional boolean which when true performs the DOM query only\n * once and caches the result.\n *\n * See: https://developer.mozilla.org/en-US/docs/Web/API/Document/querySelector\n *\n * @example\n *\n * ```ts\n * class MyElement {\n * @query('#first')\n * first;\n *\n * render() {\n * return html`\n * <div id=\"first\"></div>\n * <div id=\"second\"></div>\n * `;\n * }\n * }\n * ```\n * @category Decorator\n */\nexport function query(selector, cache) {\n return (protoOrDescriptor, \n // tslint:disable-next-line:no-any decorator\n name) => {\n const descriptor = {\n get() {\n return this.renderRoot.querySelector(selector);\n },\n enumerable: true,\n configurable: true,\n };\n if (cache) {\n const key = typeof name === 'symbol' ? Symbol() : `__${name}`;\n descriptor.get = function () {\n if (this[key] === undefined) {\n (this[key] =\n this.renderRoot.querySelector(selector));\n }\n return this[key];\n };\n }\n return (name !== undefined) ?\n legacyQuery(descriptor, protoOrDescriptor, name) :\n standardQuery(descriptor, protoOrDescriptor);\n };\n}\n// Note, in the future, we may extend this decorator to support the use case\n// where the queried element may need to do work to become ready to interact\n// with (e.g. load some implementation code). If so, we might elect to\n// add a second argument defining a function that can be run to make the\n// queried element loaded/updated/ready.\n/**\n * A property decorator that converts a class property into a getter that\n * returns a promise that resolves to the result of a querySelector on the\n * element's renderRoot done after the element's `updateComplete` promise\n * resolves. When the queried property may change with element state, this\n * decorator can be used instead of requiring users to await the\n * `updateComplete` before accessing the property.\n *\n * @param selector A DOMString containing one or more selectors to match.\n *\n * See: https://developer.mozilla.org/en-US/docs/Web/API/Document/querySelector\n *\n * @example\n * ```ts\n * class MyElement {\n * @queryAsync('#first')\n * first;\n *\n * render() {\n * return html`\n * <div id=\"first\"></div>\n * <div id=\"second\"></div>\n * `;\n * }\n * }\n *\n * // external usage\n * async doSomethingWithFirst() {\n * (await aMyElement.first).doSomething();\n * }\n * ```\n * @category Decorator\n */\nexport function queryAsync(selector) {\n return (protoOrDescriptor, \n // tslint:disable-next-line:no-any decorator\n name) => {\n const descriptor = {\n async get() {\n await this.updateComplete;\n return this.renderRoot.querySelector(selector);\n },\n enumerable: true,\n configurable: true,\n };\n return (name !== undefined) ?\n legacyQuery(descriptor, protoOrDescriptor, name) :\n standardQuery(descriptor, protoOrDescriptor);\n };\n}\n/**\n * A property decorator that converts a class property into a getter\n * that executes a querySelectorAll on the element's renderRoot.\n *\n * @param selector A DOMString containing one or more selectors to match.\n *\n * See:\n * https://developer.mozilla.org/en-US/docs/Web/API/Document/querySelectorAll\n *\n * @example\n * ```ts\n * class MyElement {\n * @queryAll('div')\n * divs;\n *\n * render() {\n * return html`\n * <div id=\"first\"></div>\n * <div id=\"second\"></div>\n * `;\n * }\n * }\n * ```\n * @category Decorator\n */\nexport function queryAll(selector) {\n return (protoOrDescriptor, \n // tslint:disable-next-line:no-any decorator\n name) => {\n const descriptor = {\n get() {\n return this.renderRoot.querySelectorAll(selector);\n },\n enumerable: true,\n configurable: true,\n };\n return (name !== undefined) ?\n legacyQuery(descriptor, protoOrDescriptor, name) :\n standardQuery(descriptor, protoOrDescriptor);\n };\n}\nconst legacyQuery = (descriptor, proto, name) => {\n Object.defineProperty(proto, name, descriptor);\n};\nconst standardQuery = (descriptor, element) => ({\n kind: 'method',\n placement: 'prototype',\n key: element.key,\n descriptor,\n});\nconst standardEventOptions = (options, element) => {\n return Object.assign(Object.assign({}, element), { finisher(clazz) {\n Object.assign(clazz.prototype[element.key], options);\n } });\n};\nconst legacyEventOptions = \n// tslint:disable-next-line:no-any legacy decorator\n(options, proto, name) => {\n Object.assign(proto[name], options);\n};\n/**\n * Adds event listener options to a method used as an event listener in a\n * lit-html template.\n *\n * @param options An object that specifies event listener options as accepted by\n * `EventTarget#addEventListener` and `EventTarget#removeEventListener`.\n *\n * Current browsers support the `capture`, `passive`, and `once` options. See:\n * https://developer.mozilla.org/en-US/docs/Web/API/EventTarget/addEventListener#Parameters\n *\n * @example\n * ```ts\n * class MyElement {\n * clicked = false;\n *\n * render() {\n * return html`\n * <div @click=${this._onClick}`>\n * <button></button>\n * </div>\n * `;\n * }\n *\n * @eventOptions({capture: true})\n * _onClick(e) {\n * this.clicked = true;\n * }\n * }\n * ```\n * @category Decorator\n */\nexport function eventOptions(options) {\n // Return value typed as any to prevent TypeScript from complaining that\n // standard decorator function signature does not match TypeScript decorator\n // signature\n // TODO(kschaaf): unclear why it was only failing on this decorator and not\n // the others\n return ((protoOrDescriptor, name) => (name !== undefined) ?\n legacyEventOptions(options, protoOrDescriptor, name) :\n standardEventOptions(options, protoOrDescriptor));\n}\n// x-browser support for matches\n// tslint:disable-next-line:no-any\nconst ElementProto = Element.prototype;\nconst legacyMatches = ElementProto.msMatchesSelector || ElementProto.webkitMatchesSelector;\n/**\n * A property decorator that converts a class property into a getter that\n * returns the `assignedNodes` of the given named `slot`. Note, the type of\n * this property should be annotated as `NodeListOf<HTMLElement>`.\n *\n * @param slotName A string name of the slot.\n * @param flatten A boolean which when true flattens the assigned nodes,\n * meaning any assigned nodes that are slot elements are replaced with their\n * assigned nodes.\n * @param selector A string which filters the results to elements that match\n * the given css selector.\n *\n * * @example\n * ```ts\n * class MyElement {\n * @queryAssignedNodes('list', true, '.item')\n * listItems;\n *\n * render() {\n * return html`\n * <slot name=\"list\"></slot>\n * `;\n * }\n * }\n * ```\n * @category Decorator\n */\nexport function queryAssignedNodes(slotName = '', flatten = false, selector = '') {\n return (protoOrDescriptor, \n // tslint:disable-next-line:no-any decorator\n name) => {\n const descriptor = {\n get() {\n const slotSelector = `slot${slotName ? `[name=${slotName}]` : ':not([name])'}`;\n const slot = this.renderRoot.querySelector(slotSelector);\n let nodes = slot && slot.assignedNodes({ flatten });\n if (nodes && selector) {\n nodes = nodes.filter((node) => node.nodeType === Node.ELEMENT_NODE &&\n node.matches ?\n node.matches(selector) :\n legacyMatches.call(node, selector));\n }\n return nodes;\n },\n enumerable: true,\n configurable: true,\n };\n return (name !== undefined) ?\n legacyQuery(descriptor, protoOrDescriptor, name) :\n standardQuery(descriptor, protoOrDescriptor);\n };\n}\n//# sourceMappingURL=decorators.js.map","/**\n@license\nCopyright (c) 2019 The Polymer Project Authors. All rights reserved.\nThis code may only be used under the BSD style license found at\nhttp://polymer.github.io/LICENSE.txt The complete set of authors may be found at\nhttp://polymer.github.io/AUTHORS.txt The complete set of contributors may be\nfound at http://polymer.github.io/CONTRIBUTORS.txt Code distributed by Google as\npart of the polymer project is also subject to an additional IP rights grant\nfound at http://polymer.github.io/PATENTS.txt\n*/\n/**\n * Whether the current browser supports `adoptedStyleSheets`.\n */\nexport const supportsAdoptingStyleSheets = (window.ShadowRoot) &&\n (window.ShadyCSS === undefined || window.ShadyCSS.nativeShadow) &&\n ('adoptedStyleSheets' in Document.prototype) &&\n ('replace' in CSSStyleSheet.prototype);\nconst constructionToken = Symbol();\nexport class CSSResult {\n constructor(cssText, safeToken) {\n if (safeToken !== constructionToken) {\n throw new Error('CSSResult is not constructable. Use `unsafeCSS` or `css` instead.');\n }\n this.cssText = cssText;\n }\n // Note, this is a getter so that it's lazy. In practice, this means\n // stylesheets are not created until the first element instance is made.\n get styleSheet() {\n if (this._styleSheet === undefined) {\n // Note, if `supportsAdoptingStyleSheets` is true then we assume\n // CSSStyleSheet is constructable.\n if (supportsAdoptingStyleSheets) {\n this._styleSheet = new CSSStyleSheet();\n this._styleSheet.replaceSync(this.cssText);\n }\n else {\n this._styleSheet = null;\n }\n }\n return this._styleSheet;\n }\n toString() {\n return this.cssText;\n }\n}\n/**\n * Wrap a value for interpolation in a [[`css`]] tagged template literal.\n *\n * This is unsafe because untrusted CSS text can be used to phone home\n * or exfiltrate data to an attacker controlled site. Take care to only use\n * this with trusted input.\n */\nexport const unsafeCSS = (value) => {\n return new CSSResult(String(value), constructionToken);\n};\nconst textFromCSSResult = (value) => {\n if (value instanceof CSSResult) {\n return value.cssText;\n }\n else if (typeof value === 'number') {\n return value;\n }\n else {\n throw new Error(`Value passed to 'css' function must be a 'css' function result: ${value}. Use 'unsafeCSS' to pass non-literal values, but\n take care to ensure page security.`);\n }\n};\n/**\n * Template tag which which can be used with LitElement's [[LitElement.styles |\n * `styles`]] property to set element styles. For security reasons, only literal\n * string values may be used. To incorporate non-literal values [[`unsafeCSS`]]\n * may be used inside a template string part.\n */\nexport const css = (strings, ...values) => {\n const cssText = values.reduce((acc, v, idx) => acc + textFromCSSResult(v) + strings[idx + 1], strings[0]);\n return new CSSResult(cssText, constructionToken);\n};\n//# sourceMappingURL=css-tag.js.map","/**\n * @license\n * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.\n * This code may only be used under the BSD style license found at\n * http://polymer.github.io/LICENSE.txt\n * The complete set of authors may be found at\n * http://polymer.github.io/AUTHORS.txt\n * The complete set of contributors may be found at\n * http://polymer.github.io/CONTRIBUTORS.txt\n * Code distributed by Google as part of the polymer project is also\n * subject to an additional IP rights grant found at\n * http://polymer.github.io/PATENTS.txt\n */\n/**\n * The main LitElement module, which defines the [[`LitElement`]] base class and\n * related APIs.\n *\n * LitElement components can define a template and a set of observed\n * properties. Changing an observed property triggers a re-render of the\n * element.\n *\n * Import [[`LitElement`]] and [[`html`]] from this module to create a\n * component:\n *\n * ```js\n * import {LitElement, html} from 'lit-element';\n *\n * class MyElement extends LitElement {\n *\n * // Declare observed properties\n * static get properties() {\n * return {\n * adjective: {}\n * }\n * }\n *\n * constructor() {\n * this.adjective = 'awesome';\n * }\n *\n * // Define the element's template\n * render() {\n * return html`<p>your ${adjective} template here</p>`;\n * }\n * }\n *\n * customElements.define('my-element', MyElement);\n * ```\n *\n * `LitElement` extends [[`UpdatingElement`]] and adds lit-html templating.\n * The `UpdatingElement` class is provided for users that want to build\n * their own custom element base classes that don't use lit-html.\n *\n * @packageDocumentation\n */\nimport { render } from 'lit-html/lib/shady-render.js';\nimport { UpdatingElement } from './lib/updating-element.js';\nexport * from './lib/updating-element.js';\nexport * from './lib/decorators.js';\nexport { html, svg, TemplateResult, SVGTemplateResult } from 'lit-html/lit-html.js';\nimport { supportsAdoptingStyleSheets, unsafeCSS } from './lib/css-tag.js';\nexport * from './lib/css-tag.js';\n// IMPORTANT: do not change the property name or the assignment expression.\n// This line will be used in regexes to search for LitElement usage.\n// TODO(justinfagnani): inject version number at build time\n(window['litElementVersions'] || (window['litElementVersions'] = []))\n .push('2.4.0');\n/**\n * Sentinal value used to avoid calling lit-html's render function when\n * subclasses do not implement `render`\n */\nconst renderNotImplemented = {};\n/**\n * Base element class that manages element properties and attributes, and\n * renders a lit-html template.\n *\n * To define a component, subclass `LitElement` and implement a\n * `render` method to provide the component's template. Define properties\n * using the [[`properties`]] property or the [[`property`]] decorator.\n */\nexport class LitElement extends UpdatingElement {\n /**\n * Return the array of styles to apply to the element.\n * Override this method to integrate into a style management system.\n *\n * @nocollapse\n */\n static getStyles() {\n return this.styles;\n }\n /** @nocollapse */\n static _getUniqueStyles() {\n // Only gather styles once per class\n if (this.hasOwnProperty(JSCompiler_renameProperty('_styles', this))) {\n return;\n }\n // Take care not to call `this.getStyles()` multiple times since this\n // generates new CSSResults each time.\n // TODO(sorvell): Since we do not cache CSSResults by input, any\n // shared styles will generate new stylesheet objects, which is wasteful.\n // This should be addressed when a browser ships constructable\n // stylesheets.\n const userStyles = this.getStyles();\n if (Array.isArray(userStyles)) {\n // De-duplicate styles preserving the _last_ instance in the set.\n // This is a performance optimization to avoid duplicated styles that can\n // occur especially when composing via subclassing.\n // The last item is kept to try to preserve the cascade order with the\n // assumption that it's most important that last added styles override\n // previous styles.\n const addStyles = (styles, set) => styles.reduceRight((set, s) => \n // Note: On IE set.add() does not return the set\n Array.isArray(s) ? addStyles(s, set) : (set.add(s), set), set);\n // Array.from does not work on Set in IE, otherwise return\n // Array.from(addStyles(userStyles, new Set<CSSResult>())).reverse()\n const set = addStyles(userStyles, new Set());\n const styles = [];\n set.forEach((v) => styles.unshift(v));\n this._styles = styles;\n }\n else {\n this._styles = userStyles === undefined ? [] : [userStyles];\n }\n // Ensure that there are no invalid CSSStyleSheet instances here. They are\n // invalid in two conditions.\n // (1) the sheet is non-constructible (`sheet` of a HTMLStyleElement), but\n // this is impossible to check except via .replaceSync or use\n // (2) the ShadyCSS polyfill is enabled (:. supportsAdoptingStyleSheets is\n // false)\n this._styles = this._styles.map((s) => {\n if (s instanceof CSSStyleSheet && !supportsAdoptingStyleSheets) {\n // Flatten the cssText from the passed constructible stylesheet (or\n // undetectable non-constructible stylesheet). The user might have\n // expected to update their stylesheets over time, but the alternative\n // is a crash.\n const cssText = Array.prototype.slice.call(s.cssRules)\n .reduce((css, rule) => css + rule.cssText, '');\n return unsafeCSS(cssText);\n }\n return s;\n });\n }\n /**\n * Performs element initialization. By default this calls\n * [[`createRenderRoot`]] to create the element [[`renderRoot`]] node and\n * captures any pre-set values for registered properties.\n */\n initialize() {\n super.initialize();\n this.constructor._getUniqueStyles();\n this.renderRoot = this.createRenderRoot();\n // Note, if renderRoot is not a shadowRoot, styles would/could apply to the\n // element's getRootNode(). While this could be done, we're choosing not to\n // support this now since it would require different logic around de-duping.\n if (window.ShadowRoot && this.renderRoot instanceof window.ShadowRoot) {\n this.adoptStyles();\n }\n }\n /**\n * Returns the node into which the element should render and by default\n * creates and returns an open shadowRoot. Implement to customize where the\n * element's DOM is rendered. For example, to render into the element's\n * childNodes, return `this`.\n * @returns {Element|DocumentFragment} Returns a node into which to render.\n */\n createRenderRoot() {\n return this.attachShadow({ mode: 'open' });\n }\n /**\n * Applies styling to the element shadowRoot using the [[`styles`]]\n * property. Styling will apply using `shadowRoot.adoptedStyleSheets` where\n * available and will fallback otherwise. When Shadow DOM is polyfilled,\n * ShadyCSS scopes styles and adds them to the document. When Shadow DOM\n * is available but `adoptedStyleSheets` is not, styles are appended to the\n * end of the `shadowRoot` to [mimic spec\n * behavior](https://wicg.github.io/construct-stylesheets/#using-constructed-stylesheets).\n */\n adoptStyles() {\n const styles = this.constructor._styles;\n if (styles.length === 0) {\n return;\n }\n // There are three separate cases here based on Shadow DOM support.\n // (1) shadowRoot polyfilled: use ShadyCSS\n // (2) shadowRoot.adoptedStyleSheets available: use it\n // (3) shadowRoot.adoptedStyleSheets polyfilled: append styles after\n // rendering\n if (window.ShadyCSS !== undefined && !window.ShadyCSS.nativeShadow) {\n window.ShadyCSS.ScopingShim.prepareAdoptedCssText(styles.map((s) => s.cssText), this.localName);\n }\n else if (supportsAdoptingStyleSheets) {\n this.renderRoot.adoptedStyleSheets =\n styles.map((s) => s instanceof CSSStyleSheet ? s : s.styleSheet);\n }\n else {\n // This must be done after rendering so the actual style insertion is done\n // in `update`.\n this._needsShimAdoptedStyleSheets = true;\n }\n }\n connectedCallback() {\n super.connectedCallback();\n // Note, first update/render handles styleElement so we only call this if\n // connected after first update.\n if (this.hasUpdated && window.ShadyCSS !== undefined) {\n window.ShadyCSS.styleElement(this);\n }\n }\n /**\n * Updates the element. This method reflects property values to attributes\n * and calls `render` to render DOM via lit-html. Setting properties inside\n * this method will *not* trigger another update.\n * @param _changedProperties Map of changed properties with old values\n */\n update(changedProperties) {\n // Setting properties in `render` should not trigger an update. Since\n // updates are allowed after super.update, it's important to call `render`\n // before that.\n const templateResult = this.render();\n super.update(changedProperties);\n // If render is not implemented by the component, don't call lit-html render\n if (templateResult !== renderNotImplemented) {\n this.constructor\n .render(templateResult, this.renderRoot, { scopeName: this.localName, eventContext: this });\n }\n // When native Shadow DOM is used but adoptedStyles are not supported,\n // insert styling after rendering to ensure adoptedStyles have highest\n // priority.\n if (this._needsShimAdoptedStyleSheets) {\n this._needsShimAdoptedStyleSheets = false;\n this.constructor._styles.forEach((s) => {\n const style = document.createElement('style');\n style.textContent = s.cssText;\n this.renderRoot.appendChild(style);\n });\n }\n }\n /**\n * Invoked on each update to perform rendering tasks. This method may return\n * any value renderable by lit-html's `NodePart` - typically a\n * `TemplateResult`. Setting properties inside this method will *not* trigger\n * the element to update.\n */\n render() {\n return renderNotImplemented;\n }\n}\n/**\n * Ensure this class is marked as `finalized` as an optimization ensuring\n * it will not needlessly try to `finalize`.\n *\n * Note this property name is a string to prevent breaking Closure JS Compiler\n * optimizations. See updating-element.ts for more information.\n */\nLitElement['finalized'] = true;\n/**\n * Reference to the underlying library method used to render the element's\n * DOM. By default, points to the `render` method from lit-html's shady-render\n * module.\n *\n * **Most users will never need to touch this property.**\n *\n * This property should not be confused with the `render` instance method,\n * which should be overridden to define a template for the element.\n *\n * Advanced users creating a new base class based on LitElement can override\n * this property to point to a custom render method with a signature that\n * matches [shady-render's `render`\n * method](https://lit-html.polymer-project.org/api/modules/shady_render.html#render).\n *\n * @nocollapse\n */\nLitElement.render = render;\n//# sourceMappingURL=lit-element.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n// NOTE(cdata): The HAS_WEBXR_* constants can be enabled in Chrome by turning on\n// the appropriate flags. However, just because we have the API does not\n// guarantee that AR will work.\nexport const HAS_WEBXR_DEVICE_API = navigator.xr != null &&\n self.XRSession != null && navigator.xr.isSessionSupported != null;\nexport const HAS_WEBXR_HIT_TEST_API = HAS_WEBXR_DEVICE_API && self.XRSession.prototype.requestHitTestSource;\nexport const HAS_RESIZE_OBSERVER = self.ResizeObserver != null;\nexport const HAS_INTERSECTION_OBSERVER = self.IntersectionObserver != null;\nexport const IS_WEBXR_AR_CANDIDATE = HAS_WEBXR_HIT_TEST_API;\nexport const IS_MOBILE = (() => {\n const userAgent = navigator.userAgent || navigator.vendor || self.opera;\n let check = false;\n // eslint-disable-next-line\n if (/(android|bb\\d+|meego).+mobile|avantgo|bada\\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i\n .test(userAgent) ||\n /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\\-(n|u)|c55\\/|capi|ccwa|cdm\\-|cell|chtm|cldc|cmd\\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\\-s|devi|dica|dmob|do(c|p)o|ds(12|\\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\\-|_)|g1 u|g560|gene|gf\\-5|g\\-mo|go(\\.w|od)|gr(ad|un)|haie|hcit|hd\\-(m|p|t)|hei\\-|hi(pt|ta)|hp( i|ip)|hs\\-c|ht(c(\\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\\-(20|go|ma)|i230|iac( |\\-|\\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\\/)|klon|kpt |kwc\\-|kyo(c|k)|le(no|xi)|lg( g|\\/(k|l|u)|50|54|\\-[a-w])|libw|lynx|m1\\-w|m3ga|m50\\/|ma(te|ui|xo)|mc(01|21|ca)|m\\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\\-2|po(ck|rt|se)|prox|psio|pt\\-g|qa\\-a|qc(07|12|21|32|60|\\-[2-7]|i\\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\\-|oo|p\\-)|sdk\\/|se(c(\\-|0|1)|47|mc|nd|ri)|sgh\\-|shar|sie(\\-|m)|sk\\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\\-|v\\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\\-|tdg\\-|tel(i|m)|tim\\-|t\\-mo|to(pl|sh)|ts(70|m\\-|m3|m5)|tx\\-9|up(\\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\\-|your|zeto|zte\\-/i\n .test(userAgent.substr(0, 4))) {\n check = true;\n }\n return check;\n})();\nexport const IS_CHROMEOS = /\\bCrOS\\b/.test(navigator.userAgent);\n// Disabling offscreen canvas for now because it is slower and has bugs relating\n// to janky updates and out of sync frames.\nexport const USE_OFFSCREEN_CANVAS = false;\n// Boolean((self as any).OffscreenCanvas) &&\n// Boolean((self as any).OffscreenCanvas.prototype.transferToImageBitmap) &&\n// !IS_CHROMEOS; // TODO(elalish): file a bug on inverted renders\nexport const IS_ANDROID = /android/i.test(navigator.userAgent);\n// Prior to iOS 13, detecting iOS Safari was relatively straight-forward.\n// As of iOS 13, Safari on iPad (in its default configuration) reports the same\n// user-agent string as Safari on desktop MacOS. Strictly speaking, we only care\n// about iOS for the purposes if selecting for cases where Quick Look is known\n// to be supported. However, for API correctness purposes, we must rely on\n// known, detectable signals to distinguish iOS Safari from MacOS Safari. At the\n// time of this writing, there are no non-iOS/iPadOS Apple devices with\n// multi-touch displays.\n// @see https://stackoverflow.com/questions/57765958/how-to-detect-ipad-and-ipad-os-version-in-ios-13-and-up\n// @see https://forums.developer.apple.com/thread/119186\n// @see https://github.com/google/model-viewer/issues/758\nexport const IS_IOS = (/iPad|iPhone|iPod/.test(navigator.userAgent) && !self.MSStream) ||\n (navigator.platform === 'MacIntel' && navigator.maxTouchPoints > 1);\nexport const IS_AR_QUICKLOOK_CANDIDATE = (() => {\n const tempAnchor = document.createElement('a');\n return Boolean(tempAnchor.relList && tempAnchor.relList.supports &&\n tempAnchor.relList.supports('ar'));\n})();\n// @see https://developer.chrome.com/multidevice/user-agent\nexport const IS_SAFARI = /Safari\\//.test(navigator.userAgent);\nexport const IS_FIREFOX = /firefox/i.test(navigator.userAgent);\nexport const IS_OCULUS = /OculusBrowser/.test(navigator.userAgent);\nexport const IS_IOS_CHROME = IS_IOS && /CriOS\\//.test(navigator.userAgent);\nexport const IS_IOS_SAFARI = IS_IOS && IS_SAFARI;\nexport const IS_SCENEVIEWER_CANDIDATE = IS_ANDROID && !IS_FIREFOX && !IS_OCULUS;\n//# sourceMappingURL=constants.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nexport default `\n<svg xmlns=\"http://www.w3.org/2000/svg\" width=\"24px\" height=\"24px\" viewBox=\"0 0 24 24\" fill=\"#000000\">\n <!-- NOTE(cdata): This SVG filter is a stop-gap until we can implement\n support for dynamic re-coloring of UI components -->\n <defs>\n <filter id=\"drop-shadow\" x=\"-100%\" y=\"-100%\" width=\"300%\" height=\"300%\">\n <feGaussianBlur in=\"SourceAlpha\" stdDeviation=\"1\"/>\n <feOffset dx=\"0\" dy=\"0\" result=\"offsetblur\"/>\n <feFlood flood-color=\"#000000\"/>\n <feComposite in2=\"offsetblur\" operator=\"in\"/>\n <feMerge>\n <feMergeNode/>\n <feMergeNode in=\"SourceGraphic\"/>\n </feMerge>\n </filter>\n </defs>\n <path filter=\"url(#drop-shadow)\" d=\"M19 6.41L17.59 5 12 10.59 6.41 5 5 6.41 10.59 12 5 17.59 6.41 19 12 13.41 17.59 19 19 17.59 13.41 12z\"/>\n <path d=\"M0 0h24v24H0z\" fill=\"none\"/>\n</svg>`;\n//# sourceMappingURL=close-material-svg.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nexport default `\n<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" width=\"25\" height=\"36\">\n <defs>\n <path id=\"A\" d=\"M.001.232h24.997V36H.001z\" />\n </defs>\n <g transform=\"translate(-11 -4)\" fill=\"none\" fill-rule=\"evenodd\">\n <path fill-opacity=\"0\" fill=\"#fff\" d=\"M0 0h44v44H0z\" />\n <g transform=\"translate(11 3)\">\n <path d=\"M8.733 11.165c.04-1.108.766-2.027 1.743-2.307a2.54 2.54 0 0 1 .628-.089c.16 0 .314.017.463.044 1.088.2 1.9 1.092 1.9 2.16v8.88h1.26c2.943-1.39 5-4.45 5-8.025a9.01 9.01 0 0 0-1.9-5.56l-.43-.5c-.765-.838-1.683-1.522-2.712-2-1.057-.49-2.226-.77-3.46-.77s-2.4.278-3.46.77c-1.03.478-1.947 1.162-2.71 2l-.43.5a9.01 9.01 0 0 0-1.9 5.56 9.04 9.04 0 0 0 .094 1.305c.03.21.088.41.13.617l.136.624c.083.286.196.56.305.832l.124.333a8.78 8.78 0 0 0 .509.953l.065.122a8.69 8.69 0 0 0 3.521 3.191l1.11.537v-9.178z\" fill-opacity=\".5\" fill=\"#e4e4e4\" />\n <path d=\"M22.94 26.218l-2.76 7.74c-.172.485-.676.8-1.253.8H12.24c-1.606 0-3.092-.68-3.98-1.82-1.592-2.048-3.647-3.822-6.11-5.27-.095-.055-.15-.137-.152-.23-.004-.1.046-.196.193-.297.56-.393 1.234-.6 1.926-.6a3.43 3.43 0 0 1 .691.069l4.922.994V10.972c0-.663.615-1.203 1.37-1.203s1.373.54 1.373 1.203v9.882h2.953c.273 0 .533.073.757.21l6.257 3.874c.027.017.045.042.07.06.41.296.586.77.426 1.22M4.1 16.614c-.024-.04-.042-.083-.065-.122a8.69 8.69 0 0 1-.509-.953c-.048-.107-.08-.223-.124-.333l-.305-.832c-.058-.202-.09-.416-.136-.624l-.13-.617a9.03 9.03 0 0 1-.094-1.305c0-2.107.714-4.04 1.9-5.56l.43-.5c.764-.84 1.682-1.523 2.71-2 1.058-.49 2.226-.77 3.46-.77s2.402.28 3.46.77c1.03.477 1.947 1.16 2.712 2l.428.5a9 9 0 0 1 1.901 5.559c0 3.577-2.056 6.636-5 8.026h-1.26v-8.882c0-1.067-.822-1.96-1.9-2.16-.15-.028-.304-.044-.463-.044-.22 0-.427.037-.628.09-.977.28-1.703 1.198-1.743 2.306v9.178l-1.11-.537C6.18 19.098 4.96 18 4.1 16.614M22.97 24.09l-6.256-3.874c-.102-.063-.218-.098-.33-.144 2.683-1.8 4.354-4.855 4.354-8.243 0-.486-.037-.964-.104-1.43a9.97 9.97 0 0 0-1.57-4.128l-.295-.408-.066-.092a10.05 10.05 0 0 0-.949-1.078c-.342-.334-.708-.643-1.094-.922-1.155-.834-2.492-1.412-3.94-1.65l-.732-.088-.748-.03a9.29 9.29 0 0 0-1.482.119c-1.447.238-2.786.816-3.94 1.65a9.33 9.33 0 0 0-.813.686 9.59 9.59 0 0 0-.845.877l-.385.437-.36.5-.288.468-.418.778-.04.09c-.593 1.28-.93 2.71-.93 4.222 0 3.832 2.182 7.342 5.56 8.938l1.437.68v4.946L5 25.64a4.44 4.44 0 0 0-.888-.086c-.017 0-.034.003-.05.003-.252.004-.503.033-.75.08a5.08 5.08 0 0 0-.237.056c-.193.046-.382.107-.568.18-.075.03-.15.057-.225.1-.25.114-.494.244-.723.405a1.31 1.31 0 0 0-.566 1.122 1.28 1.28 0 0 0 .645 1.051C4 29.925 5.96 31.614 7.473 33.563a5.06 5.06 0 0 0 .434.491c1.086 1.082 2.656 1.713 4.326 1.715h6.697c.748-.001 1.43-.333 1.858-.872.142-.18.256-.38.336-.602l2.757-7.74c.094-.26.13-.53.112-.794s-.088-.52-.203-.76a2.19 2.19 0 0 0-.821-.91\" fill-opacity=\".6\" fill=\"#000\" />\n <path d=\"M22.444 24.94l-6.257-3.874a1.45 1.45 0 0 0-.757-.211h-2.953v-9.88c0-.663-.616-1.203-1.373-1.203s-1.37.54-1.37 1.203v16.643l-4.922-.994a3.44 3.44 0 0 0-.692-.069 3.35 3.35 0 0 0-1.925.598c-.147.102-.198.198-.194.298.004.094.058.176.153.23 2.462 1.448 4.517 3.22 6.11 5.27.887 1.14 2.373 1.82 3.98 1.82h6.686c.577 0 1.08-.326 1.253-.8l2.76-7.74c.16-.448-.017-.923-.426-1.22-.025-.02-.043-.043-.07-.06z\" fill=\"#fff\" />\n <g transform=\"translate(0 .769)\">\n <mask id=\"B\" fill=\"#fff\">\n <use xlink:href=\"#A\" />\n </mask>\n <path d=\"M23.993 24.992a1.96 1.96 0 0 1-.111.794l-2.758 7.74c-.08.22-.194.423-.336.602-.427.54-1.11.87-1.857.872h-6.698c-1.67-.002-3.24-.633-4.326-1.715-.154-.154-.3-.318-.434-.49C5.96 30.846 4 29.157 1.646 27.773c-.385-.225-.626-.618-.645-1.05a1.31 1.31 0 0 1 .566-1.122 4.56 4.56 0 0 1 .723-.405l.225-.1a4.3 4.3 0 0 1 .568-.18l.237-.056c.248-.046.5-.075.75-.08.018 0 .034-.003.05-.003.303-.001.597.027.89.086l3.722.752V20.68l-1.436-.68c-3.377-1.596-5.56-5.106-5.56-8.938 0-1.51.336-2.94.93-4.222.015-.03.025-.06.04-.09.127-.267.268-.525.418-.778.093-.16.186-.316.288-.468.063-.095.133-.186.2-.277L3.773 5c.118-.155.26-.29.385-.437.266-.3.544-.604.845-.877a9.33 9.33 0 0 1 .813-.686C6.97 2.167 8.31 1.59 9.757 1.35a9.27 9.27 0 0 1 1.481-.119 8.82 8.82 0 0 1 .748.031c.247.02.49.05.733.088 1.448.238 2.786.816 3.94 1.65.387.28.752.588 1.094.922a9.94 9.94 0 0 1 .949 1.078l.066.092c.102.133.203.268.295.408a9.97 9.97 0 0 1 1.571 4.128c.066.467.103.945.103 1.43 0 3.388-1.67 6.453-4.353 8.243.11.046.227.08.33.144l6.256 3.874c.37.23.645.55.82.9.115.24.185.498.203.76m.697-1.195c-.265-.55-.677-1.007-1.194-1.326l-5.323-3.297c2.255-2.037 3.564-4.97 3.564-8.114 0-2.19-.637-4.304-1.84-6.114-.126-.188-.26-.37-.4-.552-.645-.848-1.402-1.6-2.252-2.204C15.472.91 13.393.232 11.238.232A10.21 10.21 0 0 0 5.23 2.19c-.848.614-1.606 1.356-2.253 2.205-.136.18-.272.363-.398.55C1.374 6.756.737 8.87.737 11.06c0 4.218 2.407 8.08 6.133 9.842l.863.41v3.092l-2.525-.51c-.356-.07-.717-.106-1.076-.106a5.45 5.45 0 0 0-3.14.996c-.653.46-1.022 1.202-.99 1.983a2.28 2.28 0 0 0 1.138 1.872c2.24 1.318 4.106 2.923 5.543 4.772 1.26 1.62 3.333 2.59 5.55 2.592h6.698c1.42-.001 2.68-.86 3.134-2.138l2.76-7.74c.272-.757.224-1.584-.134-2.325\" fill-opacity=\".05\" fill=\"#000\" mask=\"url(#B)\" />\n </g>\n </g>\n </g>\n</svg>`;\n//# sourceMappingURL=controls-svg.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nexport default `\n<svg version=\"1.1\" id=\"view_x5F_in_x5F_AR_x5F_icon\"\n\t xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" x=\"0px\" y=\"0px\" width=\"24px\" height=\"24px\"\n\t viewBox=\"0 0 24 24\" enable-background=\"new 0 0 24 24\" xml:space=\"preserve\">\n<rect id=\"Bounding_Box\" x=\"0\" y=\"0\" fill=\"none\" width=\"24\" height=\"24\"/>\n<g id=\"Art_layer\">\n\t<path d=\"M3,4c0-0.55,0.45-1,1-1h2V1H4C2.35,1,1,2.35,1,4v2h2V4z\"/>\n\t<path d=\"M20,3c0.55,0,1,0.45,1,1v2h2V4c0-1.65-1.35-3-3-3h-2v2H20z\"/>\n\t<path d=\"M4,21c-0.55,0-1-0.45-1-1v-2H1v2c0,1.65,1.35,3,3,3h2v-2H4z\"/>\n\t<path d=\"M20,21c0.55,0,1-0.45,1-1v-2h2v2c0,1.65-1.35,3-3,3h-2v-2H20z\"/>\n\t<g>\n\t\t<path d=\"M18.25,7.6l-5.5-3.18c-0.46-0.27-1.04-0.27-1.5,0L5.75,7.6C5.29,7.87,5,8.36,5,8.9v6.35c0,0.54,0.29,1.03,0.75,1.3\n\t\t\tl5.5,3.18c0.46,0.27,1.04,0.27,1.5,0l5.5-3.18c0.46-0.27,0.75-0.76,0.75-1.3V8.9C19,8.36,18.71,7.87,18.25,7.6z M7,14.96v-4.62\n\t\t\tl4,2.32v4.61L7,14.96z M12,10.93L8,8.61l4-2.31l4,2.31L12,10.93z M13,17.27v-4.61l4-2.32v4.62L13,17.27z\"/>\n\t</g>\n</g>\n</svg>`;\n//# sourceMappingURL=view-in-ar-material-svg.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport CloseIcon from './assets/close-material-svg.js';\nimport ControlsPrompt from './assets/controls-svg.js';\nimport ARGlyph from './assets/view-in-ar-material-svg.js';\nconst template = document.createElement('template');\ntemplate.innerHTML = `\n<style>\n:host {\n display: block;\n position: relative;\n contain: strict;\n width: 300px;\n height: 150px;\n}\n\n/* NOTE: This ruleset is our integration surface area with the\n * :focus-visible polyfill.\n *\n * @see https://github.com/WICG/focus-visible/pull/196 */\n:host([data-js-focus-visible]:focus:not(.focus-visible)),\n:host([data-js-focus-visible]) :focus:not(.focus-visible) {\n outline: none;\n}\n\n.container {\n position: relative;\n}\n\n.userInput {\n width: 100%;\n height: 100%;\n display: block;\n position: relative;\n overflow: hidden;\n}\n\ncanvas {\n position: absolute;\n display: none;\n pointer-events: none;\n /* NOTE(cdata): Chrome 76 and below apparently have a bug\n * that causes our canvas not to display pixels unless it is\n * on its own render layer\n * @see https://github.com/google/model-viewer/pull/755#issuecomment-536597893\n */\n transform: translateZ(0);\n}\n\ncanvas.show {\n display: block;\n}\n\n/* Adapted from HTML5 Boilerplate\n *\n * @see https://github.com/h5bp/html5-boilerplate/blob/ceb4620c78fc82e13534fc44202a3f168754873f/dist/css/main.css#L122-L133 */\n.screen-reader-only {\n border: 0;\n clip: rect(0, 0, 0, 0);\n height: 1px;\n margin: -1px;\n overflow: hidden;\n padding: 0;\n position: absolute;\n white-space: nowrap;\n width: 1px;\n}\n\n.slot {\n position: absolute;\n pointer-events: none;\n top: 0;\n left: 0;\n width: 100%;\n height: 100%;\n}\n\n.slot > * {\n pointer-events: initial;\n}\n\n.annotation-wrapper ::slotted(*) {\n opacity: var(--max-hotspot-opacity, 1);\n transition: opacity 0.3s;\n}\n\n.pointer-tumbling .annotation-wrapper ::slotted(*) {\n pointer-events: none;\n}\n\n.annotation-wrapper ::slotted(*) {\n pointer-events: initial;\n}\n\n.annotation-wrapper.hide ::slotted(*) {\n opacity: var(--min-hotspot-opacity, 0.25);\n}\n\n.slot.poster {\n opacity: 0;\n transition: opacity 0.3s 0.3s;\n background-color: inherit;\n}\n\n.slot.poster.show {\n opacity: 1;\n transition: none;\n}\n\n.slot.poster > * {\n pointer-events: initial;\n}\n\n.slot.poster:not(.show) > * {\n pointer-events: none;\n}\n\n#default-poster {\n width: 100%;\n height: 100%;\n /* The default poster is a <button> so we need to set display\n * to prevent it from being affected by text-align: */\n display: block;\n position: absolute;\n border: none;\n padding: 0;\n background-size: contain;\n background-repeat: no-repeat;\n background-position: center;\n background-color: var(--poster-color, #fff);\n background-image: var(--poster-image, none);\n}\n\n#default-progress-bar {\n display: block;\n position: relative;\n width: 100%;\n height: 100%;\n pointer-events: none;\n overflow: hidden;\n}\n\n#default-progress-bar > .mask {\n position: absolute;\n top: 0;\n left: 0;\n width: 100%;\n height: 100%;\n background: var(--progress-mask, #fff);\n transition: opacity 0.3s;\n opacity: 0.2;\n}\n\n#default-progress-bar > .bar {\n position: absolute;\n top: 0;\n left: 0;\n width: 100%;\n height: var(--progress-bar-height, 5px);\n transition: transform 0.09s;\n transform-origin: top left;\n transform: scaleX(0);\n overflow: hidden;\n}\n\n#default-progress-bar > .bar:before {\n content: '';\n display: block;\n top: 0;\n left: 0;\n width: 100%;\n height: 100%;\n\n background-color: var(--progress-bar-color, rgba(0, 0, 0, 0.4));\n\n transition: none;\n transform-origin: top left;\n transform: translateY(0);\n}\n\n#default-progress-bar > .bar.hide:before {\n transition: transform 0.3s 1s;\n transform: translateY(-100%);\n}\n\n.slot.interaction-prompt {\n display: var(--interaction-prompt-display, flex);\n position: absolute;\n top: 0;\n left: 0;\n width: 100%;\n height: 100%;\n pointer-events: none;\n align-items: center;\n justify-content: center;\n\n opacity: 0;\n will-change: opacity;\n overflow: hidden;\n transition: opacity 0.3s;\n}\n\n.slot.interaction-prompt.visible {\n opacity: 1;\n}\n\n.slot.interaction-prompt > .animated-container {\n will-change: transform, opacity;\n}\n\n.slot.interaction-prompt > * {\n pointer-events: none;\n}\n\n.slot.ar-button {\n -moz-user-select: none;\n -webkit-tap-highlight-color: transparent;\n user-select: none;\n\n display: var(--ar-button-display, block);\n}\n\n.slot.ar-button:not(.enabled) {\n display: none;\n}\n\n.fab {\n display: flex;\n align-items: center;\n justify-content: center;\n box-sizing: border-box;\n width: 40px;\n height: 40px;\n cursor: pointer;\n background-color: #fff;\n box-shadow: 0px 0px 4px rgba(0, 0, 0, 0.15);\n border-radius: 100px;\n}\n\n.fab > * {\n opacity: 0.87;\n}\n\n#default-ar-button {\n position: absolute;\n bottom: 16px;\n right: 16px;\n transform: scale(var(--ar-button-scale, 1));\n transform-origin: bottom right;\n}\n\n.slot.default {\n pointer-events: none;\n}\n\n.slot.progress-bar {\n pointer-events: none;\n}\n\n.slot.exit-webxr-ar-button {\n pointer-events: none;\n}\n\n.slot.exit-webxr-ar-button:not(.enabled) {\n display: none;\n}\n\n#default-exit-webxr-ar-button {\n display: flex;\n align-items: center;\n justify-content: center;\n position: absolute;\n top: 16px;\n right: 16px;\n width: 40px;\n height: 40px;\n box-sizing: border-box;\n}\n\n#default-exit-webxr-ar-button > svg {\n fill: #fff;\n}\n</style>\n<div class=\"container\">\n <div class=\"userInput\" tabindex=\"0\" role=\"img\"\n aria-label=\"A depiction of a 3D model\"\n aria-live=\"polite\">\n <canvas></canvas>\n </div>\n\n <!-- NOTE(cdata): We need to wrap slots because browsers without ShadowDOM\n will have their <slot> elements removed by ShadyCSS -->\n <div class=\"slot poster\">\n <slot name=\"poster\">\n <button type=\"button\" id=\"default-poster\" aria-hidden=\"true\" aria-label=\"Activate to view in 3D!\"></button>\n </slot>\n </div>\n\n <div class=\"slot ar-button\">\n <slot name=\"ar-button\">\n <a id=\"default-ar-button\" class=\"fab\"\n tabindex=\"2\"\n aria-label=\"View this 3D model up close\">\n ${ARGlyph}\n </a>\n </slot>\n </div>\n\n <div class=\"slot interaction-prompt\">\n <div class=\"animated-container\" part=\"interaction-prompt\">\n <slot name=\"interaction-prompt\" aria-hidden=\"true\">\n ${ControlsPrompt}\n </slot>\n </div>\n </div>\n\n <div class=\"slot default\">\n <slot></slot>\n\n <div class=\"slot progress-bar\">\n <slot name=\"progress-bar\">\n <div id=\"default-progress-bar\" aria-hidden=\"true\">\n <div class=\"mask\"></div>\n <div class=\"bar\"></div>\n </div>\n </slot>\n </div>\n \n <div class=\"slot exit-webxr-ar-button\">\n <slot name=\"exit-webxr-ar-button\">\n <a id=\"default-exit-webxr-ar-button\"\n tabindex=\"3\"\n aria-label=\"Exit AR\"\n aria-hidden=\"true\">\n ${CloseIcon}\n </a>\n </slot>\n </div>\n </div>\n</div>`;\nexport default template;\nexport const makeTemplate = (tagName) => {\n const clone = document.createElement('template');\n clone.innerHTML = template.innerHTML;\n if (window.ShadyCSS) {\n window.ShadyCSS.prepareTemplate(clone, tagName);\n }\n return clone;\n};\n//# sourceMappingURL=template.js.map","// threejs.org/license\nconst REVISION = '126';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst CubeUVRefractionMapping = 307;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedShort565Type = 1019;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst RGBEFormat = RGBAFormat;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nconst SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nconst SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nconst SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nconst SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nconst SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nconst SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nconst SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nconst SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nconst SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nconst SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nconst SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nconst SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nconst SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst GammaEncoding = 3007;\nconst RGBEEncoding = 3002;\nconst LogLuvEncoding = 3003;\nconst RGBM7Encoding = 3004;\nconst RGBM16Encoding = 3005;\nconst RGBDEncoding = 3006;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\nconst MathUtils = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\t\tconst d0 = Math.random() * 0xffffffff | 0;\n\t\tconst d1 = Math.random() * 0xffffffff | 0;\n\t\tconst d2 = Math.random() * 0xffffffff | 0;\n\t\tconst d3 = Math.random() * 0xffffffff | 0;\n\t\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t\t// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\t\treturn uuid.toUpperCase();\n\n\t},\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range <a1, a2> to range <b1, b2>\n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\n\n\tdamp: function ( x, y, lambda, dt ) {\n\n\t\treturn MathUtils.lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n\t},\n\n\t// https://www.desmos.com/calculator/vcsjnyz7x4\n\n\tpingpong: function ( x, length = 1 ) {\n\n\t\treturn length - Math.abs( MathUtils.euclideanModulo( x, length * 2 ) - length );\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from <low, high> interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from <low, high> interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\t// Deterministic pseudo-random float in the interval [ 0, 1 ]\n\n\tseededRandom: function ( s ) {\n\n\t\tif ( s !== undefined ) _seed = s % 2147483647;\n\n\t\t// Park-Miller algorithm\n\n\t\t_seed = _seed * 16807 % 2147483647;\n\n\t\treturn ( _seed - 1 ) / 2147483646;\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * MathUtils.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * MathUtils.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tsetQuaternionFromProperEuler: function ( q, a, b, c, order ) {\n\n\t\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t\t// rotations are applied to the axes in the order specified by 'order'\n\t\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t\t// angles are in radians\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c2 = cos( b / 2 );\n\t\tconst s2 = sin( b / 2 );\n\n\t\tconst c13 = cos( ( a + c ) / 2 );\n\t\tconst s13 = sin( ( a + c ) / 2 );\n\n\t\tconst c1_3 = cos( ( a - c ) / 2 );\n\t\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\t\tconst c3_1 = cos( ( c - a ) / 2 );\n\t\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYX':\n\t\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZY':\n\t\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXZ':\n\t\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZX':\n\t\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXY':\n\t\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYZ':\n\t\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t}\n\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector2.prototype.isVector2 = true;\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nMatrix3.prototype.isMatrix3 = true;\n\nlet _canvas;\n\nconst ImageUtils = {\n\n\tgetDataURL: function ( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n};\n\nlet textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.image = image;\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t\t//\n\t\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\t\tthis.encoding = encoding;\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tconst image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = MathUtils.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tlet url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( let i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t// check cube texture with data textures\n\n\t\t\t\t\t\tif ( image[ i ].isDataTexture ) {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ].image ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = serializeImage( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype.isTexture = true;\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector4.prototype.isVector4 = true;\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass WebGLRenderTarget extends EventDispatcher {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper();\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.image = {};\n\t\tthis.texture.image.width = width;\n\t\tthis.texture.image.height = height;\n\t\tthis.texture.image.depth = 1;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\t\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t}\n\n\tsetTexture( texture ) {\n\n\t\ttexture.image = {\n\t\t\twidth: this.width,\n\t\t\theight: this.height,\n\t\t\tdepth: this.depth\n\t\t};\n\n\t\tthis.texture = texture;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\t\t\tthis.texture.image.depth = depth;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nWebGLRenderTarget.prototype.isWebGLRenderTarget = true;\n\nclass WebGLMultisampleRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.samples = 4;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n}\n\nWebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\treturn qm.copy( qa ).slerp( qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tconst EPS = 0.000001;\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < EPS ) {\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nQuaternion.prototype.isQuaternion = true;\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector3.prototype.isVector3 = true;\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getSize() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box.copy( geometry.boundingBox );\n\t\t\t_box.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box );\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getParameter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$1 );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0.subVectors( triangle.a, _center );\n\t\t_v1.subVectors( triangle.b, _center );\n\t\t_v2.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1, _v0 );\n\t\t_f1.subVectors( _v2, _v1 );\n\t\t_f2.subVectors( _v0, _v2 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0, _v1, _v2, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Box3: .getBoundingSphere() target is now required' );\n\t\t\t//target = new Sphere(); // removed to avoid cyclic dependency\n\n\t\t}\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$1 ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox3.prototype.isBox3 = true;\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\n\nconst _box = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$1 = /*@__PURE__*/ new Box3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$1.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );\n\t\t\ttarget = new Box3();\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$2 ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$2.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$2.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$2.dot( this.direction );\n\t\tconst d2 = _vector$2.dot( _vector$2 ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$2 ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$1.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$1.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$1.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1.elements[ 0 ] *= invSX;\n\t\t_m1.elements[ 1 ] *= invSX;\n\t\t_m1.elements[ 2 ] *= invSX;\n\n\t\t_m1.elements[ 4 ] *= invSY;\n\t\t_m1.elements[ 5 ] *= invSY;\n\t\t_m1.elements[ 6 ] *= invSY;\n\n\t\t_m1.elements[ 8 ] *= invSZ;\n\t\t_m1.elements[ 9 ] *= invSZ;\n\t\t_m1.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nMatrix4.prototype.isMatrix4 = true;\n\nconst _v1$1 = /*@__PURE__*/ new Vector3();\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix = /*@__PURE__*/ new Matrix4();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order, update ) {\n\n\t\tconst clamp = MathUtils.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix, order, update );\n\n\t}\n\n\tsetFromVector3( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$1.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$1, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\ttoVector3( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.prototype.isEuler = true;\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$2 = new Vector3();\nconst _q1 = new Quaternion();\nconst _m1$1 = new Matrix4();\nconst _target = new Vector3();\n\nconst _position = new Vector3();\nconst _scale = new Vector3();\nconst _quaternion$2 = new Quaternion();\n\nconst _xAxis = new Vector3( 1, 0, 0 );\nconst _yAxis = new Vector3( 0, 1, 0 );\nconst _zAxis = new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tconst position = new Vector3();\n\tconst rotation = new Euler();\n\tconst quaternion = new Quaternion();\n\tconst scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation._onChange( onRotationChange );\n\tquaternion._onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.animations = [];\n\n\tthis.userData = {};\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Object3D,\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateOnWorldAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t},\n\n\ttranslateOnAxis: function ( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$2.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$2.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t},\n\n\ttranslateX: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t},\n\n\ttranslateY: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t},\n\n\ttranslateZ: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t},\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t},\n\n\tlookAt: function ( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t},\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclear: function () {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t},\n\n\tattach: function ( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );\n\t\t\ttarget = new Quaternion();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position, target, _scale );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldScale: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldScale() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion$2, target );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t},\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .projectPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .intersectLine() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .coplanarPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nPlane.prototype.isPlane = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getNormal() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$1.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$1 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$1 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getBarycoord() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3 );\n\n\t\treturn ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3.x );\n\t\ttarget.addScaledVector( uv2, _v3.y );\n\t\ttarget.addScaledVector( uv3, _v3.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getMidpoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getPlane() target is now required' );\n\t\t\ttarget = new Plane();\n\n\t\t}\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nlet materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.vertexColors = false;\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.stencilWriteMask = 0xff;\n\tthis.stencilFunc = AlwaysStencilFunc;\n\tthis.stencilRef = 0;\n\tthis.stencilFuncMask = 0xff;\n\tthis.stencilFail = KeepStencilOp;\n\tthis.stencilZFail = KeepStencilOp;\n\tthis.stencilZPass = KeepStencilOp;\n\tthis.stencilWrite = false;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.shadowSide = null;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.premultipliedAlpha = false;\n\n\tthis.visible = true;\n\n\tthis.toneMapped = true;\n\n\tthis.userData = {};\n\n\tthis.version = 0;\n\n}\n\nMaterial.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Material,\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function ( /* shaderobject, renderer */ ) {},\n\n\tcustomProgramCacheKey: function () {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\t\t\tdata.refractionRatio = this.refractionRatio;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\t\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.morphNormals === true ) data.morphNormals = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nObject.defineProperty( Material.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = MathUtils.euclideanModulo( h, 1 );\n\t\ts = MathUtils.clamp( s, 0, 1 );\n\t\tl = MathUtils.clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopyGammaToLinear( color, gammaFactor = 2.0 ) {\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToGamma( color, gammaFactor = 2.0 ) {\n\n\t\tconst safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t}\n\n\tconvertGammaToLinear( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToGamma( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex() {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t}\n\n\tgetHexString() {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Color: .getHSL() target is now required' );\n\t\t\ttarget = { h: 0, s: 0, l: 0 };\n\n\t\t}\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle() {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\n\nColor.prototype.isColor = true;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\n/**\n * parameters = {\n * color: <hex>,\n * opacity: <float>,\n * map: new THREE.Texture( <Image> ),\n *\n * lightMap: new THREE.Texture( <Image> ),\n * lightMapIntensity: <float>\n *\n * aoMap: new THREE.Texture( <Image> ),\n * aoMapIntensity: <float>\n *\n * specularMap: new THREE.Texture( <Image> ),\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: <float>,\n * refractionRatio: <float>,\n *\n * depthTest: <bool>,\n * depthWrite: <bool>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>,\n *\n * skinning: <bool>,\n * morphTargets: <bool>\n * }\n */\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nconst _vector$3 = new Vector3();\nconst _vector2$1 = new Vector2();\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$3.fromBufferAttribute( this, i );\n\t\t\t\t_vector$3.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\nfunction Float16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nFloat16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat16BufferAttribute.prototype.constructor = Float16BufferAttribute;\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\n\nfunction Float32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nlet _id = 0;\n\nconst _m1$2 = new Matrix4();\nconst _obj = new Object3D();\nconst _offset = new Vector3();\nconst _box$2 = new Box3();\nconst _boxMorphTargets = new Box3();\nconst _vector$4 = new Vector3();\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\tthis.morphTargetsRelative = false;\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}\n\nBufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: BufferGeometry,\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tsetAttribute: function ( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tdeleteAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\thasAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$2.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$2.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$2.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$2.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$2.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$2.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.min, _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.max, _box$2.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$2.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$2.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$4.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$4.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$4.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeTangents: function () {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst indices = index.array;\n\t\tconst positions = attributes.position.array;\n\t\tconst normals = attributes.normal.array;\n\t\tconst uvs = attributes.uv.array;\n\n\t\tconst nVertices = positions.length / 3;\n\n\t\tif ( attributes.tangent === undefined ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = attributes.tangent.array;\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < nVertices; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromArray( positions, a * 3 );\n\t\t\tvB.fromArray( positions, b * 3 );\n\t\t\tvC.fromArray( positions, c * 3 );\n\n\t\t\tuvA.fromArray( uvs, a * 2 );\n\t\t\tuvB.fromArray( uvs, b * 2 );\n\t\t\tuvC.fromArray( uvs, c * 2 );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: indices.length\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindices[ j + 0 ],\n\t\t\t\t\tindices[ j + 1 ],\n\t\t\t\t\tindices[ j + 2 ]\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromArray( normals, v * 3 );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangents[ v * 4 ] = tmp.x;\n\t\t\ttangents[ v * 4 + 1 ] = tmp.y;\n\t\t\ttangents[ v * 4 + 2 ] = tmp.z;\n\t\t\ttangents[ v * 4 + 3 ] = w;\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( indices[ j + 0 ] );\n\t\t\t\thandleVertex( indices[ j + 1 ] );\n\t\t\t\thandleVertex( indices[ j + 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$4.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$4.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );\n\n\t\t}\n\n\t},\n\n\ttoNonIndexed: function () {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst attributeData = attribute.toJSON( data.data );\n\n\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\tdata.data.attributes[ key ] = attributeData;\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tconst attributeData = attribute.toJSON( data.data );\n\n\t\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\t\tarray.push( attributeData );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nconst _inverseMatrix = new Matrix4();\nconst _ray = new Ray();\nconst _sphere = new Sphere();\n\nconst _vA = new Vector3();\nconst _vB = new Vector3();\nconst _vC = new Vector3();\n\nconst _tempA = new Vector3();\nconst _tempB = new Vector3();\nconst _tempC = new Vector3();\n\nconst _morphA = new Vector3();\nconst _morphB = new Vector3();\nconst _morphC = new Vector3();\n\nconst _uvA = new Vector2();\nconst _uvB = new Vector2();\nconst _uvC = new Vector2();\n\nconst _intersectionPoint = new Vector3();\nconst _intersectionPointWorld = new Vector3();\n\nfunction Mesh( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n} );\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA.fromBufferAttribute( position, a );\n\t_vB.fromBufferAttribute( position, b );\n\t_vC.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( material.morphTargets && morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA.add( _morphA );\n\t\t_vB.add( _morphB );\n\t\t_vC.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh && material.skinning ) {\n\n\t\tobject.boneTransform( a, _vA );\n\t\tobject.boneTransform( b, _vB );\n\t\tobject.boneTransform( c, _vC );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv, a );\n\t\t\t_uvB.fromBufferAttribute( uv, b );\n\t\t\t_uvC.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv2, a );\n\t\t\t_uvB.fromBufferAttribute( uv2, b );\n\t\t\t_uvC.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: a,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA, _vB, _vC, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: <string>,\n * vertexShader: <string>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>,\n *\n * lights: <bool>,\n *\n * skinning: <bool>,\n * morphTargets: <bool>,\n * morphNormals: <bool>\n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = default_vertex;\n\tthis.fragmentShader = default_fragment;\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\tthis.uniformsNeedUpdate = false;\n\n\tthis.glslVersion = null;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\tthis.defines = Object.assign( {}, source.defines );\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = Object.assign( {}, source.extensions );\n\n\tthis.glslVersion = source.glslVersion;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tconst data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.glslVersion = this.glslVersion;\n\tdata.uniforms = {};\n\n\tfor ( const name in this.uniforms ) {\n\n\t\tconst uniform = this.uniforms[ name ];\n\t\tconst value = uniform.value;\n\n\t\tif ( value && value.isTexture ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 't',\n\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t};\n\n\t\t} else if ( value && value.isColor ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'c',\n\t\t\t\tvalue: value.getHex()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v2',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\tvalue: value\n\t\t\t};\n\n\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t}\n\n\t}\n\n\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\tconst extensions = {};\n\n\tfor ( const key in this.extensions ) {\n\n\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t}\n\n\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\treturn data;\n\n};\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\n\tthis.projectionMatrix = new Matrix4();\n\tthis.projectionMatrixInverse = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Camera: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tObject3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\nfunction PerspectiveCamera( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov;\n\tthis.zoom = 1;\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tconst vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn MathUtils.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst fov = 90, aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.renderTarget = renderTarget;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tcameraPY.up.set( 0, 0, 1 );\n\t\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst renderTarget = this.renderTarget;\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\t\tformat = format !== undefined ? format : RGBFormat;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\t// Why CubeTexture._needsFlipEnvMap is necessary:\n\t\t//\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)\n\t\t// when using WebGLCubeRenderTarget.texture as a cube texture.\n\n\t\tthis._needsFlipEnvMap = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nCubeTexture.prototype.isCubeTexture = true;\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size, options, dummy ) {\n\n\t\tif ( Number.isInteger( options ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\t\toptions = dummy;\n\n\t\t}\n\n\t\tsuper( size, size, options );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.texture._needsFlipEnvMap = false;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.format = RGBAFormat; // see #18859\n\t\tthis.texture.encoding = texture.encoding;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include <begin_vertex>\n\t\t\t\t\t#include <project_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include <common>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nclass DataTexture extends Texture {\n\n\tconstructor( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { data: data || null, width: width || 1, height: height || 1 };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\nconst _vector$5 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$1.center.set( 0, 0, 0 );\n\t\t_sphere$1.radius = 0.7071067811865476;\n\t\t_sphere$1.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$5 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\\n}\\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\n#else\\n\\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t}\\n\\treturn 1.0;\\n#endif\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\\n\\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\\n\\treturn Fr * fresnel + F0;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\treturn specularColor * brdf.x + brdf.y;\\n}\\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\tvec3 FssEss = F * brdf.x + brdf.y;\\n\\tfloat Ess = brdf.x + brdf.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie(float roughness, float NoH) {\\n\\tfloat invAlpha = 1.0 / roughness;\\n\\tfloat cos2h = NoH * NoH;\\n\\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\\n}\\nfloat V_Neubelt(float NoV, float NoL) {\\n\\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\\n}\\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 H = normalize( V + L );\\n\\tfloat dotNH = saturate( dot( N, H ) );\\n\\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor.xyz *= color.xyz;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifndef ENVMAP_TYPE_CUBE_UV\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\\n#ifdef REFLECTIVITY\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#endif\\n#ifdef CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheen;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularRoughness;\\n\\tvec3 specularColor;\\n#ifdef CLEARCOAT\\n\\tfloat clearcoat;\\n\\tfloat clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tvec3 sheenColor;\\n#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = ccDotNL * directLight.color;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tccIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t\\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\\n\\t\\t\\tmaterial.specularRoughness,\\n\\t\\t\\tdirectLight.direction,\\n\\t\\t\\tgeometry,\\n\\t\\t\\tmaterial.sheenColor\\n\\t\\t);\\n\\t#else\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\\n\\t#endif\\n\\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t\\tfloat ccDotNL = ccDotNV;\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\tfloat clearcoatInv = 1.0 - clearcoatDHR;\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\\n\\t#ifdef CLEARCOAT\\n\\t\\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * faceDirection;\\n\\t\\t\\tbitangent = bitangent * faceDirection;\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\t\\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmissionmap_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\\n#endif\";\n\nvar transmissionmap_pars_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\tuniform sampler2D transmissionMap;\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";\n\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nvar cube_frag = \"#include <envmap_common_pars_fragment>\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include <cube_uv_reflection_fragment>\\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include <envmap_fragment>\\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";\n\nvar cube_vert = \"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nvar depth_vert = \"#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main () {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n}\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <color_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n}\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include <color_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <fog_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include <aomap_fragment>\\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include <envmap_fragment>\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nvar meshbasic_vert = \"#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#ifdef USE_ENVMAP\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <fog_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <shadowmask_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <emissivemap_fragment>\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include <lightmap_fragment>\\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include <envmap_fragment>\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <lights_lambert_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <color_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#ifndef FLAT_SHADED\\n\\t\\tvNormal = normalize( transformedNormal );\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nvar meshtoon_frag = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_toon_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_toon_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nvar meshtoon_vert = \"#define TOON\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_phong_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include <envmap_fragment>\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar meshphysical_frag = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define REFLECTIVITY\\n\\t#define CLEARCOAT\\n\\t#define TRANSMISSION\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef TRANSMISSION\\n\\tuniform float transmission;\\n#endif\\n#ifdef REFLECTIVITY\\n\\tuniform float reflectivity;\\n#endif\\n#ifdef CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheen;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <transmissionmap_pars_fragment>\\n#include <bsdfs>\\n#include <cube_uv_reflection_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_physical_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <lights_pars_begin>\\n#include <lights_physical_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <clearcoat_pars_fragment>\\n#include <roughnessmap_pars_fragment>\\n#include <metalnessmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#ifdef TRANSMISSION\\n\\t\\tfloat totalTransmission = transmission;\\n\\t#endif\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <roughnessmap_fragment>\\n\\t#include <metalnessmap_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <clearcoat_normal_fragment_begin>\\n\\t#include <clearcoat_normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <transmissionmap_fragment>\\n\\t#include <lights_physical_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#ifdef TRANSMISSION\\n\\t\\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\\n\\t#endif\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nvar meshphysical_vert = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\n\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <map_particle_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_particle_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphatest_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n}\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <color_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <shadowmap_pars_fragment>\\n#include <shadowmask_pars_fragment>\\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\";\n\nvar shadow_vert = \"#include <common>\\n#include <fog_pars_vertex>\\n#include <shadowmap_pars_vertex>\\nvoid main() {\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\";\n\nvar sprite_vert = \"uniform float rotation;\\nuniform vec2 center;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmissionmap_fragment: transmissionmap_fragment,\n\ttransmissionmap_pars_fragment: transmissionmap_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheen: { value: new Color( 0x000000 ) },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = 0;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tif ( background.isWebGLCubeRenderTarget ) {\n\n\t\t\t\t// TODO Deprecate\n\n\t\t\t\tbackground = background.texture;\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tconst geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( name === 'instanceMatrix' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceMatrix );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 0, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 1, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 2, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 3, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );\n\n\t\t\t\t} else if ( name === 'instanceColor' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceColor );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatilibity\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tlet influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tworkInfluences.sort( numericalSort );\n\n\t\tconst morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tconst morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tconst influence = workInfluences[ i ];\n\t\t\tconst index = influence[ 0 ];\n\t\t\tconst value = influence[ 1 ];\n\n\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t} else {\n\n\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass DataTexture2DArray extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nclass DataTexture3D extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyTexture2dArray = new DataTexture2DArray();\nconst emptyTexture3d = new DataTexture3D();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// uint\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n// Array of scalars\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n\n// Array of vectors (flat or from THREE classes)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (flat or from THREE clases)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tconst lines = string.split( '\\n' );\n\n\tfor ( let i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst log = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && log === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\tconst source = gl.getShaderSource( shader );\n\n\treturn 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers( source );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tconst gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_COLOR',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tconst parameterNames = [\n\t\t'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',\n\t\t'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',\n\t\t'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',\n\t\t'roughnessMap', 'metalnessMap', 'gradientMap',\n\t\t'alphaMap', 'combine', 'vertexColors', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',\n\t\t'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',\n\t\t'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals',\n\t\t'maxMorphTargets', 'maxMorphNormals', 'premultipliedAlpha',\n\t\t'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',\n\t\t'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',\n\t\t'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',\n\t\t'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering',\n\t\t'sheen', 'transmissionMap'\n\t];\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tlet encoding;\n\n\t\tif ( map && map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map && map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t} else {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet vertexShader, fragmentShader;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\t\t\tclearcoatMap: !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: !! material.clearcoatNormalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: !! material.sheen,\n\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( material.normalMap && material.vertexTangents ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: !! material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\t\t\tmaxMorphTargets: renderer.maxMorphTargets,\n\t\t\tmaxMorphNormals: renderer.maxMorphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tfor ( let i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList( properties ) {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transparent = [];\n\n\tconst defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: materialProperties.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = materialProperties.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).unshift( renderItem );\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.program = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists( properties ) {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tlet list;\n\n\t\tif ( lists.has( scene ) === false ) {\n\n\t\t\tlist = new WebGLRenderList( properties );\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= lists.get( scene ).length ) {\n\n\t\t\t\tlist = new WebGLRenderList( properties );\n\t\t\t\tlists.get( scene ).push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = lists.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights() {\n\n\t\tlights.setup( lightsArray );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStates.get( scene ).length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * parameters = {\n *\n * opacity: <float>,\n *\n * map: new THREE.Texture( <Image> ),\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * displacementMap: new THREE.Texture( <Image> ),\n * displacementScale: <float>,\n * displacementBias: <float>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>\n * }\n */\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\n/**\n * parameters = {\n *\n * referencePosition: <float>,\n * nearDistance: <float>,\n * farDistance: <float>,\n *\n * skinning: <bool>,\n * morphTargets: <bool>,\n *\n * map: new THREE.Texture( <Image> ),\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * displacementMap: new THREE.Texture( <Image> ),\n * displacementScale: <float>,\n * displacementBias: <float>\n *\n * }\n */\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.referencePosition = new Vector3();\n\t\tthis.nearDistance = 1;\n\t\tthis.farDistance = 1000;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.referencePosition.copy( source.referencePosition );\n\t\tthis.nearDistance = source.nearDistance;\n\t\tthis.farDistance = source.farDistance;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nvar vsm_frag = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include <packing>\\nvoid main() {\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\\n\\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean * HALF_SAMPLE_RATE;\\n\\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, maxTextureSize ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterials = [],\n\t\t_distanceMaterials = [],\n\n\t\t_materialCache = {};\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tdefines: {\n\t\t\tSAMPLE_RATE: 2.0 / 8.0,\n\t\t\tHALF_SAMPLE_RATE: 1.0 / 8.0\n\t\t},\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tconst pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _depthMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDepthMaterial( {\n\n\t\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_depthMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _distanceMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDistanceMaterial( {\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_distanceMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tlet getMaterialVariant = getDepthMaterialVariant;\n\t\tlet customMaterial = object.customDepthMaterial;\n\n\t\tif ( light.isPointLight === true ) {\n\n\t\t\tgetMaterialVariant = getDistanceMaterialVariant;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( customMaterial === undefined ) {\n\n\t\t\tlet useMorphing = false;\n\n\t\t\tif ( material.morphTargets === true ) {\n\n\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t}\n\n\t\t\tlet useSkinning = false;\n\n\t\t\tif ( object.isSkinnedMesh === true ) {\n\n\t\t\t\tif ( material.skinning === true ) {\n\n\t\t\t\t\tuseSkinning = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst useInstancing = object.isInstancedMesh === true;\n\n\t\t\tresult = getMaterialVariant( useMorphing, useSkinning, useInstancing );\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst currentScissor = new Vector4();\n\tconst currentViewport = new Vector4();\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( 3042 );\n\t\tgl.disable( 2884 );\n\t\tgl.disable( 2929 );\n\t\tgl.disable( 32823 );\n\t\tgl.disable( 3089 );\n\t\tgl.disable( 2960 );\n\n\t\tgl.blendEquation( 32774 );\n\t\tgl.blendFunc( 1, 0 );\n\t\tgl.blendFuncSeparate( 1, 0, 1, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( 513 );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( 519, 0, 0xffffffff );\n\t\tgl.stencilOp( 7680, 7680, 7680 );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( 1029 );\n\t\tgl.frontFace( 2305 );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( 33984 );\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target, texture, width, height ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\ttextureProperties.__maxMipLevel = Math.log2( Math.max( width, height ) );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2\n\t\t\tif ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;\n\t\tconst image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tconst supportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format );\n\n\t\tlet glType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tlet mipmap;\n\t\tconst mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// validation checks for WebGL 1\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\tconst cubeImage = [];\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t} else {\n\n\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst image = cubeImage[ 0 ],\n\t\t\tsupportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\tlet mipmaps;\n\n\t\tif ( isCompressed ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else {\n\n\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t// We assume images for cube map have the same size.\n\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst glFormat = utils.convert( texture.format );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tif ( textureTarget === 32879 || textureTarget === 35866 ) {\n\n\t\t\tstate.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t} else {\n\n\t\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\n\t\t}\n\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\tconst glType = utils.convert( texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\tinfo.memory.textures ++;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tconst isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\t// Handles WebGL2 RGBFormat fallback - #18858\n\n\t\tif ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {\n\n\t\t\ttexture.format = RGBAFormat;\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 34067, null );\n\n\t\t} else {\n\n\t\t\tlet glTextureType = 3553;\n\n\t\t\tif ( isRenderTarget3D ) {\n\n\t\t\t\t// Render targets containing layers, i.e: Texture 3D and 2d arrays\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tconst isTexture3D = texture.isDataTexture3D;\n\t\t\t\t\tglTextureType = isTexture3D ? 32879 : 35866;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, glTextureType );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 3553, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 3553, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\t_gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t_gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tlet warnedTexture2D = false;\n\tlet warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\\'t use cube render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\n\t\tsetTextureCube( texture, slot );\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nfunction ArrayCamera( array = [] ) {\n\n\tPerspectiveCamera.call( this );\n\n\tthis.cameras = array;\n\n}\n\nArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {\n\n\tconstructor: ArrayCamera,\n\n\tisArrayCamera: true\n\n} );\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nGroup.prototype.isGroup = true;\n\nfunction WebXRController() {\n\n\tthis._targetRay = null;\n\tthis._grip = null;\n\tthis._hand = null;\n\n}\n\nObject.assign( WebXRController.prototype, {\n\n\tconstructor: WebXRController,\n\n\tgetHandSpace: function () {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t},\n\n\tgetTargetRaySpace: function () {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t},\n\n\tgetGripSpace: function () {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function ( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdate: function ( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\t\t\t\t\t\t// ??\n\t\t\t\t\t\thand.add( joint );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst joint = hand.joints[ inputjoint.jointName ];\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction WebXRManager( renderer, gl ) {\n\n\tconst scope = this;\n\n\tlet session = null;\n\n\tlet framebufferScaleFactor = 1.0;\n\n\tlet referenceSpace = null;\n\tlet referenceSpaceType = 'local-floor';\n\n\tlet pose = null;\n\n\tconst controllers = [];\n\tconst inputSourcesMap = new Map();\n\n\t//\n\n\tconst cameraL = new PerspectiveCamera();\n\tcameraL.layers.enable( 1 );\n\tcameraL.viewport = new Vector4();\n\n\tconst cameraR = new PerspectiveCamera();\n\tcameraR.layers.enable( 2 );\n\tcameraR.viewport = new Vector4();\n\n\tconst cameras = [ cameraL, cameraR ];\n\n\tconst cameraVR = new ArrayCamera();\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\tlet _currentDepthNear = null;\n\tlet _currentDepthFar = null;\n\n\t//\n\n\tthis.enabled = false;\n\n\tthis.isPresenting = false;\n\n\tthis.getController = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getTargetRaySpace();\n\n\t};\n\n\tthis.getControllerGrip = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getGripSpace();\n\n\t};\n\n\tthis.getHand = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getHandSpace();\n\n\t};\n\n\t//\n\n\tfunction onSessionEvent( event ) {\n\n\t\tconst controller = inputSourcesMap.get( event.inputSource );\n\n\t\tif ( controller ) {\n\n\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t}\n\n\t}\n\n\tfunction onSessionEnd() {\n\n\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\tcontroller.disconnect( inputSource );\n\n\t\t} );\n\n\t\tinputSourcesMap.clear();\n\n\t\t_currentDepthNear = null;\n\t\t_currentDepthFar = null;\n\n\t\t//\n\n\t\trenderer.setFramebuffer( null );\n\t\trenderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830\n\t\tanimation.stop();\n\n\t\tscope.isPresenting = false;\n\n\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t}\n\n\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\tframebufferScaleFactor = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\treferenceSpaceType = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.getReferenceSpace = function () {\n\n\t\treturn referenceSpace;\n\n\t};\n\n\tthis.getSession = function () {\n\n\t\treturn session;\n\n\t};\n\n\tthis.setSession = async function ( value ) {\n\n\t\tsession = value;\n\n\t\tif ( session !== null ) {\n\n\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tconst attributes = gl.getContextAttributes();\n\n\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t}\n\n\t\t\tconst layerInit = {\n\t\t\t\tantialias: attributes.antialias,\n\t\t\t\talpha: attributes.alpha,\n\t\t\t\tdepth: attributes.depth,\n\t\t\t\tstencil: attributes.stencil,\n\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t};\n\n\t\t\t// eslint-disable-next-line no-undef\n\t\t\tconst baseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\tsession.updateRenderState( { baseLayer: baseLayer } );\n\n\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\tanimation.setContext( session );\n\t\t\tanimation.start();\n\n\t\t\tscope.isPresenting = true;\n\n\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t}\n\n\t};\n\n\tfunction onInputSourcesChange( event ) {\n\n\t\tconst inputSources = session.inputSources;\n\n\t\t// Assign inputSources to available controllers\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t}\n\n\t\t// Notify disconnected\n\n\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\tconst inputSource = event.removed[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Notify connected\n\n\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\tconst inputSource = event.added[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tconst cameraLPos = new Vector3();\n\tconst cameraRPos = new Vector3();\n\n\t/**\n\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t * the cameras' projection and world matrices have already been set.\n\t * And that near and far planes are identical for both cameras.\n\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t */\n\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t// VR systems will have identical far and near planes, and\n\t\t// most likely identical top and bottom frustum extents.\n\t\t// Use the left camera for these values.\n\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\tconst left = near * leftFov;\n\t\tconst right = near * rightFov;\n\n\t\t// Calculate the new camera's position offset from the\n\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t// TODO: Better way to apply this offset?\n\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.translateX( xOffset );\n\t\tcamera.translateZ( zOffset );\n\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t// Find the union of the frustum values of the cameras and scale\n\t\t// the values so that the near plane's position does not change in world space,\n\t\t// although must now be relative to the new union camera.\n\t\tconst near2 = near + zOffset;\n\t\tconst far2 = far + zOffset;\n\t\tconst left2 = left - xOffset;\n\t\tconst right2 = right + ( ipd - xOffset );\n\t\tconst top2 = topFov * far / far2 * near2;\n\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t}\n\n\tfunction updateCamera( camera, parent ) {\n\n\t\tif ( parent === null ) {\n\n\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t} else {\n\n\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t}\n\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t}\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\tsession.updateRenderState( {\n\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\tdepthFar: cameraVR.far\n\t\t\t} );\n\n\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t}\n\n\t\tconst parent = camera.parent;\n\t\tconst cameras = cameraVR.cameras;\n\n\t\tupdateCamera( cameraVR, parent );\n\n\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t}\n\n\t\t// update camera and its children\n\n\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\t\tcamera.matrix.copy( cameraVR.matrix );\n\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\n\t\tconst children = camera.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t\t// update projection matrix for proper view frustum culling\n\n\t\tif ( cameras.length === 2 ) {\n\n\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t} else {\n\n\t\t\t// assume single camera setup (AR)\n\n\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t}\n\n\t\treturn cameraVR;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tpose = frame.getViewerPose( referenceSpace );\n\n\t\tif ( pose !== null ) {\n\n\t\t\tconst views = pose.views;\n\t\t\tconst baseLayer = session.renderState.baseLayer;\n\n\t\t\trenderer.setFramebuffer( baseLayer.framebuffer );\n\n\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\tconst view = views[ i ];\n\t\t\t\tconst viewport = baseLayer.getViewport( view );\n\n\t\t\t\tconst camera = cameras[ i ];\n\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t}\n\n\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst inputSources = session.inputSources;\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tconst controller = controllers[ i ];\n\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t}\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\n\t};\n\n\tthis.dispose = function () {};\n\n}\n\nObject.assign( WebXRManager.prototype, EventDispatcher.prototype );\n\nfunction WebGLMaterials( properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsLambert( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material );\n\n\t\t\t} else {\n\n\t\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDepth( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsNormal( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tconst maxMipLevel = properties.get( envMap ).__maxMipLevel;\n\n\t\t\tif ( maxMipLevel !== undefined ) {\n\n\t\t\t\tuniforms.maxMipLevel.value = maxMipLevel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t\tuniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\t\tif ( material.sheen ) uniforms.sheen.value.copy( material.sheen );\n\n\t\tif ( material.clearcoatMap ) {\n\n\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.transmission.value = material.transmission;\n\n\t\tif ( material.transmissionMap ) {\n\n\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters ) {\n\n\tparameters = parameters || {};\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// render() can be called from within a callback triggered by another render.\n\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\tconst renderListStack = [];\n\tconst renderStateStack = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// morphs\n\n\tthis.maxMorphTargets = 8;\n\tthis.maxMorphNormals = 4;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _framebuffer = null;\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentFramebuffer = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\textensions.init( capabilities );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( properties );\n\t\trenderLists = new WebGLRenderLists( properties );\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// shadow map\n\n\tconst shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );\n\n\tthis.shadowMap = shadowMap;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );\n\n\t\t\ttarget = new Vector4();\n\n\t\t}\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );\n\n\t\t\ttarget = new Color();\n\n\t\t}\n\n\t\treturn target.copy( background.getClearColor() );\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\n\t\txr.dispose();\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tinitGLContext();\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReference( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReference( material ) {\n\n\t\tconst programInfo = properties.get( material ).program;\n\n\t\tif ( programInfo !== undefined ) {\n\n\t\t\tprogramCache.releaseProgram( programInfo );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tbindingStates.initAttributes();\n\n\t\tconst buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.normal );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.uv );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.color );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tbindingStates.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tif ( material.morphTargets || material.morphNormals ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene );\n\t\tcurrentRenderState.init();\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights();\n\n\t\tconst compiled = new WeakMap();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tif ( compiled.has( material2 ) === false ) {\n\n\t\t\t\t\t\t\tinitMaterial( material2, scene, object );\n\t\t\t\t\t\t\tcompiled.set( material2 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( compiled.has( material ) === false ) {\n\n\t\t\t\t\tinitMaterial( material, scene, object );\n\t\t\t\t\tcompiled.set( material );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( xr.isPresenting ) return;\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tlet renderTarget, forceClear;\n\n\t\tif ( arguments[ 2 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );\n\t\t\trenderTarget = arguments[ 2 ];\n\n\t\t}\n\n\t\tif ( arguments[ 3 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );\n\t\t\tforceClear = arguments[ 3 ];\n\n\t\t}\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// reset caching for this frame\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tcamera = xr.getCamera( camera );\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\tcurrentRenderList.init();\n\n\t\trenderListStack.push( currentRenderList );\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tcurrentRenderState.setupLights();\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\tif ( renderTarget !== undefined ) {\n\n\t\t\tthis.setRenderTarget( renderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t}\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\t// _gl.finish();\n\n\t\trenderStateStack.pop();\n\n\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderState = null;\n\n\t\t}\n\n\t\trenderListStack.pop();\n\n\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderList = null;\n\n\t\t}\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.copy( camera2.viewport ) );\n\n\t\t\t\t\t\tcurrentRenderState.setupLightsView( camera2 );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tbindingStates.reset();\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction initMaterial( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet program = materialProperties.program;\n\t\tlet programChange = true;\n\n\t\t// always update environment and fog - changing these trigger an initMaterial call, but it's possible that the program doesn't change\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );\n\n\t\tif ( program === undefined ) {\n\n\t\t\t// new material\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t} else if ( program.cacheKey !== programCacheKey ) {\n\n\t\t\t// changed glsl or parameters\n\t\t\treleaseMaterialProgramReference( material );\n\n\t\t} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {\n\n\t\t\tprogramChange = false;\n\n\t\t} else if ( parameters.shaderID !== undefined ) {\n\n\t\t\t// same glsl and uniform list\n\t\t\treturn;\n\n\t\t} else {\n\n\t\t\t// only rebuild uniform list\n\t\t\tprogramChange = false;\n\n\t\t}\n\n\t\tif ( programChange ) {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\n\t\t\tmaterialProperties.program = program;\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\t\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ! material.isShaderMaterial &&\n\t\t\t! material.isRawShaderMaterial ||\n\t\t\tmaterial.clipping === true ) {\n\n\t\t\tmaterialProperties.numClippingPlanes = clipping.numPlanes;\n\t\t\tmaterialProperties.numIntersection = clipping.numIntersection;\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = materialProperties.program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.environment !== environment ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tinitMaterial( material, scene, object );\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst program = materialProperties.program,\n\t\t\tp_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tconst bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tlet size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = MathUtils.ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\t//\n\tthis.setFramebuffer = function ( value ) {\n\n\t\tif ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value );\n\n\t\t_framebuffer = value;\n\n\t};\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tlet framebuffer = _framebuffer;\n\t\tlet isCube = false;\n\t\tlet isRenderTarget3D = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tif ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {\n\n\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t}\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tif ( _currentFramebuffer !== framebuffer ) {\n\n\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t\t_currentFramebuffer = framebuffer;\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tlet restore = false;\n\n\t\t\tif ( framebuffer !== _currentFramebuffer ) {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t\trestore = true;\n\n\t\t\t}\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\tif ( restore ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, _currentFramebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\t\tconst glFormat = utils.convert( texture.format );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tif ( _this.isWebGL1Renderer ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst { width, height, data } = srcTexture.image;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\t\tlet glTarget;\n\n\t\tif ( dstTexture.isDataTexture3D ) {\n\n\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\tglTarget = 32879;\n\n\t\t} else if ( dstTexture.isDataTexture2DArray ) {\n\n\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\tglTarget = 35866;\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tconst unpackRowLen = _gl.getParameter( 3314 );\n\t\tconst unpackImageHeight = _gl.getParameter( 32878 );\n\t\tconst unpackSkipPixels = _gl.getParameter( 3316 );\n\t\tconst unpackSkipRows = _gl.getParameter( 3315 );\n\t\tconst unpackSkipImages = _gl.getParameter( 32877 );\n\n\t\t_gl.pixelStorei( 3314, width );\n\t\t_gl.pixelStorei( 32878, height );\n\t\t_gl.pixelStorei( 3316, sourceBox.min.x );\n\t\t_gl.pixelStorei( 3315, sourceBox.min.y );\n\t\t_gl.pixelStorei( 32877, sourceBox.min.z );\n\n\t\t_gl.texSubImage3D(\n\t\t\tglTarget,\n\t\t\tlevel,\n\t\t\tposition.x,\n\t\t\tposition.y,\n\t\t\tposition.z,\n\t\t\tsourceBox.max.x - sourceBox.min.x + 1,\n\t\t\tsourceBox.max.y - sourceBox.min.y + 1,\n\t\t\tsourceBox.max.z - sourceBox.min.z + 1,\n\t\t\tglFormat,\n\t\t\tglType,\n\t\t\tdata\n\t\t);\n\n\t\t_gl.pixelStorei( 3314, unpackRowLen );\n\t\t_gl.pixelStorei( 32878, unpackImageHeight );\n\t\t_gl.pixelStorei( 3316, unpackSkipPixels );\n\t\t_gl.pixelStorei( 3315, unpackSkipRows );\n\t\t_gl.pixelStorei( 32877, unpackSkipImages );\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\tstate.reset();\n\t\tbindingStates.reset();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nclass WebGL1Renderer extends WebGLRenderer {}\n\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\n\nclass FogExp2 {\n\n\tconstructor( color, density ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = ( density !== undefined ) ? density : 0.00025;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nFogExp2.prototype.isFogExp2 = true;\n\nclass Fog {\n\n\tconstructor( color, near, far ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = ( near !== undefined ) ? near : 1;\n\t\tthis.far = ( far !== undefined ) ? far : 1000;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nFog.prototype.isFog = true;\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nScene.prototype.isScene = true;\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new InterleavedBuffer( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n} );\n\nconst _vector$6 = new Vector3();\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.name = '';\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t},\n\n\tneedsUpdate: {\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.data.needsUpdate = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: <hex>,\n * map: new THREE.Texture( <Image> ),\n * alphaMap: new THREE.Texture( <Image> ),\n * rotation: <float>,\n * sizeAttenuation: <bool>\n * }\n */\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA$1 = /*@__PURE__*/ new Vector3();\nconst _vB$1 = /*@__PURE__*/ new Vector3();\nconst _vC$1 = /*@__PURE__*/ new Vector3();\n\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA$1.set( 0, 0 );\n\t\t_uvB$1.set( 1, 0 );\n\t\t_uvC$1.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB$1.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSprite.prototype.isSprite = true;\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$4 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$4 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = new Vector3();\n\nconst _skinIndex = new Vector4();\nconst _skinWeight = new Vector4();\n\nconst _vector$7 = new Vector3();\nconst _matrix$1 = new Matrix4();\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t},\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t},\n\n\tboneTransform: function ( index, target ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );\n\n\t\ttarget.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix$1.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$7.copy( _basePosition ).applyMatrix4( _matrix$1 ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n} );\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\t\tthis.boneTextureSize = 0;\n\n\t\tthis.frame = - 1;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = new Matrix4();\nconst _instanceWorldMatrix = new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = new Mesh();\n\nfunction InstancedMesh( geometry, material, count ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );\n\tthis.instanceColor = null;\n\n\tthis.count = count;\n\n\tthis.frustumCulled = false;\n\n}\n\nInstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: InstancedMesh,\n\n\tisInstancedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t},\n\n\tgetColorAt: function ( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tgetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t},\n\n\tsetColorAt: function ( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tsetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: <hex>,\n * opacity: <float>,\n *\n * linewidth: <float>,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nconst _start = new Vector3();\nconst _end = new Vector3();\nconst _inverseMatrix$1 = new Matrix4();\nconst _ray$1 = new Ray();\nconst _sphere$2 = new Sphere();\n\nfunction Line( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere );\n\t\t_sphere$2.applyMatrix4( matrixWorld );\n\t\t_sphere$2.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst indices = index.array;\n\n\t\t\t\tfor ( let i = 0, l = indices.length - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = indices[ i ];\n\t\t\t\t\tconst b = indices[ i + 1 ];\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _start$1 = new Vector3();\nconst _end$1 = new Vector3();\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true,\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nLineLoop.prototype.isLineLoop = true;\n\n/**\n * parameters = {\n * color: <hex>,\n * opacity: <float>,\n * map: new THREE.Texture( <Image> ),\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * size: <float>,\n * sizeAttenuation: <bool>\n *\n * morphTargets: <bool>\n * }\n */\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nconst _inverseMatrix$2 = new Matrix4();\nconst _ray$2 = new Ray();\nconst _sphere$3 = new Sphere();\nconst _position$1 = new Vector3();\n\nfunction Points( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\t\t_sphere$3.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst indices = index.array;\n\n\t\t\t\tfor ( let i = 0, il = indices.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst a = indices[ i ];\n\n\t\t\t\t\t_position$1.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\t\ttestPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_position$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\ttestPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray$2.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray$2.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.format = format !== undefined ? format : RGBFormat;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nVideoTexture.prototype.isVideoTexture = true;\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nCanvasTexture.prototype.isCanvasTexture = true;\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps\t= false;\n\n\t}\n\n\n}\n\nDepthTexture.prototype.isDepthTexture = true;\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices, indices, radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nconst _v0$2 = new Vector3();\nconst _v1$5 = new Vector3();\nconst _normal$1 = new Vector3();\nconst _triangle = new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry, thresholdAngle ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst precisionPoints = 4;\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\tconst thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );\n\n\t\tconst indexAttr = geometry.getIndex();\n\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\tconst indexArr = [ 0, 0, 0 ];\n\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\tconst hashes = new Array( 3 );\n\n\t\tconst edgeData = {};\n\t\tconst vertices = [];\n\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\tif ( indexAttr ) {\n\n\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t} else {\n\n\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t}\n\n\t\t\tconst { a, b, c } = _triangle;\n\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t_triangle.getNormal( _normal$1 );\n\n\t\t\t// create hashes for the edge from the vertices\n\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t// skip degenerate triangles\n\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// iterate over every edge\n\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\tif ( _normal$1.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\tnormal: _normal$1.clone(),\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\tfor ( const key in edgeData ) {\n\n\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t_v0$2.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t_v1$5.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\tvertices.push( _v0$2.x, _v0$2.y, _v0$2.z );\n\t\t\t\tvertices.push( _v1$5.x, _v1$5.y, _v1$5.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim ) {\n\n\t\tdim = dim || 2;\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nconst ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t},\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n};\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: <int>, // number of points on the curves\n * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: <float>, // Depth to extrude the shape\n *\n * bevelEnabled: <bool>, // turn on bevel\n * bevelThickness: <float>, // how deep into the original shape bevel goes\n * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: <float>, // how far from shape outline does bevel start\n * bevelSegments: <int>, // number of bevel layers\n *\n * extrudePath: <THREE.Curve> // curve to extrude shape along\n *\n * UVGenerator: <Object> // object that provides UV generator functions\n *\n * }\n */\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 100;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON( shapes, options, data );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices and uvs\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// generate normals\n\n\t\tthis.computeVertexNormals();\n\n\t\t// if the geometry is closed, we need to average the normals along the seam.\n\t\t// because the corresponding vertices are identical (but still have different UVs).\n\n\t\tif ( phiLength === Math.PI * 2 ) {\n\n\t\t\tconst normals = this.attributes.normal.array;\n\t\t\tconst n1 = new Vector3();\n\t\t\tconst n2 = new Vector3();\n\t\t\tconst n = new Vector3();\n\n\t\t\t// this is the buffer offset for the last line of vertices\n\n\t\t\tconst base = segments * points.length * 3;\n\n\t\t\tfor ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t\t// select the normal of the vertex in the first line\n\n\t\t\t\tn1.x = normals[ j + 0 ];\n\t\t\t\tn1.y = normals[ j + 1 ];\n\t\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t\t// select the normal of the vertex in the last line\n\n\t\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t\t// average normals\n\n\t\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t\t// assign the new values to both normals\n\n\t\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tconst indices = [];\n\tconst vertices = [];\n\tconst normals = [];\n\tconst uvs = [];\n\n\tconst EPS = 0.00001;\n\n\tconst normal = new Vector3();\n\n\tconst p0 = new Vector3(), p1 = new Vector3();\n\tconst pu = new Vector3(), pv = new Vector3();\n\n\tif ( func.length < 3 ) {\n\n\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t}\n\n\t// generate vertices, normals and uvs\n\n\tconst sliceCount = slices + 1;\n\n\tfor ( let i = 0; i <= stacks; i ++ ) {\n\n\t\tconst v = i / stacks;\n\n\t\tfor ( let j = 0; j <= slices; j ++ ) {\n\n\t\t\tconst u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tfunc( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( let i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( let j = 0; j < slices; j ++ ) {\n\n\t\t\tconst a = i * sliceCount + j;\n\t\t\tconst b = i * sliceCount + j + 1;\n\t\t\tconst c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tconst d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, curveSegments = 12 ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON$1( shapes, data );\n\n\t}\n\n}\n\nfunction toJSON$1( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: <THREE.Font>, // font\n *\n * size: <float>, // size of the text\n * height: <float>, // thickness to extrude text\n * curveSegments: <int>, // number of points on the curves\n *\n * bevelEnabled: <bool>, // turn on bevel\n * bevelThickness: <float>, // how deep into text bevel goes\n * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: <float> // how far from text outline does bevel start\n * }\n */\n\nclass TextGeometry extends ExtrudeGeometry {\n\n\tconstructor( text, parameters = {} ) {\n\n\t\tconst font = parameters.font;\n\n\t\tif ( ! ( font && font.isFont ) ) {\n\n\t\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst shapes = font.generateShapes( text, parameters.size );\n\n\t\t// translate parameters to ExtrudeGeometry API\n\n\t\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t\t// defaults\n\n\t\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\t\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\t\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\t\tsuper( shapes, parameters );\n\n\t\tthis.type = 'TextGeometry';\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\n\t\t// helper variables\n\n\t\tconst edge = [ 0, 0 ], edges = {};\n\n\t\tconst vertex = new Vector3();\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\t// indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst indices = geometry.index;\n\t\t\tlet groups = geometry.groups;\n\n\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t}\n\n\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\tconst start = group.start;\n\t\t\t\tconst count = group.count;\n\n\t\t\t\tfor ( let i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\tconst edge1 = indices.getX( i + j );\n\t\t\t\t\t\tconst edge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( const key in edges ) {\n\n\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// non-indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\n/**\n * parameters = {\n * color: <THREE.Color>\n * }\n */\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\treturn this;\n\n\t}\n\n}\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\n/**\n * parameters = {\n * color: <hex>,\n * roughness: <float>,\n * metalness: <float>,\n * opacity: <float>,\n *\n * map: new THREE.Texture( <Image> ),\n *\n * lightMap: new THREE.Texture( <Image> ),\n * lightMapIntensity: <float>\n *\n * aoMap: new THREE.Texture( <Image> ),\n * aoMapIntensity: <float>\n *\n * emissive: <hex>,\n * emissiveIntensity: <float>\n * emissiveMap: new THREE.Texture( <Image> ),\n *\n * bumpMap: new THREE.Texture( <Image> ),\n * bumpScale: <float>,\n *\n * normalMap: new THREE.Texture( <Image> ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: <Vector2>,\n *\n * displacementMap: new THREE.Texture( <Image> ),\n * displacementScale: <float>,\n * displacementBias: <float>,\n *\n * roughnessMap: new THREE.Texture( <Image> ),\n *\n * metalnessMap: new THREE.Texture( <Image> ),\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: <float>\n *\n * refractionRatio: <float>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>,\n *\n * skinning: <bool>,\n * morphTargets: <bool>,\n * morphNormals: <bool>,\n *\n * flatShading: <bool>\n * }\n */\n\nfunction MeshStandardMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 1.0;\n\tthis.metalness = 0.0;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.flatShading = false;\n\n\tthis.vertexTangents = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.flatShading = source.flatShading;\n\n\tthis.vertexTangents = source.vertexTangents;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * clearcoat: <float>,\n * clearcoatMap: new THREE.Texture( <Image> ),\n * clearcoatRoughness: <float>,\n * clearcoatRoughnessMap: new THREE.Texture( <Image> ),\n * clearcoatNormalScale: <Vector2>,\n * clearcoatNormalMap: new THREE.Texture( <Image> ),\n *\n * reflectivity: <float>,\n * ior: <float>,\n *\n * sheen: <Color>,\n *\n * transmission: <float>,\n * transmissionMap: new THREE.Texture( <Image> )\n * }\n */\n\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.clearcoat = 0.0;\n\tthis.clearcoatMap = null;\n\tthis.clearcoatRoughness = 0.0;\n\tthis.clearcoatRoughnessMap = null;\n\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\tthis.clearcoatNormalMap = null;\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tObject.defineProperty( this, 'ior', {\n\t\tget: function () {\n\n\t\t\treturn ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity );\n\n\t\t},\n\t\tset: function ( ior ) {\n\n\t\t\tthis.reflectivity = MathUtils.clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 );\n\n\t\t}\n\t} );\n\n\tthis.sheen = null; // null will disable sheen bsdf\n\n\tthis.transmission = 0.0;\n\tthis.transmissionMap = null;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.clearcoat = source.clearcoat;\n\tthis.clearcoatMap = source.clearcoatMap;\n\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\tthis.reflectivity = source.reflectivity;\n\n\tif ( source.sheen ) {\n\n\t\tthis.sheen = ( this.sheen || new Color() ).copy( source.sheen );\n\n\t} else {\n\n\t\tthis.sheen = null;\n\n\t}\n\n\tthis.transmission = source.transmission;\n\tthis.transmissionMap = source.transmissionMap;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: <hex>,\n * specular: <hex>,\n * shininess: <float>,\n * opacity: <float>,\n *\n * map: new THREE.Texture( <Image> ),\n *\n * lightMap: new THREE.Texture( <Image> ),\n * lightMapIntensity: <float>\n *\n * aoMap: new THREE.Texture( <Image> ),\n * aoMapIntensity: <float>\n *\n * emissive: <hex>,\n * emissiveIntensity: <float>\n * emissiveMap: new THREE.Texture( <Image> ),\n *\n * bumpMap: new THREE.Texture( <Image> ),\n * bumpScale: <float>,\n *\n * normalMap: new THREE.Texture( <Image> ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: <Vector2>,\n *\n * displacementMap: new THREE.Texture( <Image> ),\n * displacementScale: <float>,\n * displacementBias: <float>,\n *\n * specularMap: new THREE.Texture( <Image> ),\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.MultiplyOperation,\n * reflectivity: <float>,\n * refractionRatio: <float>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>,\n *\n * skinning: <bool>,\n * morphTargets: <bool>,\n * morphNormals: <bool>,\n *\n * flatShading: <bool>\n * }\n */\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\n/**\n * parameters = {\n * color: <hex>,\n *\n * map: new THREE.Texture( <Image> ),\n * gradientMap: new THREE.Texture( <Image> ),\n *\n * lightMap: new THREE.Texture( <Image> ),\n * lightMapIntensity: <float>\n *\n * aoMap: new THREE.Texture( <Image> ),\n * aoMapIntensity: <float>\n *\n * emissive: <hex>,\n * emissiveIntensity: <float>\n * emissiveMap: new THREE.Texture( <Image> ),\n *\n * bumpMap: new THREE.Texture( <Image> ),\n * bumpScale: <float>,\n *\n * normalMap: new THREE.Texture( <Image> ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: <Vector2>,\n *\n * displacementMap: new THREE.Texture( <Image> ),\n * displacementScale: <float>,\n * displacementBias: <float>,\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>,\n *\n * skinning: <bool>,\n * morphTargets: <bool>,\n * morphNormals: <bool>\n * }\n */\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\n/**\n * parameters = {\n * opacity: <float>,\n *\n * bumpMap: new THREE.Texture( <Image> ),\n * bumpScale: <float>,\n *\n * normalMap: new THREE.Texture( <Image> ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: <Vector2>,\n *\n * displacementMap: new THREE.Texture( <Image> ),\n * displacementScale: <float>,\n * displacementBias: <float>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>\n *\n * skinning: <bool>,\n * morphTargets: <bool>,\n * morphNormals: <bool>,\n *\n * flatShading: <bool>\n * }\n */\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\n/**\n * parameters = {\n * color: <hex>,\n * opacity: <float>,\n *\n * map: new THREE.Texture( <Image> ),\n *\n * lightMap: new THREE.Texture( <Image> ),\n * lightMapIntensity: <float>\n *\n * aoMap: new THREE.Texture( <Image> ),\n * aoMapIntensity: <float>\n *\n * emissive: <hex>,\n * emissiveIntensity: <float>\n * emissiveMap: new THREE.Texture( <Image> ),\n *\n * specularMap: new THREE.Texture( <Image> ),\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: <float>,\n * refractionRatio: <float>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>,\n *\n * skinning: <bool>,\n * morphTargets: <bool>,\n * morphNormals: <bool>\n * }\n */\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\n/**\n * parameters = {\n * color: <hex>,\n * opacity: <float>,\n *\n * matcap: new THREE.Texture( <Image> ),\n *\n * map: new THREE.Texture( <Image> ),\n *\n * bumpMap: new THREE.Texture( <Image> ),\n * bumpScale: <float>,\n *\n * normalMap: new THREE.Texture( <Image> ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: <Vector2>,\n *\n * displacementMap: new THREE.Texture( <Image> ),\n * displacementScale: <float>,\n * displacementBias: <float>,\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * skinning: <bool>,\n * morphTargets: <bool>,\n * morphNormals: <bool>\n *\n * flatShading: <bool>\n * }\n */\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\n/**\n * parameters = {\n * color: <hex>,\n * opacity: <float>,\n *\n * linewidth: <float>,\n *\n * scale: <float>,\n * dashSize: <float>,\n * gapSize: <float>\n * }\n */\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\t\tif ( fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = referenceClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function ( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function () {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function ( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function ( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function ( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = - 0;\n\tthis._offsetPrev = - 0;\n\tthis._weightNext = - 0;\n\tthis._offsetNext = - 0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function ( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function ( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\t\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\nQuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tconst scope = this;\n\n\tlet isLoading = false;\n\tlet itemsLoaded = 0;\n\tlet itemsTotal = 0;\n\tlet urlModifier = undefined;\n\tconst handlers = [];\n\n\t// Refer to #5689 for the reason why we don't set .onStart\n\t// in the constructor\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n\tthis.resolveURL = function ( url ) {\n\n\t\tif ( urlModifier ) {\n\n\t\t\treturn urlModifier( url );\n\n\t\t}\n\n\t\treturn url;\n\n\t};\n\n\tthis.setURLModifier = function ( transform ) {\n\n\t\turlModifier = transform;\n\n\t\treturn this;\n\n\t};\n\n\tthis.addHandler = function ( regex, loader ) {\n\n\t\thandlers.push( regex, loader );\n\n\t\treturn this;\n\n\t};\n\n\tthis.removeHandler = function ( regex ) {\n\n\t\tconst index = handlers.indexOf( regex );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\thandlers.splice( index, 2 );\n\n\t\t}\n\n\t\treturn this;\n\n\t};\n\n\tthis.getHandler = function ( file ) {\n\n\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tconst regex = handlers[ i ];\n\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t};\n\n}\n\nconst DefaultLoadingManager = new LoadingManager();\n\nfunction Loader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.crossOrigin = 'anonymous';\n\tthis.withCredentials = false;\n\tthis.path = '';\n\tthis.resourcePath = '';\n\tthis.requestHeader = {};\n\n}\n\nObject.assign( Loader.prototype, {\n\n\tload: function ( /* url, onLoad, onProgress, onError */ ) {},\n\n\tloadAsync: function ( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t},\n\n\tparse: function ( /* data */ ) {},\n\n\tsetCrossOrigin: function ( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t},\n\n\tsetResourcePath: function ( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst loading = {};\n\nfunction FileLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FileLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tconst dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tconst dataUriRegexResult = url.match( dataUriRegex );\n\t\tlet request;\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tconst mimeType = dataUriRegexResult[ 1 ];\n\t\t\tconst isBase64 = !! dataUriRegexResult[ 2 ];\n\n\t\t\tlet data = dataUriRegexResult[ 3 ];\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tlet response;\n\t\t\t\tconst responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tconst view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\trequest = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tconst response = this.response;\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( const header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nclass AnimationLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CompressedTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nDataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: DataTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.encoding !== undefined ) {\n\n\t\t\t\ttexture.encoding = texData.encoding;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction TextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: TextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tconst isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nfunction Curve() {\n\n\tthis.type = 'Curve';\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function ( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t},\n\n\tgetTangentAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst point = optionalTarget || new Vector2();\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst tangent = optionalTarget || new Vector2();\n\n\t\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineCurve.prototype.isLineCurve = true;\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve3';\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nSplineCurve.prototype.isSplineCurve = true;\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 <d\n\n\t}\n\n\t// We cannot use the default THREE.Curve getPoint() with getLength() because in\n\t// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath\n\t// getPoint() depends on getLength\n\n\tgetLength() {\n\n\t\tconst lens = this.getCurveLengths();\n\t\treturn lens[ lens.length - 1 ];\n\n\t}\n\n\t// cacheLengths must be recalculated.\n\tupdateArcLengths() {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.cacheLengths = null;\n\t\tthis.getCurveLengths();\n\n\t}\n\n\t// Compute lengths and cache them\n\t// We cannot overwrite getLengths() because UtoT mapping uses it.\n\n\tgetCurveLengths() {\n\n\t\t// We use cache values if curves and cache array are same length\n\n\t\tif ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {\n\n\t\t\treturn this.cacheLengths;\n\n\t\t}\n\n\t\t// Get length of sub-curve\n\t\t// Push sums into cached array\n\n\t\tconst lengths = [];\n\t\tlet sums = 0;\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tsums += this.curves[ i ].getLength();\n\t\t\tlengths.push( sums );\n\n\t\t}\n\n\t\tthis.cacheLengths = lengths;\n\n\t\treturn lengths;\n\n\t}\n\n\tgetSpacedPoints( divisions = 40 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let i = 0; i <= divisions; i ++ ) {\n\n\t\t\tpoints.push( this.getPoint( i / divisions ) );\n\n\t\t}\n\n\t\tif ( this.autoClose ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tgetPoints( divisions = 12 ) {\n\n\t\tconst points = [];\n\t\tlet last;\n\n\t\tfor ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {\n\n\t\t\tconst curve = curves[ i ];\n\t\t\tconst resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2\n\t\t\t\t: ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1\n\t\t\t\t\t: ( curve && curve.isSplineCurve ) ? divisions * curve.points.length\n\t\t\t\t\t\t: divisions;\n\n\t\t\tconst pts = curve.getPoints( resolution );\n\n\t\t\tfor ( let j = 0; j < pts.length; j ++ ) {\n\n\t\t\t\tconst point = pts[ j ];\n\n\t\t\t\tif ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates\n\n\t\t\t\tpoints.push( point );\n\t\t\t\tlast = point;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLight.prototype.isLight = true;\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nHemisphereLight.prototype.isHemisphereLight = true;\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n}\n\nSpotLightShadow.prototype.isSpotLightShadow = true;\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLight.prototype.isSpotLight = true;\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t// xzXZ\n\t\t\t// y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.copy( camera.position );\n\t\t_lookTarget$1.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget$1 );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld$1.x, - _lightPositionWorld$1.y, - _lightPositionWorld$1.z );\n\n\t\t_projScreenMatrix$1.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t}\n\n}\n\nPointLightShadow.prototype.isPointLightShadow = true;\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointLight.prototype.isPointLight = true;\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nOrthographicCamera.prototype.isOrthographicCamera = true;\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t}\n\n}\n\nDirectionalLightShadow.prototype.isDirectionalLightShadow = true;\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nDirectionalLight.prototype.isDirectionalLight = true;\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nAmbientLight.prototype.isAmbientLight = true;\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\nRectAreaLight.prototype.isRectAreaLight = true;\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nSphericalHarmonics3.prototype.isSphericalHarmonics3 = true;\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLightProbe.prototype.isLightProbe = true;\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n}\n\nconst LoaderUtils = {\n\n\tdecodeText: function ( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t},\n\n\textractUrlBase: function ( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.substr( 0, index + 1 );\n\n\t}\n\n};\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.instanceCount = Infinity;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferGeometry.prototype.copy.call( this, source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {\n\n\tif ( typeof ( normalized ) === 'number' ) {\n\n\t\tmeshPerAttribute = normalized;\n\n\t\tnormalized = false;\n\n\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t}\n\n\tBufferAttribute.call( this, array, itemSize, normalized );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ()\t{\n\n\t\tconst data = BufferAttribute.prototype.toJSON.call( this );\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ] instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\t\tlet geometryShapes;\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TubeGeometry':\n\t\t\t\t\tcase 'TubeBufferGeometry':\n\n\t\t\t\t\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t\t\t\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.closed\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ShapeGeometry':\n\t\t\t\t\tcase 'ShapeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.curveSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tcase 'ExtrudeGeometry':\n\t\t\t\t\tcase 'ExtrudeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst extrudePath = data.options.extrudePath;\n\n\t\t\t\t\t\tif ( extrudePath !== undefined ) {\n\n\t\t\t\t\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.options\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: Loading \"Geometry\" is not supported anymore.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\n\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\timages[ image.uuid ] = deserializedImage;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tlet texture;\n\t\t\t\tconst image = images[ data.image ];\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( image );\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture( image.data, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t/* DEPRECATED */\n\n\tsetTexturePath( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nfunction ImageBitmapLoader( manager ) {\n\n\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t}\n\n\tif ( typeof fetch === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t}\n\n\tLoader.call( this, manager );\n\n\tthis.options = { premultiplyAlpha: 'none' };\n\n}\n\nImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageBitmapLoader,\n\n\tisImageBitmapLoader: true,\n\n\tsetOptions: function setOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n} );\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tconst toChange = [];\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nclass Font {\n\n\tconstructor( data ) {\n\n\t\tthis.type = 'Font';\n\n\t\tthis.data = data;\n\n\t}\n\n\tgenerateShapes( text, size = 100 ) {\n\n\t\tconst shapes = [];\n\t\tconst paths = createPaths( text, size, this.data );\n\n\t\tfor ( let p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nfunction createPaths( text, size, data ) {\n\n\tconst chars = Array.from( text );\n\tconst scale = size / data.resolution;\n\tconst line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tconst paths = [];\n\n\tlet offsetX = 0, offsetY = 0;\n\n\tfor ( let i = 0; i < chars.length; i ++ ) {\n\n\t\tconst char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tconst ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tconst glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tconst path = new ShapePath();\n\n\tlet x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tconst outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( let i = 0, l = outline.length; i < l; ) {\n\n\t\t\tconst action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\nFont.prototype.isFont = true;\n\nclass FontLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tconst font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n}\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n}\n\nclass HemisphereLightProbe extends LightProbe {\n\n\tconstructor( skyColor, groundColor, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( skyColor );\n\t\tconst color2 = new Color().set( groundColor );\n\n\t\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\t\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\t\tconst c0 = Math.sqrt( Math.PI );\n\t\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\t\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\t\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n\t}\n\n}\n\nHemisphereLightProbe.prototype.isHemisphereLightProbe = true;\n\nclass AmbientLightProbe extends LightProbe {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( color );\n\n\t\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\t\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n\t}\n\n}\n\nAmbientLightProbe.prototype.isAmbientLightProbe = true;\n\nconst _eyeRight = new Matrix4();\nconst _eyeLeft = new Matrix4();\n\nclass StereoCamera {\n\n\tconstructor() {\n\n\t\tthis.type = 'StereoCamera';\n\n\t\tthis.aspect = 1;\n\n\t\tthis.eyeSep = 0.064;\n\n\t\tthis.cameraL = new PerspectiveCamera();\n\t\tthis.cameraL.layers.enable( 1 );\n\t\tthis.cameraL.matrixAutoUpdate = false;\n\n\t\tthis.cameraR = new PerspectiveCamera();\n\t\tthis.cameraR.layers.enable( 2 );\n\t\tthis.cameraR.matrixAutoUpdate = false;\n\n\t\tthis._cache = {\n\t\t\tfocus: null,\n\t\t\tfov: null,\n\t\t\taspect: null,\n\t\t\tnear: null,\n\t\t\tfar: null,\n\t\t\tzoom: null,\n\t\t\teyeSep: null\n\t\t};\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\tconst projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart ) {\n\n\t\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );\n\n\t\t_orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$2.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$2.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$2.x, _position$2.y, _position$2.z );\n\t\t\tlistener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );\n\n\t\t_orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position$3.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position$3.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position$3.x, _position$3.y, _position$3.z );\n\t\t\tpanner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu<i>'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu<i>' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t},\n\n\tparseTrackName: function ( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t},\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tconst source = this.resolvedProperty;\n\n\t\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nclass AnimationObjectGroup {\n\n\tconstructor() {\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\t// cached objects followed by the active ones\n\t\tthis._objects = Array.prototype.slice.call( arguments );\n\n\t\tthis.nCachedObjects_ = 0; // threshold\n\t\t// note: read by PropertyBinding.Composite\n\n\t\tconst indices = {};\n\t\tthis._indicesByUUID = indices; // for bookkeeping\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t\t}\n\n\t\tthis._paths = []; // inside: string\n\t\tthis._parsedPaths = []; // inside: { we don't care, here }\n\t\tthis._bindings = []; // inside: Array< PropertyBinding >\n\t\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tobjects: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._objects.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tget bindingsPerObject() {\n\n\t\t\t\treturn scope._bindings.length;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tadd() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\tremove() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// remove & forget\n\tuncache() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t}\n\n\tunsubscribe_( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n}\n\nAnimationObjectGroup.prototype.isAnimationObjectGroup = true;\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nAnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tconst ib = InterleavedBuffer.prototype.clone.call( this, data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tconst json = InterleavedBuffer.prototype.toJSON.call( this, data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n} );\n\nfunction GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {\n\n\tthis.buffer = buffer;\n\tthis.type = type;\n\tthis.itemSize = itemSize;\n\tthis.elementSize = elementSize;\n\tthis.count = count;\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( GLBufferAttribute.prototype, {\n\n\tisGLBufferAttribute: true,\n\n\tsetBuffer: function ( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t},\n\n\tsetType: function ( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetItemSize: function ( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetCount: function ( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t},\n\n} );\n\nfunction Raycaster( origin, direction, near = 0, far = Infinity ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.camera = null;\n\tthis.layers = new Layers();\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: { threshold: 1 },\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( camera && camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera && camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive = false, intersects = [] ) {\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t},\n\n\tintersectObjects: function ( objects, recursive = false, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius = 1, theta = 0, y = 0 ) {\n\n\t\tthis.radius = radius; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = y; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$8 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$8.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getCenter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getSize() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getParameter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$8.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox2.prototype.isBox2 = true;\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .delta() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = MathUtils.clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( /* renderCallback */ ) {};\n\n\tthis.hasPositions = false;\n\tthis.hasNormals = false;\n\tthis.hasColors = false;\n\tthis.hasUvs = false;\n\n\tthis.positionArray = null;\n\tthis.normalArray = null;\n\tthis.colorArray = null;\n\tthis.uvArray = null;\n\n\tthis.count = 0;\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$9.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$9 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$a.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$a.x, _vector$a.y, _vector$a.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$a.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$a.x, _vector$a.y, _vector$a.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$b.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1$6.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3$1.subVectors( _v2$3, _v1$6 );\n\n\t\tthis.lightPlane.lookAt( _v2$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2$3 );\n\t\tthis.targetLine.scale.z = _v3$1.length();\n\n\t}\n\n}\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector$c.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector$c.x, _vector$c.y, _vector$c.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box$3.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box$3.isEmpty() ) return;\n\n\t\tconst min = _box$3.min;\n\t\tconst max = _box$3.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n}\n\nconst _floatView = new Float32Array( 1 );\nconst _int32View = new Int32Array( _floatView.buffer );\n\nconst DataUtils = {\n\n\t// Converts float32 to float16 (stored as uint16 value).\n\n\ttoHalfFloat: function ( val ) {\n\n\t\t// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410\n\n\t\t/* This method is faster than the OpenEXR implementation (very often\n\t\t* used, eg. in Ogre), with the additional benefit of rounding, inspired\n\t\t* by James Tursa?s half-precision code. */\n\n\t\t_floatView[ 0 ] = val;\n\t\tconst x = _int32View[ 0 ];\n\n\t\tlet bits = ( x >> 16 ) & 0x8000; /* Get the sign */\n\t\tlet m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */\n\t\tconst e = ( x >> 23 ) & 0xff; /* Using int is faster here */\n\n\t\t/* If zero, or denormal, or exponent underflows too much for a denormal\n\t\t\t* half, return signed zero. */\n\t\tif ( e < 103 ) return bits;\n\n\t\t/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\n\t\tif ( e > 142 ) {\n\n\t\t\tbits |= 0x7c00;\n\t\t\t/* If exponent was 0xff and one mantissa bit was set, it means NaN,\n\t\t\t\t\t\t* not Inf, so make sure we set one mantissa bit too. */\n\t\t\tbits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\t/* If exponent underflows but not too much, return a denormal */\n\t\tif ( e < 113 ) {\n\n\t\t\tm |= 0x0800;\n\t\t\t/* Extra rounding may overflow and set mantissa to 0 and exponent\n\t\t\t\t* to 1, which is OK. */\n\t\t\tbits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\tbits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );\n\t\t/* Extra rounding. An overflow will set mantissa to 0 and increment\n\t\t\t* the exponent, which is OK. */\n\t\tbits += m & 1;\n\t\treturn bits;\n\n\t}\n\n};\n\nconst LOD_MIN = 4;\nconst LOD_MAX = 8;\nconst SIZE_MAX = Math.pow( 2, LOD_MAX );\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\nconst TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nconst backgroundMaterial = new MeshBasicMaterial( {\n\tside: BackSide,\n\tdepthWrite: false,\n\tdepthTest: false,\n} );\nconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n */\n\nfunction convertLinearToRGBE( color ) {\n\n\tconst maxComponent = Math.max( color.r, color.g, color.b );\n\tconst fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );\n\tcolor.multiplyScalar( Math.pow( 2.0, - fExp ) );\n\n\tconst alpha = ( fExp + 128.0 ) / 255.0;\n\treturn alpha;\n\n}\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._blurMaterial = _getBlurShader( MAX_SAMPLES );\n\t\tthis._equirectShader = null;\n\t\tthis._cubemapShader = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular ) {\n\n\t\treturn this._fromTexture( equirectangular );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap ) {\n\n\t\treturn this._fromTexture( cubemap );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapShader === null ) {\n\n\t\t\tthis._cubemapShader = _getCubemapShader();\n\t\t\tthis._compileMaterial( this._cubemapShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectShader === null ) {\n\n\t\t\tthis._equirectShader = _getEquirectShader();\n\t\t\tthis._compileMaterial( this._equirectShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._blurMaterial.dispose();\n\n\t\tif ( this._cubemapShader !== null ) this._cubemapShader.dispose();\n\t\tif ( this._equirectShader !== null ) this._equirectShader.dispose();\n\n\t\tfor ( let i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t// private interface\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._pingPongRenderTarget.dispose();\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets( texture );\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets( texture ) { // warning: null texture is valid\n\n\t\tconst params = {\n\t\t\tmagFilter: NearestFilter,\n\t\t\tminFilter: NearestFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: UnsignedByteType,\n\t\t\tformat: RGBEFormat,\n\t\t\tencoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( params );\n\t\tcubeUVRenderTarget.depthBuffer = texture ? false : true;\n\t\tthis._pingPongRenderTarget = _createRenderTarget( params );\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( _lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst outputEncoding = renderer.outputEncoding;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.outputEncoding = LinearEncoding;\n\t\trenderer.autoClear = false;\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background ).convertSRGBToLinear();\n\t\t\t\tscene.background = null;\n\n\t\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor ).convertSRGBToLinear();\n\n\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\t\t\tif ( col == 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col == 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\t_setViewport( cubeUVRenderTarget,\n\t\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.outputEncoding = outputEncoding;\n\t\trenderer.autoClear = originalAutoClear;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\tif ( this._cubemapShader == null ) {\n\n\t\t\t\tthis._cubemapShader = _getCubemapShader();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( this._equirectShader == null ) {\n\n\t\t\t\tthis._equirectShader = _getEquirectShader();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n\t\tconst mesh = new Mesh( _lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tif ( ! texture.isCubeTexture ) {\n\n\t\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t\t}\n\n\t\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\t\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = _sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i == 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\t\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\t\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\t\tconst outputSize = _sizeLods[ lodOut ];\n\t\tconst x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\t\tconst y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\nfunction _isLDR( texture ) {\n\n\tif ( texture === undefined || texture.type !== UnsignedByteType ) return false;\n\n\treturn texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n\n}\n\nfunction _createPlanes() {\n\n\tconst _lodPlanes = [];\n\tconst _sizeLods = [];\n\tconst _sigmas = [];\n\n\tlet lod = LOD_MAX;\n\n\tfor ( let i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\t_sigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tconst weights = new Float32Array( maxSamples );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tconst texelSize = new Vector2( 1, 1 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn /* glsl */`\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t`;\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials = [] ) {\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nPath.prototype.fromPoints = function ( points ) {\n\n\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\treturn this.setFromPoints( points );\n\n};\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nLoader.prototype.extractUrlBase = function ( url ) {\n\n\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\treturn LoaderUtils.extractUrlBase( url );\n\n};\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nBox2.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox2.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox2.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox2.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nBox3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox3.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox3.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox3.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\nBox3.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nSphere.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\n//\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\n//\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\n//\n\nMathUtils.random16 = function () {\n\n\tconsole.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );\n\treturn Math.random();\n\n};\n\nMathUtils.nearestPowerOfTwo = function ( value ) {\n\n\tconsole.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );\n\treturn MathUtils.floorPowerOfTwo( value );\n\n};\n\nMathUtils.nextPowerOfTwo = function ( value ) {\n\n\tconsole.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );\n\treturn MathUtils.ceilPowerOfTwo( value );\n\n};\n\n//\n\nMatrix3.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix3.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\treturn vector.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\treturn attribute.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nMatrix4.prototype.extractPosition = function ( m ) {\n\n\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\treturn this.copyPosition( m );\n\n};\n\nMatrix4.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix4.prototype.getPosition = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n};\n\nMatrix4.prototype.setRotationFromQuaternion = function ( q ) {\n\n\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\treturn this.makeRotationFromQuaternion( q );\n\n};\n\nMatrix4.prototype.multiplyToArray = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n};\n\nMatrix4.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector4 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateAxis = function ( v ) {\n\n\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\tv.transformDirection( this );\n\n};\n\nMatrix4.prototype.crossVector = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.translate = function () {\n\n\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateX = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateY = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateZ = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateByAxis = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n};\n\nMatrix4.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\treturn attribute.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) {\n\n\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n};\n\nMatrix4.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\n//\n\nQuaternion.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\treturn vector.applyQuaternion( this );\n\n};\n\nQuaternion.prototype.inverse = function ( ) {\n\n\tconsole.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );\n\treturn this.invert();\n\n};\n\n//\n\nRay.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nRay.prototype.isIntersectionPlane = function ( plane ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\treturn this.intersectsPlane( plane );\n\n};\n\nRay.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\n//\n\nTriangle.prototype.area = function () {\n\n\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\treturn this.getArea();\n\n};\n\nTriangle.prototype.barycoordFromPoint = function ( point, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn this.getBarycoord( point, target );\n\n};\n\nTriangle.prototype.midpoint = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\treturn this.getMidpoint( target );\n\n};\n\nTriangle.prototypenormal = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn this.getNormal( target );\n\n};\n\nTriangle.prototype.plane = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\treturn this.getPlane( target );\n\n};\n\nTriangle.barycoordFromPoint = function ( point, a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n};\n\nTriangle.normal = function ( a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn Triangle.getNormal( a, b, c, target );\n\n};\n\n//\n\nShape.prototype.extractAllPoints = function ( divisions ) {\n\n\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\treturn this.extractPoints( divisions );\n\n};\n\nShape.prototype.extrude = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\treturn new ExtrudeGeometry( this, options );\n\n};\n\nShape.prototype.makeGeometry = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\treturn new ShapeGeometry( this, options );\n\n};\n\n//\n\nVector2.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector2.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector2.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector3.prototype.setEulerFromRotationMatrix = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n};\n\nVector3.prototype.setEulerFromQuaternion = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n};\n\nVector3.prototype.getPositionFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\treturn this.setFromMatrixPosition( m );\n\n};\n\nVector3.prototype.getScaleFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\treturn this.setFromMatrixScale( m );\n\n};\n\nVector3.prototype.getColumnFromMatrix = function ( index, matrix ) {\n\n\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\treturn this.setFromMatrixColumn( matrix, index );\n\n};\n\nVector3.prototype.applyProjection = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\treturn this.applyMatrix4( m );\n\n};\n\nVector3.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector3.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector3.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector4.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector4.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nObject3D.prototype.getChildByName = function ( name ) {\n\n\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\treturn this.getObjectByName( name );\n\n};\n\nObject3D.prototype.renderDepth = function () {\n\n\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n};\n\nObject3D.prototype.translate = function ( distance, axis ) {\n\n\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\treturn this.translateOnAxis( axis, distance );\n\n};\n\nObject3D.prototype.getWorldRotation = function () {\n\n\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n};\n\nObject3D.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nMesh.prototype.setDrawMode = function () {\n\n\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n};\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( LOD.prototype, {\n\n\tobjects: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.LOD: .objects has been renamed to .levels.' );\n\t\t\treturn this.levels;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperty( Skeleton.prototype, 'useVertexTexture', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t},\n\tset: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +\n\t\t\t'Use .setFocalLength and .filmGauge for a photographic setup.' );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nBufferAttribute.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nBufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n},\n\nBufferAttribute.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nBufferGeometry.prototype.addIndex = function ( index ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\tthis.setIndex( index );\n\n};\n\nBufferGeometry.prototype.addAttribute = function ( name, attribute ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t}\n\n\tif ( name === 'index' ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\tthis.setIndex( attribute );\n\n\t\treturn this;\n\n\t}\n\n\treturn this.setAttribute( name, attribute );\n\n};\n\nBufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) {\n\n\tif ( indexOffset !== undefined ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t}\n\n\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\tthis.addGroup( start, count );\n\n};\n\nBufferGeometry.prototype.clearDrawCalls = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\tthis.clearGroups();\n\n};\n\nBufferGeometry.prototype.computeOffsets = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n};\n\nBufferGeometry.prototype.removeAttribute = function ( name ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\treturn this.deleteAttribute( name );\n\n};\n\nBufferGeometry.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InstancedBufferGeometry.prototype, {\n\n\tmaxInstancedCount: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\treturn this.instanceCount;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\tthis.instanceCount = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( Raycaster.prototype, {\n\n\tlinePrecision: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\treturn this.params.Line.threshold;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\tthis.params.Line.threshold = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InterleavedBuffer.prototype, {\n\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( value );\n\n\t\t}\n\t}\n\n} );\n\nInterleavedBuffer.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nInterleavedBuffer.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nExtrudeGeometry.prototype.getArrays = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .getArrays() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShapeList = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShapeList() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShape = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShape() has been removed.' );\n\n};\n\n//\n\nScene.prototype.dispose = function () {\n\n\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n};\n\n//\n\nObject.defineProperties( Uniform.prototype, {\n\n\tdynamic: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );\n\n\t\t}\n\t},\n\tonUpdate: {\n\t\tvalue: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\t\t\treturn this;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhongMaterial.prototype, {\n\n\tmetal: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhysicalMaterial.prototype, {\n\n\ttransparency: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\treturn this.transmission;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\tthis.transmission = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nWebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\tthis.setRenderTarget( renderTarget );\n\tthis.clear( color, depth, stencil );\n\n};\n\nWebGLRenderer.prototype.animate = function ( callback ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\tthis.setAnimationLoop( callback );\n\n};\n\nWebGLRenderer.prototype.getCurrentRenderTarget = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\treturn this.getRenderTarget();\n\n};\n\nWebGLRenderer.prototype.getMaxAnisotropy = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\treturn this.capabilities.getMaxAnisotropy();\n\n};\n\nWebGLRenderer.prototype.getPrecision = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\treturn this.capabilities.precision;\n\n};\n\nWebGLRenderer.prototype.resetGLState = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\treturn this.state.reset();\n\n};\n\nWebGLRenderer.prototype.supportsFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_float' );\n\n};\n\nWebGLRenderer.prototype.supportsHalfFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_half_float' );\n\n};\n\nWebGLRenderer.prototype.supportsStandardDerivatives = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n};\n\nWebGLRenderer.prototype.supportsBlendMinMax = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n};\n\nWebGLRenderer.prototype.supportsVertexTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\treturn this.capabilities.vertexTextures;\n\n};\n\nWebGLRenderer.prototype.supportsInstancedArrays = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n};\n\nWebGLRenderer.prototype.enableScissorTest = function ( boolean ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\tthis.setScissorTest( boolean );\n\n};\n\nWebGLRenderer.prototype.initMaterial = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPrePlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPostPlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.updateShadowMap = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setFaceCulling = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.allocTextureUnit = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture2D = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTextureCube = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.getActiveMipMapLevel = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\treturn this.getActiveMipmapLevel();\n\n};\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Audio.prototype, {\n\n\tload: {\n\t\tvalue: function ( file ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\t\t\tconst scope = this;\n\t\t\tconst audioLoader = new AudioLoader();\n\t\t\taudioLoader.load( file, function ( buffer ) {\n\n\t\t\t\tscope.setBuffer( buffer );\n\n\t\t\t} );\n\t\t\treturn this;\n\n\t\t}\n\t},\n\tstartTime: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Audio: .startTime is now .play( delay ).' );\n\n\t\t}\n\t}\n\n} );\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\nCubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );\n\treturn this.renderTarget.clear( renderer, color, depth, stencil );\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxGeometry as BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleGeometry as CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeGeometry as ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry as CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry as DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry as ExtrudeBufferGeometry, ExtrudeGeometry, FaceColors, FileLoader, FlatShading, Float16BufferAttribute, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GammaEncoding, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronGeometry as IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry as LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry as OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricGeometry as ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneGeometry as PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry as PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry as RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry as ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereGeometry as SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry as TetrahedronBufferGeometry, TetrahedronGeometry, TextGeometry as TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusGeometry as TorusBufferGeometry, TorusGeometry, TorusKnotGeometry as TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry as TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGL1Renderer, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };\n","import {\n\tBufferAttribute,\n\tBufferGeometry,\n\tFileLoader,\n\tLoader\n} from '../../../build/three.module.js';\n\nvar DRACOLoader = function ( manager ) {\n\n\tLoader.call( this, manager );\n\n\tthis.decoderPath = '';\n\tthis.decoderConfig = {};\n\tthis.decoderBinary = null;\n\tthis.decoderPending = null;\n\n\tthis.workerLimit = 4;\n\tthis.workerPool = [];\n\tthis.workerNextTaskID = 1;\n\tthis.workerSourceURL = '';\n\n\tthis.defaultAttributeIDs = {\n\t\tposition: 'POSITION',\n\t\tnormal: 'NORMAL',\n\t\tcolor: 'COLOR',\n\t\tuv: 'TEX_COORD'\n\t};\n\tthis.defaultAttributeTypes = {\n\t\tposition: 'Float32Array',\n\t\tnormal: 'Float32Array',\n\t\tcolor: 'Float32Array',\n\t\tuv: 'Float32Array'\n\t};\n\n};\n\nDRACOLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: DRACOLoader,\n\n\tsetDecoderPath: function ( path ) {\n\n\t\tthis.decoderPath = path;\n\n\t\treturn this;\n\n\t},\n\n\tsetDecoderConfig: function ( config ) {\n\n\t\tthis.decoderConfig = config;\n\n\t\treturn this;\n\n\t},\n\n\tsetWorkerLimit: function ( workerLimit ) {\n\n\t\tthis.workerLimit = workerLimit;\n\n\t\treturn this;\n\n\t},\n\n\t/** @deprecated */\n\tsetVerbosity: function () {\n\n\t\tconsole.warn( 'THREE.DRACOLoader: The .setVerbosity() method has been removed.' );\n\n\t},\n\n\t/** @deprecated */\n\tsetDrawMode: function () {\n\n\t\tconsole.warn( 'THREE.DRACOLoader: The .setDrawMode() method has been removed.' );\n\n\t},\n\n\t/** @deprecated */\n\tsetSkipDequantization: function () {\n\n\t\tconsole.warn( 'THREE.DRACOLoader: The .setSkipDequantization() method has been removed.' );\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar loader = new FileLoader( this.manager );\n\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tloader.load( url, ( buffer ) => {\n\n\t\t\tvar taskConfig = {\n\t\t\t\tattributeIDs: this.defaultAttributeIDs,\n\t\t\t\tattributeTypes: this.defaultAttributeTypes,\n\t\t\t\tuseUniqueIDs: false\n\t\t\t};\n\n\t\t\tthis.decodeGeometry( buffer, taskConfig )\n\t\t\t\t.then( onLoad )\n\t\t\t\t.catch( onError );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\t/** @deprecated Kept for backward-compatibility with previous DRACOLoader versions. */\n\tdecodeDracoFile: function ( buffer, callback, attributeIDs, attributeTypes ) {\n\n\t\tvar taskConfig = {\n\t\t\tattributeIDs: attributeIDs || this.defaultAttributeIDs,\n\t\t\tattributeTypes: attributeTypes || this.defaultAttributeTypes,\n\t\t\tuseUniqueIDs: !! attributeIDs\n\t\t};\n\n\t\tthis.decodeGeometry( buffer, taskConfig ).then( callback );\n\n\t},\n\n\tdecodeGeometry: function ( buffer, taskConfig ) {\n\n\t\t// TODO: For backward-compatibility, support 'attributeTypes' objects containing\n\t\t// references (rather than names) to typed array constructors. These must be\n\t\t// serialized before sending them to the worker.\n\t\tfor ( var attribute in taskConfig.attributeTypes ) {\n\n\t\t\tvar type = taskConfig.attributeTypes[ attribute ];\n\n\t\t\tif ( type.BYTES_PER_ELEMENT !== undefined ) {\n\n\t\t\t\ttaskConfig.attributeTypes[ attribute ] = type.name;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tvar taskKey = JSON.stringify( taskConfig );\n\n\t\t// Check for an existing task using this buffer. A transferred buffer cannot be transferred\n\t\t// again from this thread.\n\t\tif ( DRACOLoader.taskCache.has( buffer ) ) {\n\n\t\t\tvar cachedTask = DRACOLoader.taskCache.get( buffer );\n\n\t\t\tif ( cachedTask.key === taskKey ) {\n\n\t\t\t\treturn cachedTask.promise;\n\n\t\t\t} else if ( buffer.byteLength === 0 ) {\n\n\t\t\t\t// Technically, it would be possible to wait for the previous task to complete,\n\t\t\t\t// transfer the buffer back, and decode again with the second configuration. That\n\t\t\t\t// is complex, and I don't know of any reason to decode a Draco buffer twice in\n\t\t\t\t// different ways, so this is left unimplemented.\n\t\t\t\tthrow new Error(\n\n\t\t\t\t\t'THREE.DRACOLoader: Unable to re-decode a buffer with different ' +\n\t\t\t\t\t'settings. Buffer has already been transferred.'\n\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tvar worker;\n\t\tvar taskID = this.workerNextTaskID ++;\n\t\tvar taskCost = buffer.byteLength;\n\n\t\t// Obtain a worker and assign a task, and construct a geometry instance\n\t\t// when the task completes.\n\t\tvar geometryPending = this._getWorker( taskID, taskCost )\n\t\t\t.then( ( _worker ) => {\n\n\t\t\t\tworker = _worker;\n\n\t\t\t\treturn new Promise( ( resolve, reject ) => {\n\n\t\t\t\t\tworker._callbacks[ taskID ] = { resolve, reject };\n\n\t\t\t\t\tworker.postMessage( { type: 'decode', id: taskID, taskConfig, buffer }, [ buffer ] );\n\n\t\t\t\t\t// this.debug();\n\n\t\t\t\t} );\n\n\t\t\t} )\n\t\t\t.then( ( message ) => this._createGeometry( message.geometry ) );\n\n\t\t// Remove task from the task list.\n\t\t// Note: replaced '.finally()' with '.catch().then()' block - iOS 11 support (#19416)\n\t\tgeometryPending\n\t\t\t.catch( () => true )\n\t\t\t.then( () => {\n\n\t\t\t\tif ( worker && taskID ) {\n\n\t\t\t\t\tthis._releaseTask( worker, taskID );\n\n\t\t\t\t\t// this.debug();\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t// Cache the task result.\n\t\tDRACOLoader.taskCache.set( buffer, {\n\n\t\t\tkey: taskKey,\n\t\t\tpromise: geometryPending\n\n\t\t} );\n\n\t\treturn geometryPending;\n\n\t},\n\n\t_createGeometry: function ( geometryData ) {\n\n\t\tvar geometry = new BufferGeometry();\n\n\t\tif ( geometryData.index ) {\n\n\t\t\tgeometry.setIndex( new BufferAttribute( geometryData.index.array, 1 ) );\n\n\t\t}\n\n\t\tfor ( var i = 0; i < geometryData.attributes.length; i ++ ) {\n\n\t\t\tvar attribute = geometryData.attributes[ i ];\n\t\t\tvar name = attribute.name;\n\t\t\tvar array = attribute.array;\n\t\t\tvar itemSize = attribute.itemSize;\n\n\t\t\tgeometry.setAttribute( name, new BufferAttribute( array, itemSize ) );\n\n\t\t}\n\n\t\treturn geometry;\n\n\t},\n\n\t_loadLibrary: function ( url, responseType ) {\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.decoderPath );\n\t\tloader.setResponseType( responseType );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\treturn new Promise( ( resolve, reject ) => {\n\n\t\t\tloader.load( url, resolve, undefined, reject );\n\n\t\t} );\n\n\t},\n\n\tpreload: function () {\n\n\t\tthis._initDecoder();\n\n\t\treturn this;\n\n\t},\n\n\t_initDecoder: function () {\n\n\t\tif ( this.decoderPending ) return this.decoderPending;\n\n\t\tvar useJS = typeof WebAssembly !== 'object' || this.decoderConfig.type === 'js';\n\t\tvar librariesPending = [];\n\n\t\tif ( useJS ) {\n\n\t\t\tlibrariesPending.push( this._loadLibrary( 'draco_decoder.js', 'text' ) );\n\n\t\t} else {\n\n\t\t\tlibrariesPending.push( this._loadLibrary( 'draco_wasm_wrapper.js', 'text' ) );\n\t\t\tlibrariesPending.push( this._loadLibrary( 'draco_decoder.wasm', 'arraybuffer' ) );\n\n\t\t}\n\n\t\tthis.decoderPending = Promise.all( librariesPending )\n\t\t\t.then( ( libraries ) => {\n\n\t\t\t\tvar jsContent = libraries[ 0 ];\n\n\t\t\t\tif ( ! useJS ) {\n\n\t\t\t\t\tthis.decoderConfig.wasmBinary = libraries[ 1 ];\n\n\t\t\t\t}\n\n\t\t\t\tvar fn = DRACOLoader.DRACOWorker.toString();\n\n\t\t\t\tvar body = [\n\t\t\t\t\t'/* draco decoder */',\n\t\t\t\t\tjsContent,\n\t\t\t\t\t'',\n\t\t\t\t\t'/* worker */',\n\t\t\t\t\tfn.substring( fn.indexOf( '{' ) + 1, fn.lastIndexOf( '}' ) )\n\t\t\t\t].join( '\\n' );\n\n\t\t\t\tthis.workerSourceURL = URL.createObjectURL( new Blob( [ body ] ) );\n\n\t\t\t} );\n\n\t\treturn this.decoderPending;\n\n\t},\n\n\t_getWorker: function ( taskID, taskCost ) {\n\n\t\treturn this._initDecoder().then( () => {\n\n\t\t\tif ( this.workerPool.length < this.workerLimit ) {\n\n\t\t\t\tvar worker = new Worker( this.workerSourceURL );\n\n\t\t\t\tworker._callbacks = {};\n\t\t\t\tworker._taskCosts = {};\n\t\t\t\tworker._taskLoad = 0;\n\n\t\t\t\tworker.postMessage( { type: 'init', decoderConfig: this.decoderConfig } );\n\n\t\t\t\tworker.onmessage = function ( e ) {\n\n\t\t\t\t\tvar message = e.data;\n\n\t\t\t\t\tswitch ( message.type ) {\n\n\t\t\t\t\t\tcase 'decode':\n\t\t\t\t\t\t\tworker._callbacks[ message.id ].resolve( message );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'error':\n\t\t\t\t\t\t\tworker._callbacks[ message.id ].reject( message );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.DRACOLoader: Unexpected message, \"' + message.type + '\"' );\n\n\t\t\t\t\t}\n\n\t\t\t\t};\n\n\t\t\t\tthis.workerPool.push( worker );\n\n\t\t\t} else {\n\n\t\t\t\tthis.workerPool.sort( function ( a, b ) {\n\n\t\t\t\t\treturn a._taskLoad > b._taskLoad ? - 1 : 1;\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tvar worker = this.workerPool[ this.workerPool.length - 1 ];\n\t\t\tworker._taskCosts[ taskID ] = taskCost;\n\t\t\tworker._taskLoad += taskCost;\n\t\t\treturn worker;\n\n\t\t} );\n\n\t},\n\n\t_releaseTask: function ( worker, taskID ) {\n\n\t\tworker._taskLoad -= worker._taskCosts[ taskID ];\n\t\tdelete worker._callbacks[ taskID ];\n\t\tdelete worker._taskCosts[ taskID ];\n\n\t},\n\n\tdebug: function () {\n\n\t\tconsole.log( 'Task load: ', this.workerPool.map( ( worker ) => worker._taskLoad ) );\n\n\t},\n\n\tdispose: function () {\n\n\t\tfor ( var i = 0; i < this.workerPool.length; ++ i ) {\n\n\t\t\tthis.workerPool[ i ].terminate();\n\n\t\t}\n\n\t\tthis.workerPool.length = 0;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/* WEB WORKER */\n\nDRACOLoader.DRACOWorker = function () {\n\n\tvar decoderConfig;\n\tvar decoderPending;\n\n\tonmessage = function ( e ) {\n\n\t\tvar message = e.data;\n\n\t\tswitch ( message.type ) {\n\n\t\t\tcase 'init':\n\t\t\t\tdecoderConfig = message.decoderConfig;\n\t\t\t\tdecoderPending = new Promise( function ( resolve/*, reject*/ ) {\n\n\t\t\t\t\tdecoderConfig.onModuleLoaded = function ( draco ) {\n\n\t\t\t\t\t\t// Module is Promise-like. Wrap before resolving to avoid loop.\n\t\t\t\t\t\tresolve( { draco: draco } );\n\n\t\t\t\t\t};\n\n\t\t\t\t\tDracoDecoderModule( decoderConfig ); // eslint-disable-line no-undef\n\n\t\t\t\t} );\n\t\t\t\tbreak;\n\n\t\t\tcase 'decode':\n\t\t\t\tvar buffer = message.buffer;\n\t\t\t\tvar taskConfig = message.taskConfig;\n\t\t\t\tdecoderPending.then( ( module ) => {\n\n\t\t\t\t\tvar draco = module.draco;\n\t\t\t\t\tvar decoder = new draco.Decoder();\n\t\t\t\t\tvar decoderBuffer = new draco.DecoderBuffer();\n\t\t\t\t\tdecoderBuffer.Init( new Int8Array( buffer ), buffer.byteLength );\n\n\t\t\t\t\ttry {\n\n\t\t\t\t\t\tvar geometry = decodeGeometry( draco, decoder, decoderBuffer, taskConfig );\n\n\t\t\t\t\t\tvar buffers = geometry.attributes.map( ( attr ) => attr.array.buffer );\n\n\t\t\t\t\t\tif ( geometry.index ) buffers.push( geometry.index.array.buffer );\n\n\t\t\t\t\t\tself.postMessage( { type: 'decode', id: message.id, geometry }, buffers );\n\n\t\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\t\tconsole.error( error );\n\n\t\t\t\t\t\tself.postMessage( { type: 'error', id: message.id, error: error.message } );\n\n\t\t\t\t\t} finally {\n\n\t\t\t\t\t\tdraco.destroy( decoderBuffer );\n\t\t\t\t\t\tdraco.destroy( decoder );\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t};\n\n\tfunction decodeGeometry( draco, decoder, decoderBuffer, taskConfig ) {\n\n\t\tvar attributeIDs = taskConfig.attributeIDs;\n\t\tvar attributeTypes = taskConfig.attributeTypes;\n\n\t\tvar dracoGeometry;\n\t\tvar decodingStatus;\n\n\t\tvar geometryType = decoder.GetEncodedGeometryType( decoderBuffer );\n\n\t\tif ( geometryType === draco.TRIANGULAR_MESH ) {\n\n\t\t\tdracoGeometry = new draco.Mesh();\n\t\t\tdecodingStatus = decoder.DecodeBufferToMesh( decoderBuffer, dracoGeometry );\n\n\t\t} else if ( geometryType === draco.POINT_CLOUD ) {\n\n\t\t\tdracoGeometry = new draco.PointCloud();\n\t\t\tdecodingStatus = decoder.DecodeBufferToPointCloud( decoderBuffer, dracoGeometry );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.DRACOLoader: Unexpected geometry type.' );\n\n\t\t}\n\n\t\tif ( ! decodingStatus.ok() || dracoGeometry.ptr === 0 ) {\n\n\t\t\tthrow new Error( 'THREE.DRACOLoader: Decoding failed: ' + decodingStatus.error_msg() );\n\n\t\t}\n\n\t\tvar geometry = { index: null, attributes: [] };\n\n\t\t// Gather all vertex attributes.\n\t\tfor ( var attributeName in attributeIDs ) {\n\n\t\t\tvar attributeType = self[ attributeTypes[ attributeName ] ];\n\n\t\t\tvar attribute;\n\t\t\tvar attributeID;\n\n\t\t\t// A Draco file may be created with default vertex attributes, whose attribute IDs\n\t\t\t// are mapped 1:1 from their semantic name (POSITION, NORMAL, ...). Alternatively,\n\t\t\t// a Draco file may contain a custom set of attributes, identified by known unique\n\t\t\t// IDs. glTF files always do the latter, and `.drc` files typically do the former.\n\t\t\tif ( taskConfig.useUniqueIDs ) {\n\n\t\t\t\tattributeID = attributeIDs[ attributeName ];\n\t\t\t\tattribute = decoder.GetAttributeByUniqueId( dracoGeometry, attributeID );\n\n\t\t\t} else {\n\n\t\t\t\tattributeID = decoder.GetAttributeId( dracoGeometry, draco[ attributeIDs[ attributeName ] ] );\n\n\t\t\t\tif ( attributeID === - 1 ) continue;\n\n\t\t\t\tattribute = decoder.GetAttribute( dracoGeometry, attributeID );\n\n\t\t\t}\n\n\t\t\tgeometry.attributes.push( decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) );\n\n\t\t}\n\n\t\t// Add index.\n\t\tif ( geometryType === draco.TRIANGULAR_MESH ) {\n\n\t\t\tgeometry.index = decodeIndex( draco, decoder, dracoGeometry );\n\n\t\t}\n\n\t\tdraco.destroy( dracoGeometry );\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction decodeIndex( draco, decoder, dracoGeometry ) {\n\n\t\tvar numFaces = dracoGeometry.num_faces();\n\t\tvar numIndices = numFaces * 3;\n\t\tvar byteLength = numIndices * 4;\n\n\t\tvar ptr = draco._malloc( byteLength );\n\t\tdecoder.GetTrianglesUInt32Array( dracoGeometry, byteLength, ptr );\n\t\tvar index = new Uint32Array( draco.HEAPF32.buffer, ptr, numIndices ).slice();\n\t\tdraco._free( ptr );\n\n\t\treturn { array: index, itemSize: 1 };\n\n\t}\n\n\tfunction decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) {\n\n\t\tvar numComponents = attribute.num_components();\n\t\tvar numPoints = dracoGeometry.num_points();\n\t\tvar numValues = numPoints * numComponents;\n\t\tvar byteLength = numValues * attributeType.BYTES_PER_ELEMENT;\n\t\tvar dataType = getDracoDataType( draco, attributeType );\n\n\t\tvar ptr = draco._malloc( byteLength );\n\t\tdecoder.GetAttributeDataArrayForAllPoints( dracoGeometry, attribute, dataType, byteLength, ptr );\n\t\tvar array = new attributeType( draco.HEAPF32.buffer, ptr, numValues ).slice();\n\t\tdraco._free( ptr );\n\n\t\treturn {\n\t\t\tname: attributeName,\n\t\t\tarray: array,\n\t\t\titemSize: numComponents\n\t\t};\n\n\t}\n\n\tfunction getDracoDataType( draco, attributeType ) {\n\n\t\tswitch ( attributeType ) {\n\n\t\t\tcase Float32Array: return draco.DT_FLOAT32;\n\t\t\tcase Int8Array: return draco.DT_INT8;\n\t\t\tcase Int16Array: return draco.DT_INT16;\n\t\t\tcase Int32Array: return draco.DT_INT32;\n\t\t\tcase Uint8Array: return draco.DT_UINT8;\n\t\t\tcase Uint16Array: return draco.DT_UINT16;\n\t\t\tcase Uint32Array: return draco.DT_UINT32;\n\n\t\t}\n\n\t}\n\n};\n\nDRACOLoader.taskCache = new WeakMap();\n\n/** Deprecated static methods */\n\n/** @deprecated */\nDRACOLoader.setDecoderPath = function () {\n\n\tconsole.warn( 'THREE.DRACOLoader: The .setDecoderPath() method has been removed. Use instance methods.' );\n\n};\n\n/** @deprecated */\nDRACOLoader.setDecoderConfig = function () {\n\n\tconsole.warn( 'THREE.DRACOLoader: The .setDecoderConfig() method has been removed. Use instance methods.' );\n\n};\n\n/** @deprecated */\nDRACOLoader.releaseDecoderModule = function () {\n\n\tconsole.warn( 'THREE.DRACOLoader: The .releaseDecoderModule() method has been removed. Use instance methods.' );\n\n};\n\n/** @deprecated */\nDRACOLoader.getDecoderModule = function () {\n\n\tconsole.warn( 'THREE.DRACOLoader: The .getDecoderModule() method has been removed. Use instance methods.' );\n\n};\n\nexport { DRACOLoader };\n","import {\n\tAnimationClip,\n\tBone,\n\tBox3,\n\tBufferAttribute,\n\tBufferGeometry,\n\tCanvasTexture,\n\tClampToEdgeWrapping,\n\tColor,\n\tDirectionalLight,\n\tDoubleSide,\n\tFileLoader,\n\tFrontSide,\n\tGroup,\n\tImageBitmapLoader,\n\tInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tInterpolant,\n\tInterpolateDiscrete,\n\tInterpolateLinear,\n\tLine,\n\tLineBasicMaterial,\n\tLineLoop,\n\tLineSegments,\n\tLinearFilter,\n\tLinearMipmapLinearFilter,\n\tLinearMipmapNearestFilter,\n\tLoader,\n\tLoaderUtils,\n\tMaterial,\n\tMathUtils,\n\tMatrix4,\n\tMesh,\n\tMeshBasicMaterial,\n\tMeshPhysicalMaterial,\n\tMeshStandardMaterial,\n\tMirroredRepeatWrapping,\n\tNearestFilter,\n\tNearestMipmapLinearFilter,\n\tNearestMipmapNearestFilter,\n\tNumberKeyframeTrack,\n\tObject3D,\n\tOrthographicCamera,\n\tPerspectiveCamera,\n\tPointLight,\n\tPoints,\n\tPointsMaterial,\n\tPropertyBinding,\n\tQuaternionKeyframeTrack,\n\tRGBFormat,\n\tRepeatWrapping,\n\tSkeleton,\n\tSkinnedMesh,\n\tSphere,\n\tSpotLight,\n\tTangentSpaceNormalMap,\n\tTextureLoader,\n\tTriangleFanDrawMode,\n\tTriangleStripDrawMode,\n\tVector2,\n\tVector3,\n\tVectorKeyframeTrack,\n\tsRGBEncoding\n} from '../../../build/three.module.js';\n\nvar GLTFLoader = ( function () {\n\n\tfunction GLTFLoader( manager ) {\n\n\t\tLoader.call( this, manager );\n\n\t\tthis.dracoLoader = null;\n\t\tthis.ktx2Loader = null;\n\t\tthis.meshoptDecoder = null;\n\n\t\tthis.pluginCallbacks = [];\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsClearcoatExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureBasisUExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureWebPExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsTransmissionExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFLightsExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMeshoptCompression( parser );\n\n\t\t} );\n\n\t}\n\n\tGLTFLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\t\tconstructor: GLTFLoader,\n\n\t\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\t\tvar scope = this;\n\n\t\t\tvar resourcePath;\n\n\t\t\tif ( this.resourcePath !== '' ) {\n\n\t\t\t\tresourcePath = this.resourcePath;\n\n\t\t\t} else if ( this.path !== '' ) {\n\n\t\t\t\tresourcePath = this.path;\n\n\t\t\t} else {\n\n\t\t\t\tresourcePath = LoaderUtils.extractUrlBase( url );\n\n\t\t\t}\n\n\t\t\t// Tells the LoadingManager to track an extra item, which resolves after\n\t\t\t// the model is fully loaded. This means the count of items loaded will\n\t\t\t// be incorrect, but ensures manager.onLoad() does not fire early.\n\t\t\tthis.manager.itemStart( url );\n\n\t\t\tvar _onError = function ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t};\n\n\t\t\tvar loader = new FileLoader( this.manager );\n\n\t\t\tloader.setPath( this.path );\n\t\t\tloader.setResponseType( 'arraybuffer' );\n\t\t\tloader.setRequestHeader( this.requestHeader );\n\t\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\t\tloader.load( url, function ( data ) {\n\n\t\t\t\ttry {\n\n\t\t\t\t\tscope.parse( data, resourcePath, function ( gltf ) {\n\n\t\t\t\t\t\tonLoad( gltf );\n\n\t\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t\t}, _onError );\n\n\t\t\t\t} catch ( e ) {\n\n\t\t\t\t\t_onError( e );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, _onError );\n\n\t\t},\n\n\t\tsetDRACOLoader: function ( dracoLoader ) {\n\n\t\t\tthis.dracoLoader = dracoLoader;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tsetDDSLoader: function () {\n\n\t\t\tthrow new Error(\n\n\t\t\t\t'THREE.GLTFLoader: \"MSFT_texture_dds\" no longer supported. Please update to \"KHR_texture_basisu\".'\n\n\t\t\t);\n\n\t\t},\n\n\t\tsetKTX2Loader: function ( ktx2Loader ) {\n\n\t\t\tthis.ktx2Loader = ktx2Loader;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tsetMeshoptDecoder: function ( meshoptDecoder ) {\n\n\t\t\tthis.meshoptDecoder = meshoptDecoder;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tregister: function ( callback ) {\n\n\t\t\tif ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {\n\n\t\t\t\tthis.pluginCallbacks.push( callback );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t},\n\n\t\tunregister: function ( callback ) {\n\n\t\t\tif ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {\n\n\t\t\t\tthis.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t},\n\n\t\tparse: function ( data, path, onLoad, onError ) {\n\n\t\t\tvar content;\n\t\t\tvar extensions = {};\n\t\t\tvar plugins = {};\n\n\t\t\tif ( typeof data === 'string' ) {\n\n\t\t\t\tcontent = data;\n\n\t\t\t} else {\n\n\t\t\t\tvar magic = LoaderUtils.decodeText( new Uint8Array( data, 0, 4 ) );\n\n\t\t\t\tif ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\t\t\ttry {\n\n\t\t\t\t\t\textensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );\n\n\t\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\t\tif ( onError ) onError( error );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontent = extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcontent = LoaderUtils.decodeText( new Uint8Array( data ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar json = JSON.parse( content );\n\n\t\t\tif ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {\n\n\t\t\t\tif ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tvar parser = new GLTFParser( json, {\n\n\t\t\t\tpath: path || this.resourcePath || '',\n\t\t\t\tcrossOrigin: this.crossOrigin,\n\t\t\t\trequestHeader: this.requestHeader,\n\t\t\t\tmanager: this.manager,\n\t\t\t\tktx2Loader: this.ktx2Loader,\n\t\t\t\tmeshoptDecoder: this.meshoptDecoder\n\n\t\t\t} );\n\n\t\t\tparser.fileLoader.setRequestHeader( this.requestHeader );\n\n\t\t\tfor ( var i = 0; i < this.pluginCallbacks.length; i ++ ) {\n\n\t\t\t\tvar plugin = this.pluginCallbacks[ i ]( parser );\n\t\t\t\tplugins[ plugin.name ] = plugin;\n\n\t\t\t\t// Workaround to avoid determining as unknown extension\n\t\t\t\t// in addUnknownExtensionsToUserData().\n\t\t\t\t// Remove this workaround if we move all the existing\n\t\t\t\t// extension handlers to plugin system\n\t\t\t\textensions[ plugin.name ] = true;\n\n\t\t\t}\n\n\t\t\tif ( json.extensionsUsed ) {\n\n\t\t\t\tfor ( var i = 0; i < json.extensionsUsed.length; ++ i ) {\n\n\t\t\t\t\tvar extensionName = json.extensionsUsed[ i ];\n\t\t\t\t\tvar extensionsRequired = json.extensionsRequired || [];\n\n\t\t\t\t\tswitch ( extensionName ) {\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_UNLIT:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsUnlitExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsPbrSpecularGlossinessExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_TEXTURE_TRANSFORM:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFTextureTransformExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_MESH_QUANTIZATION:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFMeshQuantizationExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tif ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Unknown extension \"' + extensionName + '\".' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tparser.setExtensions( extensions );\n\t\t\tparser.setPlugins( plugins );\n\t\t\tparser.parse( onLoad, onError );\n\n\t\t}\n\n\t} );\n\n\t/* GLTFREGISTRY */\n\n\tfunction GLTFRegistry() {\n\n\t\tvar objects = {};\n\n\t\treturn\t{\n\n\t\t\tget: function ( key ) {\n\n\t\t\t\treturn objects[ key ];\n\n\t\t\t},\n\n\t\t\tadd: function ( key, object ) {\n\n\t\t\t\tobjects[ key ] = object;\n\n\t\t\t},\n\n\t\t\tremove: function ( key ) {\n\n\t\t\t\tdelete objects[ key ];\n\n\t\t\t},\n\n\t\t\tremoveAll: function () {\n\n\t\t\t\tobjects = {};\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t/*********************************/\n\t/********** EXTENSIONS ***********/\n\t/*********************************/\n\n\tvar EXTENSIONS = {\n\t\tKHR_BINARY_GLTF: 'KHR_binary_glTF',\n\t\tKHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',\n\t\tKHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',\n\t\tKHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat',\n\t\tKHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness',\n\t\tKHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission',\n\t\tKHR_MATERIALS_UNLIT: 'KHR_materials_unlit',\n\t\tKHR_TEXTURE_BASISU: 'KHR_texture_basisu',\n\t\tKHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',\n\t\tKHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',\n\t\tEXT_TEXTURE_WEBP: 'EXT_texture_webp',\n\t\tEXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression'\n\t};\n\n\t/**\n\t * Punctual Lights Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual\n\t */\n\tfunction GLTFLightsExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL;\n\n\t\t// Object3D instance caches\n\t\tthis.cache = { refs: {}, uses: {} };\n\n\t}\n\n\tGLTFLightsExtension.prototype._markDefs = function () {\n\n\t\tvar parser = this.parser;\n\t\tvar nodeDefs = this.parser.json.nodes || [];\n\n\t\tfor ( var nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tvar nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.extensions\n\t\t\t\t&& nodeDef.extensions[ this.name ]\n\t\t\t\t&& nodeDef.extensions[ this.name ].light !== undefined ) {\n\n\t\t\t\tparser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tGLTFLightsExtension.prototype._loadLight = function ( lightIndex ) {\n\n\t\tvar parser = this.parser;\n\t\tvar cacheKey = 'light:' + lightIndex;\n\t\tvar dependency = parser.cache.get( cacheKey );\n\n\t\tif ( dependency ) return dependency;\n\n\t\tvar json = parser.json;\n\t\tvar extensions = ( json.extensions && json.extensions[ this.name ] ) || {};\n\t\tvar lightDefs = extensions.lights || [];\n\t\tvar lightDef = lightDefs[ lightIndex ];\n\t\tvar lightNode;\n\n\t\tvar color = new Color( 0xffffff );\n\n\t\tif ( lightDef.color !== undefined ) color.fromArray( lightDef.color );\n\n\t\tvar range = lightDef.range !== undefined ? lightDef.range : 0;\n\n\t\tswitch ( lightDef.type ) {\n\n\t\t\tcase 'directional':\n\t\t\t\tlightNode = new DirectionalLight( color );\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tcase 'point':\n\t\t\t\tlightNode = new PointLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\tbreak;\n\n\t\t\tcase 'spot':\n\t\t\t\tlightNode = new SpotLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\t// Handle spotlight properties.\n\t\t\t\tlightDef.spot = lightDef.spot || {};\n\t\t\t\tlightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;\n\t\t\t\tlightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;\n\t\t\t\tlightNode.angle = lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type );\n\n\t\t}\n\n\t\t// Some lights (e.g. spot) default to a position other than the origin. Reset the position\n\t\t// here, because node-level parsing will only override position if explicitly specified.\n\t\tlightNode.position.set( 0, 0, 0 );\n\n\t\tlightNode.decay = 2;\n\n\t\tif ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;\n\n\t\tlightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) );\n\n\t\tdependency = Promise.resolve( lightNode );\n\n\t\tparser.cache.add( cacheKey, dependency );\n\n\t\treturn dependency;\n\n\t};\n\n\tGLTFLightsExtension.prototype.createNodeAttachment = function ( nodeIndex ) {\n\n\t\tvar self = this;\n\t\tvar parser = this.parser;\n\t\tvar json = parser.json;\n\t\tvar nodeDef = json.nodes[ nodeIndex ];\n\t\tvar lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {};\n\t\tvar lightIndex = lightDef.light;\n\n\t\tif ( lightIndex === undefined ) return null;\n\n\t\treturn this._loadLight( lightIndex ).then( function ( light ) {\n\n\t\t\treturn parser._getNodeRef( self.cache, lightIndex, light );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Unlit Materials Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit\n\t */\n\tfunction GLTFMaterialsUnlitExtension() {\n\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_UNLIT;\n\n\t}\n\n\tGLTFMaterialsUnlitExtension.prototype.getMaterialType = function () {\n\n\t\treturn MeshBasicMaterial;\n\n\t};\n\n\tGLTFMaterialsUnlitExtension.prototype.extendParams = function ( materialParams, materialDef, parser ) {\n\n\t\tvar pending = [];\n\n\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\tmaterialParams.opacity = 1.0;\n\n\t\tvar metallicRoughness = materialDef.pbrMetallicRoughness;\n\n\t\tif ( metallicRoughness ) {\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tvar array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * Clearcoat Materials Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat\n\t */\n\tfunction GLTFMaterialsClearcoatExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT;\n\n\t}\n\n\tGLTFMaterialsClearcoatExtension.prototype.getMaterialType = function ( materialIndex ) {\n\n\t\tvar parser = this.parser;\n\t\tvar materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t};\n\n\tGLTFMaterialsClearcoatExtension.prototype.extendMaterialParams = function ( materialIndex, materialParams ) {\n\n\t\tvar parser = this.parser;\n\t\tvar materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tvar pending = [];\n\n\t\tvar extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.clearcoatFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoat = extension.clearcoatFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatNormalTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) );\n\n\t\t\tif ( extension.clearcoatNormalTexture.scale !== undefined ) {\n\n\t\t\t\tvar scale = extension.clearcoatNormalTexture.scale;\n\n\t\t\t\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\t\t\tmaterialParams.clearcoatNormalScale = new Vector2( scale, - scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * Transmission Materials Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission\n\t * Draft: https://github.com/KhronosGroup/glTF/pull/1698\n\t */\n\tfunction GLTFMaterialsTransmissionExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION;\n\n\t}\n\n\tGLTFMaterialsTransmissionExtension.prototype.getMaterialType = function ( materialIndex ) {\n\n\t\tvar parser = this.parser;\n\t\tvar materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t};\n\n\tGLTFMaterialsTransmissionExtension.prototype.extendMaterialParams = function ( materialIndex, materialParams ) {\n\n\t\tvar parser = this.parser;\n\t\tvar materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tvar pending = [];\n\n\t\tvar extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.transmissionFactor !== undefined ) {\n\n\t\t\tmaterialParams.transmission = extension.transmissionFactor;\n\n\t\t}\n\n\t\tif ( extension.transmissionTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * BasisU Texture Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu\n\t */\n\tfunction GLTFTextureBasisUExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_BASISU;\n\n\t}\n\n\tGLTFTextureBasisUExtension.prototype.loadTexture = function ( textureIndex ) {\n\n\t\tvar parser = this.parser;\n\t\tvar json = parser.json;\n\n\t\tvar textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar extension = textureDef.extensions[ this.name ];\n\t\tvar source = json.images[ extension.source ];\n\t\tvar loader = parser.options.ktx2Loader;\n\n\t\tif ( ! loader ) {\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' );\n\n\t\t\t} else {\n\n\t\t\t\t// Assumes that the extension is optional and that a fallback texture is present\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.loadTextureImage( textureIndex, source, loader );\n\n\t};\n\n\t/**\n\t * WebP Texture Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp\n\t */\n\tfunction GLTFTextureWebPExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.EXT_TEXTURE_WEBP;\n\t\tthis.isSupported = null;\n\n\t}\n\n\tGLTFTextureWebPExtension.prototype.loadTexture = function ( textureIndex ) {\n\n\t\tvar name = this.name;\n\t\tvar parser = this.parser;\n\t\tvar json = parser.json;\n\n\t\tvar textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar extension = textureDef.extensions[ name ];\n\t\tvar source = json.images[ extension.source ];\n\n\t\tvar loader = parser.textureLoader;\n\t\tif ( source.uri ) {\n\n\t\t\tvar handler = parser.options.manager.getHandler( source.uri );\n\t\t\tif ( handler !== null ) loader = handler;\n\n\t\t}\n\n\t\treturn this.detectSupport().then( function ( isSupported ) {\n\n\t\t\tif ( isSupported ) return parser.loadTextureImage( textureIndex, source, loader );\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: WebP required by asset but unsupported.' );\n\n\t\t\t}\n\n\t\t\t// Fall back to PNG or JPEG.\n\t\t\treturn parser.loadTexture( textureIndex );\n\n\t\t} );\n\n\t};\n\n\tGLTFTextureWebPExtension.prototype.detectSupport = function () {\n\n\t\tif ( ! this.isSupported ) {\n\n\t\t\tthis.isSupported = new Promise( function ( resolve ) {\n\n\t\t\t\tvar image = new Image();\n\n\t\t\t\t// Lossy test image. Support for lossy images doesn't guarantee support for all\n\t\t\t\t// WebP images, unfortunately.\n\t\t\t\timage.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA';\n\n\t\t\t\timage.onload = image.onerror = function () {\n\n\t\t\t\t\tresolve( image.height === 1 );\n\n\t\t\t\t};\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn this.isSupported;\n\n\t};\n\n\t/**\n\t* meshopt BufferView Compression Extension\n\t*\n\t* Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression\n\t*/\n\tfunction GLTFMeshoptCompression( parser ) {\n\n\t\tthis.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION;\n\t\tthis.parser = parser;\n\n\t}\n\n\tGLTFMeshoptCompression.prototype.loadBufferView = function ( index ) {\n\n\t\tvar json = this.parser.json;\n\t\tvar bufferView = json.bufferViews[ index ];\n\n\t\tif ( bufferView.extensions && bufferView.extensions[ this.name ] ) {\n\n\t\t\tvar extensionDef = bufferView.extensions[ this.name ];\n\n\t\t\tvar buffer = this.parser.getDependency( 'buffer', extensionDef.buffer );\n\t\t\tvar decoder = this.parser.options.meshoptDecoder;\n\n\t\t\tif ( ! decoder || ! decoder.supported ) {\n\n\t\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Assumes that the extension is optional and that fallback buffer data is present\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn Promise.all( [ buffer, decoder.ready ] ).then( function ( res ) {\n\n\t\t\t\tvar byteOffset = extensionDef.byteOffset || 0;\n\t\t\t\tvar byteLength = extensionDef.byteLength || 0;\n\n\t\t\t\tvar count = extensionDef.count;\n\t\t\t\tvar stride = extensionDef.byteStride;\n\n\t\t\t\tvar result = new ArrayBuffer( count * stride );\n\t\t\t\tvar source = new Uint8Array( res[ 0 ], byteOffset, byteLength );\n\n\t\t\t\tdecoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter );\n\t\t\t\treturn result;\n\n\t\t\t} );\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t};\n\n\t/* BINARY EXTENSION */\n\tvar BINARY_EXTENSION_HEADER_MAGIC = 'glTF';\n\tvar BINARY_EXTENSION_HEADER_LENGTH = 12;\n\tvar BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 };\n\n\tfunction GLTFBinaryExtension( data ) {\n\n\t\tthis.name = EXTENSIONS.KHR_BINARY_GLTF;\n\t\tthis.content = null;\n\t\tthis.body = null;\n\n\t\tvar headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );\n\n\t\tthis.header = {\n\t\t\tmagic: LoaderUtils.decodeText( new Uint8Array( data.slice( 0, 4 ) ) ),\n\t\t\tversion: headerView.getUint32( 4, true ),\n\t\t\tlength: headerView.getUint32( 8, true )\n\t\t};\n\n\t\tif ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );\n\n\t\t} else if ( this.header.version < 2.0 ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );\n\n\t\t}\n\n\t\tvar chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH;\n\t\tvar chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );\n\t\tvar chunkIndex = 0;\n\n\t\twhile ( chunkIndex < chunkContentsLength ) {\n\n\t\t\tvar chunkLength = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tvar chunkType = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tif ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {\n\n\t\t\t\tvar contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );\n\t\t\t\tthis.content = LoaderUtils.decodeText( contentArray );\n\n\t\t\t} else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {\n\n\t\t\t\tvar byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;\n\t\t\t\tthis.body = data.slice( byteOffset, byteOffset + chunkLength );\n\n\t\t\t}\n\n\t\t\t// Clients must ignore chunks with unknown types.\n\n\t\t\tchunkIndex += chunkLength;\n\n\t\t}\n\n\t\tif ( this.content === null ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: JSON content not found.' );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * DRACO Mesh Compression Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression\n\t */\n\tfunction GLTFDracoMeshCompressionExtension( json, dracoLoader ) {\n\n\t\tif ( ! dracoLoader ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );\n\n\t\t}\n\n\t\tthis.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;\n\t\tthis.json = json;\n\t\tthis.dracoLoader = dracoLoader;\n\t\tthis.dracoLoader.preload();\n\n\t}\n\n\tGLTFDracoMeshCompressionExtension.prototype.decodePrimitive = function ( primitive, parser ) {\n\n\t\tvar json = this.json;\n\t\tvar dracoLoader = this.dracoLoader;\n\t\tvar bufferViewIndex = primitive.extensions[ this.name ].bufferView;\n\t\tvar gltfAttributeMap = primitive.extensions[ this.name ].attributes;\n\t\tvar threeAttributeMap = {};\n\t\tvar attributeNormalizedMap = {};\n\t\tvar attributeTypeMap = {};\n\n\t\tfor ( var attributeName in gltfAttributeMap ) {\n\n\t\t\tvar threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tthreeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];\n\n\t\t}\n\n\t\tfor ( attributeName in primitive.attributes ) {\n\n\t\t\tvar threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tif ( gltfAttributeMap[ attributeName ] !== undefined ) {\n\n\t\t\t\tvar accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];\n\t\t\t\tvar componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t\tattributeTypeMap[ threeAttributeName ] = componentType;\n\t\t\t\tattributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {\n\n\t\t\treturn new Promise( function ( resolve ) {\n\n\t\t\t\tdracoLoader.decodeDracoFile( bufferView, function ( geometry ) {\n\n\t\t\t\t\tfor ( var attributeName in geometry.attributes ) {\n\n\t\t\t\t\t\tvar attribute = geometry.attributes[ attributeName ];\n\t\t\t\t\t\tvar normalized = attributeNormalizedMap[ attributeName ];\n\n\t\t\t\t\t\tif ( normalized !== undefined ) attribute.normalized = normalized;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tresolve( geometry );\n\n\t\t\t\t}, threeAttributeMap, attributeTypeMap );\n\n\t\t\t} );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Texture Transform Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform\n\t */\n\tfunction GLTFTextureTransformExtension() {\n\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;\n\n\t}\n\n\tGLTFTextureTransformExtension.prototype.extendTexture = function ( texture, transform ) {\n\n\t\ttexture = texture.clone();\n\n\t\tif ( transform.offset !== undefined ) {\n\n\t\t\ttexture.offset.fromArray( transform.offset );\n\n\t\t}\n\n\t\tif ( transform.rotation !== undefined ) {\n\n\t\t\ttexture.rotation = transform.rotation;\n\n\t\t}\n\n\t\tif ( transform.scale !== undefined ) {\n\n\t\t\ttexture.repeat.fromArray( transform.scale );\n\n\t\t}\n\n\t\tif ( transform.texCoord !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Custom UV sets in \"' + this.name + '\" extension not yet supported.' );\n\n\t\t}\n\n\t\ttexture.needsUpdate = true;\n\n\t\treturn texture;\n\n\t};\n\n\t/**\n\t * Specular-Glossiness Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness\n\t */\n\n\t/**\n\t * A sub class of StandardMaterial with some of the functionality\n\t * changed via the `onBeforeCompile` callback\n\t * @pailhead\n\t */\n\n\tfunction GLTFMeshStandardSGMaterial( params ) {\n\n\t\tMeshStandardMaterial.call( this );\n\n\t\tthis.isGLTFSpecularGlossinessMaterial = true;\n\n\t\t//various chunks that need replacing\n\t\tvar specularMapParsFragmentChunk = [\n\t\t\t'#ifdef USE_SPECULARMAP',\n\t\t\t'\tuniform sampler2D specularMap;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar glossinessMapParsFragmentChunk = [\n\t\t\t'#ifdef USE_GLOSSINESSMAP',\n\t\t\t'\tuniform sampler2D glossinessMap;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar specularMapFragmentChunk = [\n\t\t\t'vec3 specularFactor = specular;',\n\t\t\t'#ifdef USE_SPECULARMAP',\n\t\t\t'\tvec4 texelSpecular = texture2D( specularMap, vUv );',\n\t\t\t'\ttexelSpecular = sRGBToLinear( texelSpecular );',\n\t\t\t'\t// reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture',\n\t\t\t'\tspecularFactor *= texelSpecular.rgb;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar glossinessMapFragmentChunk = [\n\t\t\t'float glossinessFactor = glossiness;',\n\t\t\t'#ifdef USE_GLOSSINESSMAP',\n\t\t\t'\tvec4 texelGlossiness = texture2D( glossinessMap, vUv );',\n\t\t\t'\t// reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture',\n\t\t\t'\tglossinessFactor *= texelGlossiness.a;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar lightPhysicalFragmentChunk = [\n\t\t\t'PhysicalMaterial material;',\n\t\t\t'material.diffuseColor = diffuseColor.rgb * ( 1. - max( specularFactor.r, max( specularFactor.g, specularFactor.b ) ) );',\n\t\t\t'vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );',\n\t\t\t'float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );',\n\t\t\t'material.specularRoughness = max( 1.0 - glossinessFactor, 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.',\n\t\t\t'material.specularRoughness += geometryRoughness;',\n\t\t\t'material.specularRoughness = min( material.specularRoughness, 1.0 );',\n\t\t\t'material.specularColor = specularFactor;',\n\t\t].join( '\\n' );\n\n\t\tvar uniforms = {\n\t\t\tspecular: { value: new Color().setHex( 0xffffff ) },\n\t\t\tglossiness: { value: 1 },\n\t\t\tspecularMap: { value: null },\n\t\t\tglossinessMap: { value: null }\n\t\t};\n\n\t\tthis._extraUniforms = uniforms;\n\n\t\tthis.onBeforeCompile = function ( shader ) {\n\n\t\t\tfor ( var uniformName in uniforms ) {\n\n\t\t\t\tshader.uniforms[ uniformName ] = uniforms[ uniformName ];\n\n\t\t\t}\n\n\t\t\tshader.fragmentShader = shader.fragmentShader\n\t\t\t\t.replace( 'uniform float roughness;', 'uniform vec3 specular;' )\n\t\t\t\t.replace( 'uniform float metalness;', 'uniform float glossiness;' )\n\t\t\t\t.replace( '#include <roughnessmap_pars_fragment>', specularMapParsFragmentChunk )\n\t\t\t\t.replace( '#include <metalnessmap_pars_fragment>', glossinessMapParsFragmentChunk )\n\t\t\t\t.replace( '#include <roughnessmap_fragment>', specularMapFragmentChunk )\n\t\t\t\t.replace( '#include <metalnessmap_fragment>', glossinessMapFragmentChunk )\n\t\t\t\t.replace( '#include <lights_physical_fragment>', lightPhysicalFragmentChunk );\n\n\t\t};\n\n\t\tObject.defineProperties( this, {\n\n\t\t\tspecular: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.specular.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.specular.value = v;\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tspecularMap: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.specularMap.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.specularMap.value = v;\n\n\t\t\t\t\tif ( v ) {\n\n\t\t\t\t\t\tthis.defines.USE_SPECULARMAP = ''; // USE_UV is set by the renderer for specular maps\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdelete this.defines.USE_SPECULARMAP;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tglossiness: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.glossiness.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.glossiness.value = v;\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tglossinessMap: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.glossinessMap.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.glossinessMap.value = v;\n\n\t\t\t\t\tif ( v ) {\n\n\t\t\t\t\t\tthis.defines.USE_GLOSSINESSMAP = '';\n\t\t\t\t\t\tthis.defines.USE_UV = '';\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdelete this.defines.USE_GLOSSINESSMAP;\n\t\t\t\t\t\tdelete this.defines.USE_UV;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t} );\n\n\t\tdelete this.metalness;\n\t\tdelete this.roughness;\n\t\tdelete this.metalnessMap;\n\t\tdelete this.roughnessMap;\n\n\t\tthis.setValues( params );\n\n\t}\n\n\tGLTFMeshStandardSGMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\n\tGLTFMeshStandardSGMaterial.prototype.constructor = GLTFMeshStandardSGMaterial;\n\n\tGLTFMeshStandardSGMaterial.prototype.copy = function ( source ) {\n\n\t\tMeshStandardMaterial.prototype.copy.call( this, source );\n\t\tthis.specularMap = source.specularMap;\n\t\tthis.specular.copy( source.specular );\n\t\tthis.glossinessMap = source.glossinessMap;\n\t\tthis.glossiness = source.glossiness;\n\t\tdelete this.metalness;\n\t\tdelete this.roughness;\n\t\tdelete this.metalnessMap;\n\t\tdelete this.roughnessMap;\n\t\treturn this;\n\n\t};\n\n\tfunction GLTFMaterialsPbrSpecularGlossinessExtension() {\n\n\t\treturn {\n\n\t\t\tname: EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS,\n\n\t\t\tspecularGlossinessParams: [\n\t\t\t\t'color',\n\t\t\t\t'map',\n\t\t\t\t'lightMap',\n\t\t\t\t'lightMapIntensity',\n\t\t\t\t'aoMap',\n\t\t\t\t'aoMapIntensity',\n\t\t\t\t'emissive',\n\t\t\t\t'emissiveIntensity',\n\t\t\t\t'emissiveMap',\n\t\t\t\t'bumpMap',\n\t\t\t\t'bumpScale',\n\t\t\t\t'normalMap',\n\t\t\t\t'normalMapType',\n\t\t\t\t'displacementMap',\n\t\t\t\t'displacementScale',\n\t\t\t\t'displacementBias',\n\t\t\t\t'specularMap',\n\t\t\t\t'specular',\n\t\t\t\t'glossinessMap',\n\t\t\t\t'glossiness',\n\t\t\t\t'alphaMap',\n\t\t\t\t'envMap',\n\t\t\t\t'envMapIntensity',\n\t\t\t\t'refractionRatio',\n\t\t\t],\n\n\t\t\tgetMaterialType: function () {\n\n\t\t\t\treturn GLTFMeshStandardSGMaterial;\n\n\t\t\t},\n\n\t\t\textendParams: function ( materialParams, materialDef, parser ) {\n\n\t\t\t\tvar pbrSpecularGlossiness = materialDef.extensions[ this.name ];\n\n\t\t\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\t\t\tmaterialParams.opacity = 1.0;\n\n\t\t\t\tvar pending = [];\n\n\t\t\t\tif ( Array.isArray( pbrSpecularGlossiness.diffuseFactor ) ) {\n\n\t\t\t\t\tvar array = pbrSpecularGlossiness.diffuseFactor;\n\n\t\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t\t}\n\n\t\t\t\tif ( pbrSpecularGlossiness.diffuseTexture !== undefined ) {\n\n\t\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', pbrSpecularGlossiness.diffuseTexture ) );\n\n\t\t\t\t}\n\n\t\t\t\tmaterialParams.emissive = new Color( 0.0, 0.0, 0.0 );\n\t\t\t\tmaterialParams.glossiness = pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0;\n\t\t\t\tmaterialParams.specular = new Color( 1.0, 1.0, 1.0 );\n\n\t\t\t\tif ( Array.isArray( pbrSpecularGlossiness.specularFactor ) ) {\n\n\t\t\t\t\tmaterialParams.specular.fromArray( pbrSpecularGlossiness.specularFactor );\n\n\t\t\t\t}\n\n\t\t\t\tif ( pbrSpecularGlossiness.specularGlossinessTexture !== undefined ) {\n\n\t\t\t\t\tvar specGlossMapDef = pbrSpecularGlossiness.specularGlossinessTexture;\n\t\t\t\t\tpending.push( parser.assignTexture( materialParams, 'glossinessMap', specGlossMapDef ) );\n\t\t\t\t\tpending.push( parser.assignTexture( materialParams, 'specularMap', specGlossMapDef ) );\n\n\t\t\t\t}\n\n\t\t\t\treturn Promise.all( pending );\n\n\t\t\t},\n\n\t\t\tcreateMaterial: function ( materialParams ) {\n\n\t\t\t\tvar material = new GLTFMeshStandardSGMaterial( materialParams );\n\t\t\t\tmaterial.fog = true;\n\n\t\t\t\tmaterial.color = materialParams.color;\n\n\t\t\t\tmaterial.map = materialParams.map === undefined ? null : materialParams.map;\n\n\t\t\t\tmaterial.lightMap = null;\n\t\t\t\tmaterial.lightMapIntensity = 1.0;\n\n\t\t\t\tmaterial.aoMap = materialParams.aoMap === undefined ? null : materialParams.aoMap;\n\t\t\t\tmaterial.aoMapIntensity = 1.0;\n\n\t\t\t\tmaterial.emissive = materialParams.emissive;\n\t\t\t\tmaterial.emissiveIntensity = 1.0;\n\t\t\t\tmaterial.emissiveMap = materialParams.emissiveMap === undefined ? null : materialParams.emissiveMap;\n\n\t\t\t\tmaterial.bumpMap = materialParams.bumpMap === undefined ? null : materialParams.bumpMap;\n\t\t\t\tmaterial.bumpScale = 1;\n\n\t\t\t\tmaterial.normalMap = materialParams.normalMap === undefined ? null : materialParams.normalMap;\n\t\t\t\tmaterial.normalMapType = TangentSpaceNormalMap;\n\n\t\t\t\tif ( materialParams.normalScale ) material.normalScale = materialParams.normalScale;\n\n\t\t\t\tmaterial.displacementMap = null;\n\t\t\t\tmaterial.displacementScale = 1;\n\t\t\t\tmaterial.displacementBias = 0;\n\n\t\t\t\tmaterial.specularMap = materialParams.specularMap === undefined ? null : materialParams.specularMap;\n\t\t\t\tmaterial.specular = materialParams.specular;\n\n\t\t\t\tmaterial.glossinessMap = materialParams.glossinessMap === undefined ? null : materialParams.glossinessMap;\n\t\t\t\tmaterial.glossiness = materialParams.glossiness;\n\n\t\t\t\tmaterial.alphaMap = null;\n\n\t\t\t\tmaterial.envMap = materialParams.envMap === undefined ? null : materialParams.envMap;\n\t\t\t\tmaterial.envMapIntensity = 1.0;\n\n\t\t\t\tmaterial.refractionRatio = 0.98;\n\n\t\t\t\treturn material;\n\n\t\t\t},\n\n\t\t};\n\n\t}\n\n\t/**\n\t * Mesh Quantization Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization\n\t */\n\tfunction GLTFMeshQuantizationExtension() {\n\n\t\tthis.name = EXTENSIONS.KHR_MESH_QUANTIZATION;\n\n\t}\n\n\t/*********************************/\n\t/********** INTERPOLATION ********/\n\t/*********************************/\n\n\t// Spline Interpolation\n\t// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation\n\tfunction GLTFCubicSplineInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tGLTFCubicSplineInterpolant.prototype = Object.create( Interpolant.prototype );\n\tGLTFCubicSplineInterpolant.prototype.constructor = GLTFCubicSplineInterpolant;\n\n\tGLTFCubicSplineInterpolant.prototype.copySampleValue_ = function ( index ) {\n\n\t\t// Copies a sample value to the result buffer. See description of glTF\n\t\t// CUBICSPLINE values layout in interpolate_() function below.\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tvalueSize = this.valueSize,\n\t\t\toffset = index * valueSize * 3 + valueSize;\n\n\t\tfor ( var i = 0; i !== valueSize; i ++ ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t};\n\n\tGLTFCubicSplineInterpolant.prototype.beforeStart_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;\n\n\tGLTFCubicSplineInterpolant.prototype.afterEnd_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;\n\n\tGLTFCubicSplineInterpolant.prototype.interpolate_ = function ( i1, t0, t, t1 ) {\n\n\t\tvar result = this.resultBuffer;\n\t\tvar values = this.sampleValues;\n\t\tvar stride = this.valueSize;\n\n\t\tvar stride2 = stride * 2;\n\t\tvar stride3 = stride * 3;\n\n\t\tvar td = t1 - t0;\n\n\t\tvar p = ( t - t0 ) / td;\n\t\tvar pp = p * p;\n\t\tvar ppp = pp * p;\n\n\t\tvar offset1 = i1 * stride3;\n\t\tvar offset0 = offset1 - stride3;\n\n\t\tvar s2 = - 2 * ppp + 3 * pp;\n\t\tvar s3 = ppp - pp;\n\t\tvar s0 = 1 - s2;\n\t\tvar s1 = s3 - pp + p;\n\n\t\t// Layout of keyframe output values for CUBICSPLINE animations:\n\t\t// [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]\n\t\tfor ( var i = 0; i !== stride; i ++ ) {\n\n\t\t\tvar p0 = values[ offset0 + i + stride ]; // splineVertex_k\n\t\t\tvar m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)\n\t\t\tvar p1 = values[ offset1 + i + stride ]; // splineVertex_k+1\n\t\t\tvar m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)\n\n\t\t\tresult[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;\n\n\t\t}\n\n\t\treturn result;\n\n\t};\n\n\t/*********************************/\n\t/********** INTERNALS ************/\n\t/*********************************/\n\n\t/* CONSTANTS */\n\n\tvar WEBGL_CONSTANTS = {\n\t\tFLOAT: 5126,\n\t\t//FLOAT_MAT2: 35674,\n\t\tFLOAT_MAT3: 35675,\n\t\tFLOAT_MAT4: 35676,\n\t\tFLOAT_VEC2: 35664,\n\t\tFLOAT_VEC3: 35665,\n\t\tFLOAT_VEC4: 35666,\n\t\tLINEAR: 9729,\n\t\tREPEAT: 10497,\n\t\tSAMPLER_2D: 35678,\n\t\tPOINTS: 0,\n\t\tLINES: 1,\n\t\tLINE_LOOP: 2,\n\t\tLINE_STRIP: 3,\n\t\tTRIANGLES: 4,\n\t\tTRIANGLE_STRIP: 5,\n\t\tTRIANGLE_FAN: 6,\n\t\tUNSIGNED_BYTE: 5121,\n\t\tUNSIGNED_SHORT: 5123\n\t};\n\n\tvar WEBGL_COMPONENT_TYPES = {\n\t\t5120: Int8Array,\n\t\t5121: Uint8Array,\n\t\t5122: Int16Array,\n\t\t5123: Uint16Array,\n\t\t5125: Uint32Array,\n\t\t5126: Float32Array\n\t};\n\n\tvar WEBGL_FILTERS = {\n\t\t9728: NearestFilter,\n\t\t9729: LinearFilter,\n\t\t9984: NearestMipmapNearestFilter,\n\t\t9985: LinearMipmapNearestFilter,\n\t\t9986: NearestMipmapLinearFilter,\n\t\t9987: LinearMipmapLinearFilter\n\t};\n\n\tvar WEBGL_WRAPPINGS = {\n\t\t33071: ClampToEdgeWrapping,\n\t\t33648: MirroredRepeatWrapping,\n\t\t10497: RepeatWrapping\n\t};\n\n\tvar WEBGL_TYPE_SIZES = {\n\t\t'SCALAR': 1,\n\t\t'VEC2': 2,\n\t\t'VEC3': 3,\n\t\t'VEC4': 4,\n\t\t'MAT2': 4,\n\t\t'MAT3': 9,\n\t\t'MAT4': 16\n\t};\n\n\tvar ATTRIBUTES = {\n\t\tPOSITION: 'position',\n\t\tNORMAL: 'normal',\n\t\tTANGENT: 'tangent',\n\t\tTEXCOORD_0: 'uv',\n\t\tTEXCOORD_1: 'uv2',\n\t\tCOLOR_0: 'color',\n\t\tWEIGHTS_0: 'skinWeight',\n\t\tJOINTS_0: 'skinIndex',\n\t};\n\n\tvar PATH_PROPERTIES = {\n\t\tscale: 'scale',\n\t\ttranslation: 'position',\n\t\trotation: 'quaternion',\n\t\tweights: 'morphTargetInfluences'\n\t};\n\n\tvar INTERPOLATION = {\n\t\tCUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each\n\t\t // keyframe track will be initialized with a default interpolation type, then modified.\n\t\tLINEAR: InterpolateLinear,\n\t\tSTEP: InterpolateDiscrete\n\t};\n\n\tvar ALPHA_MODES = {\n\t\tOPAQUE: 'OPAQUE',\n\t\tMASK: 'MASK',\n\t\tBLEND: 'BLEND'\n\t};\n\n\t/* UTILITY FUNCTIONS */\n\n\tfunction resolveURL( url, path ) {\n\n\t\t// Invalid URL\n\t\tif ( typeof url !== 'string' || url === '' ) return '';\n\n\t\t// Host Relative URL\n\t\tif ( /^https?:\\/\\//i.test( path ) && /^\\//.test( url ) ) {\n\n\t\t\tpath = path.replace( /(^https?:\\/\\/[^\\/]+).*/i, '$1' );\n\n\t\t}\n\n\t\t// Absolute URL http://,https://,//\n\t\tif ( /^(https?:)?\\/\\//i.test( url ) ) return url;\n\n\t\t// Data URI\n\t\tif ( /^data:.*,.*$/i.test( url ) ) return url;\n\n\t\t// Blob URL\n\t\tif ( /^blob:.*$/i.test( url ) ) return url;\n\n\t\t// Relative URL\n\t\treturn path + url;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material\n\t */\n\tfunction createDefaultMaterial( cache ) {\n\n\t\tif ( cache[ 'DefaultMaterial' ] === undefined ) {\n\n\t\t\tcache[ 'DefaultMaterial' ] = new MeshStandardMaterial( {\n\t\t\t\tcolor: 0xFFFFFF,\n\t\t\t\temissive: 0x000000,\n\t\t\t\tmetalness: 1,\n\t\t\t\troughness: 1,\n\t\t\t\ttransparent: false,\n\t\t\t\tdepthTest: true,\n\t\t\t\tside: FrontSide\n\t\t\t} );\n\n\t\t}\n\n\t\treturn cache[ 'DefaultMaterial' ];\n\n\t}\n\n\tfunction addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {\n\n\t\t// Add unknown glTF extensions to an object's userData.\n\n\t\tfor ( var name in objectDef.extensions ) {\n\n\t\t\tif ( knownExtensions[ name ] === undefined ) {\n\n\t\t\t\tobject.userData.gltfExtensions = object.userData.gltfExtensions || {};\n\t\t\t\tobject.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * @param {Object3D|Material|BufferGeometry} object\n\t * @param {GLTF.definition} gltfDef\n\t */\n\tfunction assignExtrasToUserData( object, gltfDef ) {\n\n\t\tif ( gltfDef.extras !== undefined ) {\n\n\t\t\tif ( typeof gltfDef.extras === 'object' ) {\n\n\t\t\t\tObject.assign( object.userData, gltfDef.extras );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets\n\t *\n\t * @param {BufferGeometry} geometry\n\t * @param {Array<GLTF.Target>} targets\n\t * @param {GLTFParser} parser\n\t * @return {Promise<BufferGeometry>}\n\t */\n\tfunction addMorphTargets( geometry, targets, parser ) {\n\n\t\tvar hasMorphPosition = false;\n\t\tvar hasMorphNormal = false;\n\n\t\tfor ( var i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\tvar target = targets[ i ];\n\n\t\t\tif ( target.POSITION !== undefined ) hasMorphPosition = true;\n\t\t\tif ( target.NORMAL !== undefined ) hasMorphNormal = true;\n\n\t\t\tif ( hasMorphPosition && hasMorphNormal ) break;\n\n\t\t}\n\n\t\tif ( ! hasMorphPosition && ! hasMorphNormal ) return Promise.resolve( geometry );\n\n\t\tvar pendingPositionAccessors = [];\n\t\tvar pendingNormalAccessors = [];\n\n\t\tfor ( var i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\tvar target = targets[ i ];\n\n\t\t\tif ( hasMorphPosition ) {\n\n\t\t\t\tvar pendingAccessor = target.POSITION !== undefined\n\t\t\t\t\t? parser.getDependency( 'accessor', target.POSITION )\n\t\t\t\t\t: geometry.attributes.position;\n\n\t\t\t\tpendingPositionAccessors.push( pendingAccessor );\n\n\t\t\t}\n\n\t\t\tif ( hasMorphNormal ) {\n\n\t\t\t\tvar pendingAccessor = target.NORMAL !== undefined\n\t\t\t\t\t? parser.getDependency( 'accessor', target.NORMAL )\n\t\t\t\t\t: geometry.attributes.normal;\n\n\t\t\t\tpendingNormalAccessors.push( pendingAccessor );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( [\n\t\t\tPromise.all( pendingPositionAccessors ),\n\t\t\tPromise.all( pendingNormalAccessors )\n\t\t] ).then( function ( accessors ) {\n\n\t\t\tvar morphPositions = accessors[ 0 ];\n\t\t\tvar morphNormals = accessors[ 1 ];\n\n\t\t\tif ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;\n\t\t\tif ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t\treturn geometry;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * @param {Mesh} mesh\n\t * @param {GLTF.Mesh} meshDef\n\t */\n\tfunction updateMorphTargets( mesh, meshDef ) {\n\n\t\tmesh.updateMorphTargets();\n\n\t\tif ( meshDef.weights !== undefined ) {\n\n\t\t\tfor ( var i = 0, il = meshDef.weights.length; i < il; i ++ ) {\n\n\t\t\t\tmesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// .extras has user-defined data, so check that .extras.targetNames is an array.\n\t\tif ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {\n\n\t\t\tvar targetNames = meshDef.extras.targetNames;\n\n\t\t\tif ( mesh.morphTargetInfluences.length === targetNames.length ) {\n\n\t\t\t\tmesh.morphTargetDictionary = {};\n\n\t\t\t\tfor ( var i = 0, il = targetNames.length; i < il; i ++ ) {\n\n\t\t\t\t\tmesh.morphTargetDictionary[ targetNames[ i ] ] = i;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createPrimitiveKey( primitiveDef ) {\n\n\t\tvar dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];\n\t\tvar geometryKey;\n\n\t\tif ( dracoExtension ) {\n\n\t\t\tgeometryKey = 'draco:' + dracoExtension.bufferView\n\t\t\t\t+ ':' + dracoExtension.indices\n\t\t\t\t+ ':' + createAttributesKey( dracoExtension.attributes );\n\n\t\t} else {\n\n\t\t\tgeometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;\n\n\t\t}\n\n\t\treturn geometryKey;\n\n\t}\n\n\tfunction createAttributesKey( attributes ) {\n\n\t\tvar attributesKey = '';\n\n\t\tvar keys = Object.keys( attributes ).sort();\n\n\t\tfor ( var i = 0, il = keys.length; i < il; i ++ ) {\n\n\t\t\tattributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';\n\n\t\t}\n\n\t\treturn attributesKey;\n\n\t}\n\n\t/* GLTF PARSER */\n\n\tfunction GLTFParser( json, options ) {\n\n\t\tthis.json = json || {};\n\t\tthis.extensions = {};\n\t\tthis.plugins = {};\n\t\tthis.options = options || {};\n\n\t\t// loader object cache\n\t\tthis.cache = new GLTFRegistry();\n\n\t\t// associations between Three.js objects and glTF elements\n\t\tthis.associations = new Map();\n\n\t\t// BufferGeometry caching\n\t\tthis.primitiveCache = {};\n\n\t\t// Object3D instance caches\n\t\tthis.meshCache = { refs: {}, uses: {} };\n\t\tthis.cameraCache = { refs: {}, uses: {} };\n\t\tthis.lightCache = { refs: {}, uses: {} };\n\n\t\t// Track node names, to ensure no duplicates\n\t\tthis.nodeNamesUsed = {};\n\n\t\t// Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the\n\t\t// expensive work of uploading a texture to the GPU off the main thread.\n\t\tif ( typeof createImageBitmap !== 'undefined' && /Firefox/.test( navigator.userAgent ) === false ) {\n\n\t\t\tthis.textureLoader = new ImageBitmapLoader( this.options.manager );\n\n\t\t} else {\n\n\t\t\tthis.textureLoader = new TextureLoader( this.options.manager );\n\n\t\t}\n\n\t\tthis.textureLoader.setCrossOrigin( this.options.crossOrigin );\n\t\tthis.textureLoader.setRequestHeader( this.options.requestHeader );\n\n\t\tthis.fileLoader = new FileLoader( this.options.manager );\n\t\tthis.fileLoader.setResponseType( 'arraybuffer' );\n\n\t\tif ( this.options.crossOrigin === 'use-credentials' ) {\n\n\t\t\tthis.fileLoader.setWithCredentials( true );\n\n\t\t}\n\n\t}\n\n\tGLTFParser.prototype.setExtensions = function ( extensions ) {\n\n\t\tthis.extensions = extensions;\n\n\t};\n\n\tGLTFParser.prototype.setPlugins = function ( plugins ) {\n\n\t\tthis.plugins = plugins;\n\n\t};\n\n\tGLTFParser.prototype.parse = function ( onLoad, onError ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\n\t\t// Clear the loader cache\n\t\tthis.cache.removeAll();\n\n\t\t// Mark the special nodes/meshes in json for efficient parse\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\treturn ext._markDefs && ext._markDefs();\n\n\t\t} );\n\n\t\tPromise.all( this._invokeAll( function ( ext ) {\n\n\t\t\treturn ext.beforeRoot && ext.beforeRoot();\n\n\t\t} ) ).then( function () {\n\n\t\t\treturn Promise.all( [\n\n\t\t\t\tparser.getDependencies( 'scene' ),\n\t\t\t\tparser.getDependencies( 'animation' ),\n\t\t\t\tparser.getDependencies( 'camera' ),\n\n\t\t\t] );\n\n\t\t} ).then( function ( dependencies ) {\n\n\t\t\tvar result = {\n\t\t\t\tscene: dependencies[ 0 ][ json.scene || 0 ],\n\t\t\t\tscenes: dependencies[ 0 ],\n\t\t\t\tanimations: dependencies[ 1 ],\n\t\t\t\tcameras: dependencies[ 2 ],\n\t\t\t\tasset: json.asset,\n\t\t\t\tparser: parser,\n\t\t\t\tuserData: {}\n\t\t\t};\n\n\t\t\taddUnknownExtensionsToUserData( extensions, result, json );\n\n\t\t\tassignExtrasToUserData( result, json );\n\n\t\t\tPromise.all( parser._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.afterRoot && ext.afterRoot( result );\n\n\t\t\t} ) ).then( function () {\n\n\t\t\t\tonLoad( result );\n\n\t\t\t} );\n\n\t\t} ).catch( onError );\n\n\t};\n\n\t/**\n\t * Marks the special nodes/meshes in json for efficient parse.\n\t */\n\tGLTFParser.prototype._markDefs = function () {\n\n\t\tvar nodeDefs = this.json.nodes || [];\n\t\tvar skinDefs = this.json.skins || [];\n\t\tvar meshDefs = this.json.meshes || [];\n\n\t\t// Nothing in the node definition indicates whether it is a Bone or an\n\t\t// Object3D. Use the skins' joint references to mark bones.\n\t\tfor ( var skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {\n\n\t\t\tvar joints = skinDefs[ skinIndex ].joints;\n\n\t\t\tfor ( var i = 0, il = joints.length; i < il; i ++ ) {\n\n\t\t\t\tnodeDefs[ joints[ i ] ].isBone = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Iterate over all nodes, marking references to shared resources,\n\t\t// as well as skeleton joints.\n\t\tfor ( var nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tvar nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.mesh !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.meshCache, nodeDef.mesh );\n\n\t\t\t\t// Nothing in the mesh definition indicates whether it is\n\t\t\t\t// a SkinnedMesh or Mesh. Use the node's mesh reference\n\t\t\t\t// to mark SkinnedMesh if node has skin.\n\t\t\t\tif ( nodeDef.skin !== undefined ) {\n\n\t\t\t\t\tmeshDefs[ nodeDef.mesh ].isSkinnedMesh = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.cameraCache, nodeDef.camera );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\t/**\n\t * Counts references to shared node / Object3D resources. These resources\n\t * can be reused, or \"instantiated\", at multiple nodes in the scene\n\t * hierarchy. Mesh, Camera, and Light instances are instantiated and must\n\t * be marked. Non-scenegraph resources (like Materials, Geometries, and\n\t * Textures) can be reused directly and are not marked here.\n\t *\n\t * Example: CesiumMilkTruck sample model reuses \"Wheel\" meshes.\n\t */\n\tGLTFParser.prototype._addNodeRef = function ( cache, index ) {\n\n\t\tif ( index === undefined ) return;\n\n\t\tif ( cache.refs[ index ] === undefined ) {\n\n\t\t\tcache.refs[ index ] = cache.uses[ index ] = 0;\n\n\t\t}\n\n\t\tcache.refs[ index ] ++;\n\n\t};\n\n\t/** Returns a reference to a shared resource, cloning it if necessary. */\n\tGLTFParser.prototype._getNodeRef = function ( cache, index, object ) {\n\n\t\tif ( cache.refs[ index ] <= 1 ) return object;\n\n\t\tvar ref = object.clone();\n\n\t\tref.name += '_instance_' + ( cache.uses[ index ] ++ );\n\n\t\treturn ref;\n\n\t};\n\n\tGLTFParser.prototype._invokeOne = function ( func ) {\n\n\t\tvar extensions = Object.values( this.plugins );\n\t\textensions.push( this );\n\n\t\tfor ( var i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tvar result = func( extensions[ i ] );\n\n\t\t\tif ( result ) return result;\n\n\t\t}\n\n\t};\n\n\tGLTFParser.prototype._invokeAll = function ( func ) {\n\n\t\tvar extensions = Object.values( this.plugins );\n\t\textensions.unshift( this );\n\n\t\tvar pending = [];\n\n\t\tfor ( var i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tvar result = func( extensions[ i ] );\n\n\t\t\tif ( result ) pending.push( result );\n\n\t\t}\n\n\t\treturn pending;\n\n\t};\n\n\t/**\n\t * Requests the specified dependency asynchronously, with caching.\n\t * @param {string} type\n\t * @param {number} index\n\t * @return {Promise<Object3D|Material|THREE.Texture|AnimationClip|ArrayBuffer|Object>}\n\t */\n\tGLTFParser.prototype.getDependency = function ( type, index ) {\n\n\t\tvar cacheKey = type + ':' + index;\n\t\tvar dependency = this.cache.get( cacheKey );\n\n\t\tif ( ! dependency ) {\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 'scene':\n\t\t\t\t\tdependency = this.loadScene( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'node':\n\t\t\t\t\tdependency = this.loadNode( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'mesh':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMesh && ext.loadMesh( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'accessor':\n\t\t\t\t\tdependency = this.loadAccessor( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bufferView':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadBufferView && ext.loadBufferView( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'buffer':\n\t\t\t\t\tdependency = this.loadBuffer( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'material':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMaterial && ext.loadMaterial( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'texture':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadTexture && ext.loadTexture( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'skin':\n\t\t\t\t\tdependency = this.loadSkin( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'animation':\n\t\t\t\t\tdependency = this.loadAnimation( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'camera':\n\t\t\t\t\tdependency = this.loadCamera( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new Error( 'Unknown type: ' + type );\n\n\t\t\t}\n\n\t\t\tthis.cache.add( cacheKey, dependency );\n\n\t\t}\n\n\t\treturn dependency;\n\n\t};\n\n\t/**\n\t * Requests all dependencies of the specified type asynchronously, with caching.\n\t * @param {string} type\n\t * @return {Promise<Array<Object>>}\n\t */\n\tGLTFParser.prototype.getDependencies = function ( type ) {\n\n\t\tvar dependencies = this.cache.get( type );\n\n\t\tif ( ! dependencies ) {\n\n\t\t\tvar parser = this;\n\t\t\tvar defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];\n\n\t\t\tdependencies = Promise.all( defs.map( function ( def, index ) {\n\n\t\t\t\treturn parser.getDependency( type, index );\n\n\t\t\t} ) );\n\n\t\t\tthis.cache.add( type, dependencies );\n\n\t\t}\n\n\t\treturn dependencies;\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferIndex\n\t * @return {Promise<ArrayBuffer>}\n\t */\n\tGLTFParser.prototype.loadBuffer = function ( bufferIndex ) {\n\n\t\tvar bufferDef = this.json.buffers[ bufferIndex ];\n\t\tvar loader = this.fileLoader;\n\n\t\tif ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );\n\n\t\t}\n\n\t\t// If present, GLB container is required to be the first buffer.\n\t\tif ( bufferDef.uri === undefined && bufferIndex === 0 ) {\n\n\t\t\treturn Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );\n\n\t\t}\n\n\t\tvar options = this.options;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tloader.load( resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {\n\n\t\t\t\treject( new Error( 'THREE.GLTFLoader: Failed to load buffer \"' + bufferDef.uri + '\".' ) );\n\n\t\t\t} );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferViewIndex\n\t * @return {Promise<ArrayBuffer>}\n\t */\n\tGLTFParser.prototype.loadBufferView = function ( bufferViewIndex ) {\n\n\t\tvar bufferViewDef = this.json.bufferViews[ bufferViewIndex ];\n\n\t\treturn this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {\n\n\t\t\tvar byteLength = bufferViewDef.byteLength || 0;\n\t\t\tvar byteOffset = bufferViewDef.byteOffset || 0;\n\t\t\treturn buffer.slice( byteOffset, byteOffset + byteLength );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors\n\t * @param {number} accessorIndex\n\t * @return {Promise<BufferAttribute|InterleavedBufferAttribute>}\n\t */\n\tGLTFParser.prototype.loadAccessor = function ( accessorIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\n\t\tvar accessorDef = this.json.accessors[ accessorIndex ];\n\n\t\tif ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {\n\n\t\t\t// Ignore empty accessors, which may be used to declare runtime\n\t\t\t// information about attributes coming from another source (e.g. Draco\n\t\t\t// compression extension).\n\t\t\treturn Promise.resolve( null );\n\n\t\t}\n\n\t\tvar pendingBufferViews = [];\n\n\t\tif ( accessorDef.bufferView !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );\n\n\t\t} else {\n\n\t\t\tpendingBufferViews.push( null );\n\n\t\t}\n\n\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );\n\n\t\t}\n\n\t\treturn Promise.all( pendingBufferViews ).then( function ( bufferViews ) {\n\n\t\t\tvar bufferView = bufferViews[ 0 ];\n\n\t\t\tvar itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\n\t\t\tvar TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t// For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.\n\t\t\tvar elementBytes = TypedArray.BYTES_PER_ELEMENT;\n\t\t\tvar itemBytes = elementBytes * itemSize;\n\t\t\tvar byteOffset = accessorDef.byteOffset || 0;\n\t\t\tvar byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;\n\t\t\tvar normalized = accessorDef.normalized === true;\n\t\t\tvar array, bufferAttribute;\n\n\t\t\t// The buffer is not interleaved if the stride is the item size in bytes.\n\t\t\tif ( byteStride && byteStride !== itemBytes ) {\n\n\t\t\t\t// Each \"slice\" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer\n\t\t\t\t// This makes sure that IBA.count reflects accessor.count properly\n\t\t\t\tvar ibSlice = Math.floor( byteOffset / byteStride );\n\t\t\t\tvar ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;\n\t\t\t\tvar ib = parser.cache.get( ibCacheKey );\n\n\t\t\t\tif ( ! ib ) {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes );\n\n\t\t\t\t\t// Integer parameters to IB/IBA are in array elements, not bytes.\n\t\t\t\t\tib = new InterleavedBuffer( array, byteStride / elementBytes );\n\n\t\t\t\t\tparser.cache.add( ibCacheKey, ib );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized );\n\n\t\t\t} else {\n\n\t\t\t\tif ( bufferView === null ) {\n\n\t\t\t\t\tarray = new TypedArray( accessorDef.count * itemSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new BufferAttribute( array, itemSize, normalized );\n\n\t\t\t}\n\n\t\t\t// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors\n\t\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\t\tvar itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;\n\t\t\t\tvar TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];\n\n\t\t\t\tvar byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;\n\t\t\t\tvar byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;\n\n\t\t\t\tvar sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );\n\t\t\t\tvar sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );\n\n\t\t\t\tif ( bufferView !== null ) {\n\n\t\t\t\t\t// Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.\n\t\t\t\t\tbufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var i = 0, il = sparseIndices.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar index = sparseIndices[ i ];\n\n\t\t\t\t\tbufferAttribute.setX( index, sparseValues[ i * itemSize ] );\n\t\t\t\t\tif ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );\n\t\t\t\t\tif ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );\n\t\t\t\t\tif ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );\n\t\t\t\t\tif ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn bufferAttribute;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures\n\t * @param {number} textureIndex\n\t * @return {Promise<THREE.Texture>}\n\t */\n\tGLTFParser.prototype.loadTexture = function ( textureIndex ) {\n\n\t\tvar json = this.json;\n\t\tvar options = this.options;\n\t\tvar textureDef = json.textures[ textureIndex ];\n\t\tvar source = json.images[ textureDef.source ];\n\n\t\tvar loader = this.textureLoader;\n\n\t\tif ( source.uri ) {\n\n\t\t\tvar handler = options.manager.getHandler( source.uri );\n\t\t\tif ( handler !== null ) loader = handler;\n\n\t\t}\n\n\t\treturn this.loadTextureImage( textureIndex, source, loader );\n\n\t};\n\n\tGLTFParser.prototype.loadTextureImage = function ( textureIndex, source, loader ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar options = this.options;\n\n\t\tvar textureDef = json.textures[ textureIndex ];\n\n\t\tvar URL = self.URL || self.webkitURL;\n\n\t\tvar sourceURI = source.uri;\n\t\tvar isObjectURL = false;\n\t\tvar hasAlpha = true;\n\n\t\tif ( source.mimeType === 'image/jpeg' ) hasAlpha = false;\n\n\t\tif ( source.bufferView !== undefined ) {\n\n\t\t\t// Load binary image data from bufferView, if provided.\n\n\t\t\tsourceURI = parser.getDependency( 'bufferView', source.bufferView ).then( function ( bufferView ) {\n\n\t\t\t\tif ( source.mimeType === 'image/png' ) {\n\n\t\t\t\t\t// Inspect the PNG 'IHDR' chunk to determine whether the image could have an\n\t\t\t\t\t// alpha channel. This check is conservative — the image could have an alpha\n\t\t\t\t\t// channel with all values == 1, and the indexed type (colorType == 3) only\n\t\t\t\t\t// sometimes contains alpha.\n\t\t\t\t\t//\n\t\t\t\t\t// https://en.wikipedia.org/wiki/Portable_Network_Graphics#File_header\n\t\t\t\t\tvar colorType = new DataView( bufferView, 25, 1 ).getUint8( 0, false );\n\t\t\t\t\thasAlpha = colorType === 6 || colorType === 4 || colorType === 3;\n\n\t\t\t\t}\n\n\t\t\t\tisObjectURL = true;\n\t\t\t\tvar blob = new Blob( [ bufferView ], { type: source.mimeType } );\n\t\t\t\tsourceURI = URL.createObjectURL( blob );\n\t\t\t\treturn sourceURI;\n\n\t\t\t} );\n\n\t\t} else if ( source.uri === undefined ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Image ' + textureIndex + ' is missing URI and bufferView' );\n\n\t\t}\n\n\t\treturn Promise.resolve( sourceURI ).then( function ( sourceURI ) {\n\n\t\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\t\tvar onLoad = resolve;\n\n\t\t\t\tif ( loader.isImageBitmapLoader === true ) {\n\n\t\t\t\t\tonLoad = function ( imageBitmap ) {\n\n\t\t\t\t\t\tresolve( new CanvasTexture( imageBitmap ) );\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t\tloader.load( resolveURL( sourceURI, options.path ), onLoad, undefined, reject );\n\n\t\t\t} );\n\n\t\t} ).then( function ( texture ) {\n\n\t\t\t// Clean up resources and configure Texture.\n\n\t\t\tif ( isObjectURL === true ) {\n\n\t\t\t\tURL.revokeObjectURL( sourceURI );\n\n\t\t\t}\n\n\t\t\ttexture.flipY = false;\n\n\t\t\tif ( textureDef.name ) texture.name = textureDef.name;\n\n\t\t\t// When there is definitely no alpha channel in the texture, set RGBFormat to save space.\n\t\t\tif ( ! hasAlpha ) texture.format = RGBFormat;\n\n\t\t\tvar samplers = json.samplers || {};\n\t\t\tvar sampler = samplers[ textureDef.sampler ] || {};\n\n\t\t\ttexture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter;\n\t\t\ttexture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter;\n\t\t\ttexture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping;\n\t\t\ttexture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping;\n\n\t\t\tparser.associations.set( texture, {\n\t\t\t\ttype: 'textures',\n\t\t\t\tindex: textureIndex\n\t\t\t} );\n\n\t\t\treturn texture;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Asynchronously assigns a texture to the given material parameters.\n\t * @param {Object} materialParams\n\t * @param {string} mapName\n\t * @param {Object} mapDef\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.assignTexture = function ( materialParams, mapName, mapDef ) {\n\n\t\tvar parser = this;\n\n\t\treturn this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {\n\n\t\t\t// Materials sample aoMap from UV set 1 and other maps from UV set 0 - this can't be configured\n\t\t\t// However, we will copy UV set 0 to UV set 1 on demand for aoMap\n\t\t\tif ( mapDef.texCoord !== undefined && mapDef.texCoord != 0 && ! ( mapName === 'aoMap' && mapDef.texCoord == 1 ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Custom UV set ' + mapDef.texCoord + ' for texture ' + mapName + ' not yet supported.' );\n\n\t\t\t}\n\n\t\t\tif ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {\n\n\t\t\t\tvar transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;\n\n\t\t\t\tif ( transform ) {\n\n\t\t\t\t\tvar gltfReference = parser.associations.get( texture );\n\t\t\t\t\ttexture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );\n\t\t\t\t\tparser.associations.set( texture, gltfReference );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tmaterialParams[ mapName ] = texture;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Assigns final material to a Mesh, Line, or Points instance. The instance\n\t * already has a material (generated from the glTF material options alone)\n\t * but reuse of the same glTF material may require multiple threejs materials\n\t * to accommodate different primitive types, defines, etc. New materials will\n\t * be created if necessary, and reused from a cache.\n\t * @param {Object3D} mesh Mesh, Line, or Points instance.\n\t */\n\tGLTFParser.prototype.assignFinalMaterial = function ( mesh ) {\n\n\t\tvar geometry = mesh.geometry;\n\t\tvar material = mesh.material;\n\n\t\tvar useVertexTangents = geometry.attributes.tangent !== undefined;\n\t\tvar useVertexColors = geometry.attributes.color !== undefined;\n\t\tvar useFlatShading = geometry.attributes.normal === undefined;\n\t\tvar useSkinning = mesh.isSkinnedMesh === true;\n\t\tvar useMorphTargets = Object.keys( geometry.morphAttributes ).length > 0;\n\t\tvar useMorphNormals = useMorphTargets && geometry.morphAttributes.normal !== undefined;\n\n\t\tif ( mesh.isPoints ) {\n\n\t\t\tvar cacheKey = 'PointsMaterial:' + material.uuid;\n\n\t\t\tvar pointsMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! pointsMaterial ) {\n\n\t\t\t\tpointsMaterial = new PointsMaterial();\n\t\t\t\tMaterial.prototype.copy.call( pointsMaterial, material );\n\t\t\t\tpointsMaterial.color.copy( material.color );\n\t\t\t\tpointsMaterial.map = material.map;\n\t\t\t\tpointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px\n\n\t\t\t\tthis.cache.add( cacheKey, pointsMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = pointsMaterial;\n\n\t\t} else if ( mesh.isLine ) {\n\n\t\t\tvar cacheKey = 'LineBasicMaterial:' + material.uuid;\n\n\t\t\tvar lineMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! lineMaterial ) {\n\n\t\t\t\tlineMaterial = new LineBasicMaterial();\n\t\t\t\tMaterial.prototype.copy.call( lineMaterial, material );\n\t\t\t\tlineMaterial.color.copy( material.color );\n\n\t\t\t\tthis.cache.add( cacheKey, lineMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = lineMaterial;\n\n\t\t}\n\n\t\t// Clone the material if it will be modified\n\t\tif ( useVertexTangents || useVertexColors || useFlatShading || useSkinning || useMorphTargets ) {\n\n\t\t\tvar cacheKey = 'ClonedMaterial:' + material.uuid + ':';\n\n\t\t\tif ( material.isGLTFSpecularGlossinessMaterial ) cacheKey += 'specular-glossiness:';\n\t\t\tif ( useSkinning ) cacheKey += 'skinning:';\n\t\t\tif ( useVertexTangents ) cacheKey += 'vertex-tangents:';\n\t\t\tif ( useVertexColors ) cacheKey += 'vertex-colors:';\n\t\t\tif ( useFlatShading ) cacheKey += 'flat-shading:';\n\t\t\tif ( useMorphTargets ) cacheKey += 'morph-targets:';\n\t\t\tif ( useMorphNormals ) cacheKey += 'morph-normals:';\n\n\t\t\tvar cachedMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! cachedMaterial ) {\n\n\t\t\t\tcachedMaterial = material.clone();\n\n\t\t\t\tif ( useSkinning ) cachedMaterial.skinning = true;\n\t\t\t\tif ( useVertexColors ) cachedMaterial.vertexColors = true;\n\t\t\t\tif ( useFlatShading ) cachedMaterial.flatShading = true;\n\t\t\t\tif ( useMorphTargets ) cachedMaterial.morphTargets = true;\n\t\t\t\tif ( useMorphNormals ) cachedMaterial.morphNormals = true;\n\n\t\t\t\tif ( useVertexTangents ) {\n\n\t\t\t\t\tcachedMaterial.vertexTangents = true;\n\n\t\t\t\t\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\t\t\t\tif ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1;\n\t\t\t\t\tif ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1;\n\n\t\t\t\t}\n\n\t\t\t\tthis.cache.add( cacheKey, cachedMaterial );\n\n\t\t\t\tthis.associations.set( cachedMaterial, this.associations.get( material ) );\n\n\t\t\t}\n\n\t\t\tmaterial = cachedMaterial;\n\n\t\t}\n\n\t\t// workarounds for mesh and geometry\n\n\t\tif ( material.aoMap && geometry.attributes.uv2 === undefined && geometry.attributes.uv !== undefined ) {\n\n\t\t\tgeometry.setAttribute( 'uv2', geometry.attributes.uv );\n\n\t\t}\n\n\t\tmesh.material = material;\n\n\t};\n\n\tGLTFParser.prototype.getMaterialType = function ( /* materialIndex */ ) {\n\n\t\treturn MeshStandardMaterial;\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials\n\t * @param {number} materialIndex\n\t * @return {Promise<Material>}\n\t */\n\tGLTFParser.prototype.loadMaterial = function ( materialIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\t\tvar materialDef = json.materials[ materialIndex ];\n\n\t\tvar materialType;\n\t\tvar materialParams = {};\n\t\tvar materialExtensions = materialDef.extensions || {};\n\n\t\tvar pending = [];\n\n\t\tif ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ] ) {\n\n\t\t\tvar sgExtension = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ];\n\t\t\tmaterialType = sgExtension.getMaterialType();\n\t\t\tpending.push( sgExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {\n\n\t\t\tvar kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];\n\t\t\tmaterialType = kmuExtension.getMaterialType();\n\t\t\tpending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else {\n\n\t\t\t// Specification:\n\t\t\t// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material\n\n\t\t\tvar metallicRoughness = materialDef.pbrMetallicRoughness || {};\n\n\t\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\t\tmaterialParams.opacity = 1.0;\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tvar array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );\n\n\t\t\t}\n\n\t\t\tmaterialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;\n\t\t\tmaterialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;\n\n\t\t\tif ( metallicRoughness.metallicRoughnessTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\n\t\t\t}\n\n\t\t\tmaterialType = this._invokeOne( function ( ext ) {\n\n\t\t\t\treturn ext.getMaterialType && ext.getMaterialType( materialIndex );\n\n\t\t\t} );\n\n\t\t\tpending.push( Promise.all( this._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams );\n\n\t\t\t} ) ) );\n\n\t\t}\n\n\t\tif ( materialDef.doubleSided === true ) {\n\n\t\t\tmaterialParams.side = DoubleSide;\n\n\t\t}\n\n\t\tvar alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;\n\n\t\tif ( alphaMode === ALPHA_MODES.BLEND ) {\n\n\t\t\tmaterialParams.transparent = true;\n\n\t\t\t// See: https://github.com/mrdoob/three.js/issues/17706\n\t\t\tmaterialParams.depthWrite = false;\n\n\t\t} else {\n\n\t\t\tmaterialParams.transparent = false;\n\n\t\t\tif ( alphaMode === ALPHA_MODES.MASK ) {\n\n\t\t\t\tmaterialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );\n\n\t\t\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\t\tmaterialParams.normalScale = new Vector2( 1, - 1 );\n\n\t\t\tif ( materialDef.normalTexture.scale !== undefined ) {\n\n\t\t\t\tmaterialParams.normalScale.set( materialDef.normalTexture.scale, - materialDef.normalTexture.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );\n\n\t\t\tif ( materialDef.occlusionTexture.strength !== undefined ) {\n\n\t\t\t\tmaterialParams.aoMapIntensity = materialDef.occlusionTexture.strength;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tmaterialParams.emissive = new Color().fromArray( materialDef.emissiveFactor );\n\n\t\t}\n\n\t\tif ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\tvar material;\n\n\t\t\tif ( materialType === GLTFMeshStandardSGMaterial ) {\n\n\t\t\t\tmaterial = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ].createMaterial( materialParams );\n\n\t\t\t} else {\n\n\t\t\t\tmaterial = new materialType( materialParams );\n\n\t\t\t}\n\n\t\t\tif ( materialDef.name ) material.name = materialDef.name;\n\n\t\t\t// baseColorTexture, emissiveTexture, and specularGlossinessTexture use sRGB encoding.\n\t\t\tif ( material.map ) material.map.encoding = sRGBEncoding;\n\t\t\tif ( material.emissiveMap ) material.emissiveMap.encoding = sRGBEncoding;\n\n\t\t\tassignExtrasToUserData( material, materialDef );\n\n\t\t\tparser.associations.set( material, { type: 'materials', index: materialIndex } );\n\n\t\t\tif ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );\n\n\t\t\treturn material;\n\n\t\t} );\n\n\t};\n\n\t/** When Object3D instances are targeted by animation, they need unique names. */\n\tGLTFParser.prototype.createUniqueName = function ( originalName ) {\n\n\t\tvar sanitizedName = PropertyBinding.sanitizeNodeName( originalName || '' );\n\n\t\tvar name = sanitizedName;\n\n\t\tfor ( var i = 1; this.nodeNamesUsed[ name ]; ++ i ) {\n\n\t\t\tname = sanitizedName + '_' + i;\n\n\t\t}\n\n\t\tthis.nodeNamesUsed[ name ] = true;\n\n\t\treturn name;\n\n\t};\n\n\t/**\n\t * @param {BufferGeometry} geometry\n\t * @param {GLTF.Primitive} primitiveDef\n\t * @param {GLTFParser} parser\n\t */\n\tfunction computeBounds( geometry, primitiveDef, parser ) {\n\n\t\tvar attributes = primitiveDef.attributes;\n\n\t\tvar box = new Box3();\n\n\t\tif ( attributes.POSITION !== undefined ) {\n\n\t\t\tvar accessor = parser.json.accessors[ attributes.POSITION ];\n\n\t\t\tvar min = accessor.min;\n\t\t\tvar max = accessor.max;\n\n\t\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\t\tbox.set(\n\t\t\t\t\tnew Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ),\n\t\t\t\t\tnew Vector3( max[ 0 ], max[ 1 ], max[ 2 ] ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar targets = primitiveDef.targets;\n\n\t\tif ( targets !== undefined ) {\n\n\t\t\tvar maxDisplacement = new Vector3();\n\t\t\tvar vector = new Vector3();\n\n\t\t\tfor ( var i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\t\tvar target = targets[ i ];\n\n\t\t\t\tif ( target.POSITION !== undefined ) {\n\n\t\t\t\t\tvar accessor = parser.json.accessors[ target.POSITION ];\n\t\t\t\t\tvar min = accessor.min;\n\t\t\t\t\tvar max = accessor.max;\n\n\t\t\t\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\t\t\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\t\t\t\t// we need to get max of absolute components because target weight is [-1,1]\n\t\t\t\t\t\tvector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );\n\t\t\t\t\t\tvector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );\n\t\t\t\t\t\tvector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );\n\n\t\t\t\t\t\t// Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative\n\t\t\t\t\t\t// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets\n\t\t\t\t\t\t// are used to implement key-frame animations and as such only two are active at a time - this results in very large\n\t\t\t\t\t\t// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.\n\t\t\t\t\t\tmaxDisplacement.max( vector );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.\n\t\t\tbox.expandByVector( maxDisplacement );\n\n\t\t}\n\n\t\tgeometry.boundingBox = box;\n\n\t\tvar sphere = new Sphere();\n\n\t\tbox.getCenter( sphere.center );\n\t\tsphere.radius = box.min.distanceTo( box.max ) / 2;\n\n\t\tgeometry.boundingSphere = sphere;\n\n\t}\n\n\t/**\n\t * @param {BufferGeometry} geometry\n\t * @param {GLTF.Primitive} primitiveDef\n\t * @param {GLTFParser} parser\n\t * @return {Promise<BufferGeometry>}\n\t */\n\tfunction addPrimitiveAttributes( geometry, primitiveDef, parser ) {\n\n\t\tvar attributes = primitiveDef.attributes;\n\n\t\tvar pending = [];\n\n\t\tfunction assignAttributeAccessor( accessorIndex, attributeName ) {\n\n\t\t\treturn parser.getDependency( 'accessor', accessorIndex )\n\t\t\t\t.then( function ( accessor ) {\n\n\t\t\t\t\tgeometry.setAttribute( attributeName, accessor );\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\tfor ( var gltfAttributeName in attributes ) {\n\n\t\t\tvar threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase();\n\n\t\t\t// Skip attributes already provided by e.g. Draco extension.\n\t\t\tif ( threeAttributeName in geometry.attributes ) continue;\n\n\t\t\tpending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );\n\n\t\t}\n\n\t\tif ( primitiveDef.indices !== undefined && ! geometry.index ) {\n\n\t\t\tvar accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {\n\n\t\t\t\tgeometry.setIndex( accessor );\n\n\t\t\t} );\n\n\t\t\tpending.push( accessor );\n\n\t\t}\n\n\t\tassignExtrasToUserData( geometry, primitiveDef );\n\n\t\tcomputeBounds( geometry, primitiveDef, parser );\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\treturn primitiveDef.targets !== undefined\n\t\t\t\t? addMorphTargets( geometry, primitiveDef.targets, parser )\n\t\t\t\t: geometry;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * @param {BufferGeometry} geometry\n\t * @param {Number} drawMode\n\t * @return {BufferGeometry}\n\t */\n\tfunction toTrianglesDrawMode( geometry, drawMode ) {\n\n\t\tvar index = geometry.getIndex();\n\n\t\t// generate index if not present\n\n\t\tif ( index === null ) {\n\n\t\t\tvar indices = [];\n\n\t\t\tvar position = geometry.getAttribute( 'position' );\n\n\t\t\tif ( position !== undefined ) {\n\n\t\t\t\tfor ( var i = 0; i < position.count; i ++ ) {\n\n\t\t\t\t\tindices.push( i );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setIndex( indices );\n\t\t\t\tindex = geometry.getIndex();\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );\n\t\t\t\treturn geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tvar numberOfTriangles = index.count - 2;\n\t\tvar newIndices = [];\n\n\t\tif ( drawMode === TriangleFanDrawMode ) {\n\n\t\t\t// gl.TRIANGLE_FAN\n\n\t\t\tfor ( var i = 1; i <= numberOfTriangles; i ++ ) {\n\n\t\t\t\tnewIndices.push( index.getX( 0 ) );\n\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// gl.TRIANGLE_STRIP\n\n\t\t\tfor ( var i = 0; i < numberOfTriangles; i ++ ) {\n\n\t\t\t\tif ( i % 2 === 0 ) {\n\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( ( newIndices.length / 3 ) !== numberOfTriangles ) {\n\n\t\t\tconsole.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );\n\n\t\t}\n\n\t\t// build final geometry\n\n\t\tvar newGeometry = geometry.clone();\n\t\tnewGeometry.setIndex( newIndices );\n\n\t\treturn newGeometry;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry\n\t *\n\t * Creates BufferGeometries from primitives.\n\t *\n\t * @param {Array<GLTF.Primitive>} primitives\n\t * @return {Promise<Array<BufferGeometry>>}\n\t */\n\tGLTFParser.prototype.loadGeometries = function ( primitives ) {\n\n\t\tvar parser = this;\n\t\tvar extensions = this.extensions;\n\t\tvar cache = this.primitiveCache;\n\n\t\tfunction createDracoPrimitive( primitive ) {\n\n\t\t\treturn extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]\n\t\t\t\t.decodePrimitive( primitive, parser )\n\t\t\t\t.then( function ( geometry ) {\n\n\t\t\t\t\treturn addPrimitiveAttributes( geometry, primitive, parser );\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\tvar pending = [];\n\n\t\tfor ( var i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tvar primitive = primitives[ i ];\n\t\t\tvar cacheKey = createPrimitiveKey( primitive );\n\n\t\t\t// See if we've already created this geometry\n\t\t\tvar cached = cache[ cacheKey ];\n\n\t\t\tif ( cached ) {\n\n\t\t\t\t// Use the cached geometry if it exists\n\t\t\t\tpending.push( cached.promise );\n\n\t\t\t} else {\n\n\t\t\t\tvar geometryPromise;\n\n\t\t\t\tif ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {\n\n\t\t\t\t\t// Use DRACO geometry if available\n\t\t\t\t\tgeometryPromise = createDracoPrimitive( primitive );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise create a new geometry\n\t\t\t\t\tgeometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser );\n\n\t\t\t\t}\n\n\t\t\t\t// Cache this geometry\n\t\t\t\tcache[ cacheKey ] = { primitive: primitive, promise: geometryPromise };\n\n\t\t\t\tpending.push( geometryPromise );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes\n\t * @param {number} meshIndex\n\t * @return {Promise<Group|Mesh|SkinnedMesh>}\n\t */\n\tGLTFParser.prototype.loadMesh = function ( meshIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\n\t\tvar meshDef = json.meshes[ meshIndex ];\n\t\tvar primitives = meshDef.primitives;\n\n\t\tvar pending = [];\n\n\t\tfor ( var i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tvar material = primitives[ i ].material === undefined\n\t\t\t\t? createDefaultMaterial( this.cache )\n\t\t\t\t: this.getDependency( 'material', primitives[ i ].material );\n\n\t\t\tpending.push( material );\n\n\t\t}\n\n\t\tpending.push( parser.loadGeometries( primitives ) );\n\n\t\treturn Promise.all( pending ).then( function ( results ) {\n\n\t\t\tvar materials = results.slice( 0, results.length - 1 );\n\t\t\tvar geometries = results[ results.length - 1 ];\n\n\t\t\tvar meshes = [];\n\n\t\t\tfor ( var i = 0, il = geometries.length; i < il; i ++ ) {\n\n\t\t\t\tvar geometry = geometries[ i ];\n\t\t\t\tvar primitive = primitives[ i ];\n\n\t\t\t\t// 1. create Mesh\n\n\t\t\t\tvar mesh;\n\n\t\t\t\tvar material = materials[ i ];\n\n\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES ||\n\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ||\n\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ||\n\t\t\t\t\tprimitive.mode === undefined ) {\n\n\t\t\t\t\t// .isSkinnedMesh isn't in glTF spec. See ._markDefs()\n\t\t\t\t\tmesh = meshDef.isSkinnedMesh === true\n\t\t\t\t\t\t? new SkinnedMesh( geometry, material )\n\t\t\t\t\t\t: new Mesh( geometry, material );\n\n\t\t\t\t\tif ( mesh.isSkinnedMesh === true && ! mesh.geometry.attributes.skinWeight.normalized ) {\n\n\t\t\t\t\t\t// we normalize floating point skin weight array to fix malformed assets (see #15319)\n\t\t\t\t\t\t// it's important to skip this for non-float32 data since normalizeSkinWeights assumes non-normalized inputs\n\t\t\t\t\t\tmesh.normalizeSkinWeights();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) {\n\n\t\t\t\t\t\tmesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleStripDrawMode );\n\n\t\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) {\n\n\t\t\t\t\t\tmesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleFanDrawMode );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {\n\n\t\t\t\t\tmesh = new LineSegments( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) {\n\n\t\t\t\t\tmesh = new Line( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) {\n\n\t\t\t\t\tmesh = new LineLoop( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) {\n\n\t\t\t\t\tmesh = new Points( geometry, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );\n\n\t\t\t\t}\n\n\t\t\t\tif ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {\n\n\t\t\t\t\tupdateMorphTargets( mesh, meshDef );\n\n\t\t\t\t}\n\n\t\t\t\tmesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) );\n\n\t\t\t\tassignExtrasToUserData( mesh, meshDef );\n\n\t\t\t\tif ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive );\n\n\t\t\t\tparser.assignFinalMaterial( mesh );\n\n\t\t\t\tmeshes.push( mesh );\n\n\t\t\t}\n\n\t\t\tif ( meshes.length === 1 ) {\n\n\t\t\t\treturn meshes[ 0 ];\n\n\t\t\t}\n\n\t\t\tvar group = new Group();\n\n\t\t\tfor ( var i = 0, il = meshes.length; i < il; i ++ ) {\n\n\t\t\t\tgroup.add( meshes[ i ] );\n\n\t\t\t}\n\n\t\t\treturn group;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras\n\t * @param {number} cameraIndex\n\t * @return {Promise<THREE.Camera>}\n\t */\n\tGLTFParser.prototype.loadCamera = function ( cameraIndex ) {\n\n\t\tvar camera;\n\t\tvar cameraDef = this.json.cameras[ cameraIndex ];\n\t\tvar params = cameraDef[ cameraDef.type ];\n\n\t\tif ( ! params ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing camera parameters.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( cameraDef.type === 'perspective' ) {\n\n\t\t\tcamera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );\n\n\t\t} else if ( cameraDef.type === 'orthographic' ) {\n\n\t\t\tcamera = new OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar );\n\n\t\t}\n\n\t\tif ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name );\n\n\t\tassignExtrasToUserData( camera, cameraDef );\n\n\t\treturn Promise.resolve( camera );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n\t * @param {number} skinIndex\n\t * @return {Promise<Object>}\n\t */\n\tGLTFParser.prototype.loadSkin = function ( skinIndex ) {\n\n\t\tvar skinDef = this.json.skins[ skinIndex ];\n\n\t\tvar skinEntry = { joints: skinDef.joints };\n\n\t\tif ( skinDef.inverseBindMatrices === undefined ) {\n\n\t\t\treturn Promise.resolve( skinEntry );\n\n\t\t}\n\n\t\treturn this.getDependency( 'accessor', skinDef.inverseBindMatrices ).then( function ( accessor ) {\n\n\t\t\tskinEntry.inverseBindMatrices = accessor;\n\n\t\t\treturn skinEntry;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\n\t * @param {number} animationIndex\n\t * @return {Promise<AnimationClip>}\n\t */\n\tGLTFParser.prototype.loadAnimation = function ( animationIndex ) {\n\n\t\tvar json = this.json;\n\n\t\tvar animationDef = json.animations[ animationIndex ];\n\n\t\tvar pendingNodes = [];\n\t\tvar pendingInputAccessors = [];\n\t\tvar pendingOutputAccessors = [];\n\t\tvar pendingSamplers = [];\n\t\tvar pendingTargets = [];\n\n\t\tfor ( var i = 0, il = animationDef.channels.length; i < il; i ++ ) {\n\n\t\t\tvar channel = animationDef.channels[ i ];\n\t\t\tvar sampler = animationDef.samplers[ channel.sampler ];\n\t\t\tvar target = channel.target;\n\t\t\tvar name = target.node !== undefined ? target.node : target.id; // NOTE: target.id is deprecated.\n\t\t\tvar input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;\n\t\t\tvar output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;\n\n\t\t\tpendingNodes.push( this.getDependency( 'node', name ) );\n\t\t\tpendingInputAccessors.push( this.getDependency( 'accessor', input ) );\n\t\t\tpendingOutputAccessors.push( this.getDependency( 'accessor', output ) );\n\t\t\tpendingSamplers.push( sampler );\n\t\t\tpendingTargets.push( target );\n\n\t\t}\n\n\t\treturn Promise.all( [\n\n\t\t\tPromise.all( pendingNodes ),\n\t\t\tPromise.all( pendingInputAccessors ),\n\t\t\tPromise.all( pendingOutputAccessors ),\n\t\t\tPromise.all( pendingSamplers ),\n\t\t\tPromise.all( pendingTargets )\n\n\t\t] ).then( function ( dependencies ) {\n\n\t\t\tvar nodes = dependencies[ 0 ];\n\t\t\tvar inputAccessors = dependencies[ 1 ];\n\t\t\tvar outputAccessors = dependencies[ 2 ];\n\t\t\tvar samplers = dependencies[ 3 ];\n\t\t\tvar targets = dependencies[ 4 ];\n\n\t\t\tvar tracks = [];\n\n\t\t\tfor ( var i = 0, il = nodes.length; i < il; i ++ ) {\n\n\t\t\t\tvar node = nodes[ i ];\n\t\t\t\tvar inputAccessor = inputAccessors[ i ];\n\t\t\t\tvar outputAccessor = outputAccessors[ i ];\n\t\t\t\tvar sampler = samplers[ i ];\n\t\t\t\tvar target = targets[ i ];\n\n\t\t\t\tif ( node === undefined ) continue;\n\n\t\t\t\tnode.updateMatrix();\n\t\t\t\tnode.matrixAutoUpdate = true;\n\n\t\t\t\tvar TypedKeyframeTrack;\n\n\t\t\t\tswitch ( PATH_PROPERTIES[ target.path ] ) {\n\n\t\t\t\t\tcase PATH_PROPERTIES.weights:\n\n\t\t\t\t\t\tTypedKeyframeTrack = NumberKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase PATH_PROPERTIES.rotation:\n\n\t\t\t\t\t\tTypedKeyframeTrack = QuaternionKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase PATH_PROPERTIES.position:\n\t\t\t\t\tcase PATH_PROPERTIES.scale:\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tTypedKeyframeTrack = VectorKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\tvar targetName = node.name ? node.name : node.uuid;\n\n\t\t\t\tvar interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear;\n\n\t\t\t\tvar targetNames = [];\n\n\t\t\t\tif ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) {\n\n\t\t\t\t\t// Node may be a Group (glTF mesh with several primitives) or a Mesh.\n\t\t\t\t\tnode.traverse( function ( object ) {\n\n\t\t\t\t\t\tif ( object.isMesh === true && object.morphTargetInfluences ) {\n\n\t\t\t\t\t\t\ttargetNames.push( object.name ? object.name : object.uuid );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttargetNames.push( targetName );\n\n\t\t\t\t}\n\n\t\t\t\tvar outputArray = outputAccessor.array;\n\n\t\t\t\tif ( outputAccessor.normalized ) {\n\n\t\t\t\t\tvar scale;\n\n\t\t\t\t\tif ( outputArray.constructor === Int8Array ) {\n\n\t\t\t\t\t\tscale = 1 / 127;\n\n\t\t\t\t\t} else if ( outputArray.constructor === Uint8Array ) {\n\n\t\t\t\t\t\tscale = 1 / 255;\n\n\t\t\t\t\t} else if ( outputArray.constructor == Int16Array ) {\n\n\t\t\t\t\t\tscale = 1 / 32767;\n\n\t\t\t\t\t} else if ( outputArray.constructor === Uint16Array ) {\n\n\t\t\t\t\t\tscale = 1 / 65535;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported output accessor component type.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tvar scaled = new Float32Array( outputArray.length );\n\n\t\t\t\t\tfor ( var j = 0, jl = outputArray.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tscaled[ j ] = outputArray[ j ] * scale;\n\n\t\t\t\t\t}\n\n\t\t\t\t\toutputArray = scaled;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var j = 0, jl = targetNames.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar track = new TypedKeyframeTrack(\n\t\t\t\t\t\ttargetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ],\n\t\t\t\t\t\tinputAccessor.array,\n\t\t\t\t\t\toutputArray,\n\t\t\t\t\t\tinterpolation\n\t\t\t\t\t);\n\n\t\t\t\t\t// Override interpolation with custom factory method.\n\t\t\t\t\tif ( sampler.interpolation === 'CUBICSPLINE' ) {\n\n\t\t\t\t\t\ttrack.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {\n\n\t\t\t\t\t\t\t// A CUBICSPLINE keyframe in glTF has three output values for each input value,\n\t\t\t\t\t\t\t// representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()\n\t\t\t\t\t\t\t// must be divided by three to get the interpolant's sampleSize argument.\n\n\t\t\t\t\t\t\treturn new GLTFCubicSplineInterpolant( this.times, this.values, this.getValueSize() / 3, result );\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t\t// Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.\n\t\t\t\t\t\ttrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( track );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar name = animationDef.name ? animationDef.name : 'animation_' + animationIndex;\n\n\t\t\treturn new AnimationClip( name, undefined, tracks );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy\n\t * @param {number} nodeIndex\n\t * @return {Promise<Object3D>}\n\t */\n\tGLTFParser.prototype.loadNode = function ( nodeIndex ) {\n\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\t\tvar parser = this;\n\n\t\tvar nodeDef = json.nodes[ nodeIndex ];\n\n\t\t// reserve node's name before its dependencies, so the root has the intended name.\n\t\tvar nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : '';\n\n\t\treturn ( function () {\n\n\t\t\tvar pending = [];\n\n\t\t\tif ( nodeDef.mesh !== undefined ) {\n\n\t\t\t\tpending.push( parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {\n\n\t\t\t\t\tvar node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh );\n\n\t\t\t\t\t// if weights are provided on the node, override weights on the mesh.\n\t\t\t\t\tif ( nodeDef.weights !== undefined ) {\n\n\t\t\t\t\t\tnode.traverse( function ( o ) {\n\n\t\t\t\t\t\t\tif ( ! o.isMesh ) return;\n\n\t\t\t\t\t\t\tfor ( var i = 0, il = nodeDef.weights.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t\to.morphTargetInfluences[ i ] = nodeDef.weights[ i ];\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn node;\n\n\t\t\t\t} ) );\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tpending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) {\n\n\t\t\t\t\treturn parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera );\n\n\t\t\t\t} ) );\n\n\t\t\t}\n\n\t\t\tparser._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex );\n\n\t\t\t} ).forEach( function ( promise ) {\n\n\t\t\t\tpending.push( promise );\n\n\t\t\t} );\n\n\t\t\treturn Promise.all( pending );\n\n\t\t}() ).then( function ( objects ) {\n\n\t\t\tvar node;\n\n\t\t\t// .isBone isn't in glTF spec. See ._markDefs\n\t\t\tif ( nodeDef.isBone === true ) {\n\n\t\t\t\tnode = new Bone();\n\n\t\t\t} else if ( objects.length > 1 ) {\n\n\t\t\t\tnode = new Group();\n\n\t\t\t} else if ( objects.length === 1 ) {\n\n\t\t\t\tnode = objects[ 0 ];\n\n\t\t\t} else {\n\n\t\t\t\tnode = new Object3D();\n\n\t\t\t}\n\n\t\t\tif ( node !== objects[ 0 ] ) {\n\n\t\t\t\tfor ( var i = 0, il = objects.length; i < il; i ++ ) {\n\n\t\t\t\t\tnode.add( objects[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.name ) {\n\n\t\t\t\tnode.userData.name = nodeDef.name;\n\t\t\t\tnode.name = nodeName;\n\n\t\t\t}\n\n\t\t\tassignExtrasToUserData( node, nodeDef );\n\n\t\t\tif ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );\n\n\t\t\tif ( nodeDef.matrix !== undefined ) {\n\n\t\t\t\tvar matrix = new Matrix4();\n\t\t\t\tmatrix.fromArray( nodeDef.matrix );\n\t\t\t\tnode.applyMatrix4( matrix );\n\n\t\t\t} else {\n\n\t\t\t\tif ( nodeDef.translation !== undefined ) {\n\n\t\t\t\t\tnode.position.fromArray( nodeDef.translation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.rotation !== undefined ) {\n\n\t\t\t\t\tnode.quaternion.fromArray( nodeDef.rotation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.scale !== undefined ) {\n\n\t\t\t\t\tnode.scale.fromArray( nodeDef.scale );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tparser.associations.set( node, { type: 'nodes', index: nodeIndex } );\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes\n\t * @param {number} sceneIndex\n\t * @return {Promise<Group>}\n\t */\n\tGLTFParser.prototype.loadScene = function () {\n\n\t\t// scene node hierachy builder\n\n\t\tfunction buildNodeHierachy( nodeId, parentObject, json, parser ) {\n\n\t\t\tvar nodeDef = json.nodes[ nodeId ];\n\n\t\t\treturn parser.getDependency( 'node', nodeId ).then( function ( node ) {\n\n\t\t\t\tif ( nodeDef.skin === undefined ) return node;\n\n\t\t\t\t// build skeleton here as well\n\n\t\t\t\tvar skinEntry;\n\n\t\t\t\treturn parser.getDependency( 'skin', nodeDef.skin ).then( function ( skin ) {\n\n\t\t\t\t\tskinEntry = skin;\n\n\t\t\t\t\tvar pendingJoints = [];\n\n\t\t\t\t\tfor ( var i = 0, il = skinEntry.joints.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tpendingJoints.push( parser.getDependency( 'node', skinEntry.joints[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn Promise.all( pendingJoints );\n\n\t\t\t\t} ).then( function ( jointNodes ) {\n\n\t\t\t\t\tnode.traverse( function ( mesh ) {\n\n\t\t\t\t\t\tif ( ! mesh.isMesh ) return;\n\n\t\t\t\t\t\tvar bones = [];\n\t\t\t\t\t\tvar boneInverses = [];\n\n\t\t\t\t\t\tfor ( var j = 0, jl = jointNodes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tvar jointNode = jointNodes[ j ];\n\n\t\t\t\t\t\t\tif ( jointNode ) {\n\n\t\t\t\t\t\t\t\tbones.push( jointNode );\n\n\t\t\t\t\t\t\t\tvar mat = new Matrix4();\n\n\t\t\t\t\t\t\t\tif ( skinEntry.inverseBindMatrices !== undefined ) {\n\n\t\t\t\t\t\t\t\t\tmat.fromArray( skinEntry.inverseBindMatrices.array, j * 16 );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\tboneInverses.push( mat );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Joint \"%s\" could not be found.', skinEntry.joints[ j ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmesh.bind( new Skeleton( bones, boneInverses ), mesh.matrixWorld );\n\n\t\t\t\t\t} );\n\n\t\t\t\t\treturn node;\n\n\t\t\t\t} );\n\n\t\t\t} ).then( function ( node ) {\n\n\t\t\t\t// build node hierachy\n\n\t\t\t\tparentObject.add( node );\n\n\t\t\t\tvar pending = [];\n\n\t\t\t\tif ( nodeDef.children ) {\n\n\t\t\t\t\tvar children = nodeDef.children;\n\n\t\t\t\t\tfor ( var i = 0, il = children.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tvar child = children[ i ];\n\t\t\t\t\t\tpending.push( buildNodeHierachy( child, node, json, parser ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn Promise.all( pending );\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn function loadScene( sceneIndex ) {\n\n\t\t\tvar json = this.json;\n\t\t\tvar extensions = this.extensions;\n\t\t\tvar sceneDef = this.json.scenes[ sceneIndex ];\n\t\t\tvar parser = this;\n\n\t\t\t// Loader returns Group, not Scene.\n\t\t\t// See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172\n\t\t\tvar scene = new Group();\n\t\t\tif ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name );\n\n\t\t\tassignExtrasToUserData( scene, sceneDef );\n\n\t\t\tif ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );\n\n\t\t\tvar nodeIds = sceneDef.nodes || [];\n\n\t\t\tvar pending = [];\n\n\t\t\tfor ( var i = 0, il = nodeIds.length; i < il; i ++ ) {\n\n\t\t\t\tpending.push( buildNodeHierachy( nodeIds[ i ], scene, json, parser ) );\n\n\t\t\t}\n\n\t\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\t\treturn scene;\n\n\t\t\t} );\n\n\t\t};\n\n\t}();\n\n\treturn GLTFLoader;\n\n} )();\n\nexport { GLTFLoader };\n","import {\n\tCompressedTexture,\n\tFileLoader,\n\tLinearFilter,\n\tLinearMipmapLinearFilter,\n\tLoader,\n\tRGBAFormat,\n\tRGBA_ASTC_4x4_Format,\n\tRGBA_BPTC_Format,\n\tRGBA_ETC2_EAC_Format,\n\tRGBA_PVRTC_4BPPV1_Format,\n\tRGBA_S3TC_DXT5_Format,\n\tRGB_ETC1_Format,\n\tRGB_ETC2_Format,\n\tRGB_PVRTC_4BPPV1_Format,\n\tRGB_S3TC_DXT1_Format,\n\tUnsignedByteType\n} from '../../../build/three.module.js';\n\n/**\n * Loader for Basis Universal GPU Texture Codec.\n *\n * Basis Universal is a \"supercompressed\" GPU texture and texture video\n * compression system that outputs a highly compressed intermediate file format\n * (.basis) that can be quickly transcoded to a wide variety of GPU texture\n * compression formats.\n *\n * This loader parallelizes the transcoding process across a configurable number\n * of web workers, before transferring the transcoded compressed texture back\n * to the main thread.\n */\nvar BasisTextureLoader = function ( manager ) {\n\n\tLoader.call( this, manager );\n\n\tthis.transcoderPath = '';\n\tthis.transcoderBinary = null;\n\tthis.transcoderPending = null;\n\n\tthis.workerLimit = 4;\n\tthis.workerPool = [];\n\tthis.workerNextTaskID = 1;\n\tthis.workerSourceURL = '';\n\tthis.workerConfig = null;\n\n};\n\nBasisTextureLoader.taskCache = new WeakMap();\n\nBasisTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: BasisTextureLoader,\n\n\tsetTranscoderPath: function ( path ) {\n\n\t\tthis.transcoderPath = path;\n\n\t\treturn this;\n\n\t},\n\n\tsetWorkerLimit: function ( workerLimit ) {\n\n\t\tthis.workerLimit = workerLimit;\n\n\t\treturn this;\n\n\t},\n\n\tdetectSupport: function ( renderer ) {\n\n\t\tthis.workerConfig = {\n\t\t\tastcSupported: renderer.extensions.has( 'WEBGL_compressed_texture_astc' ),\n\t\t\tetc1Supported: renderer.extensions.has( 'WEBGL_compressed_texture_etc1' ),\n\t\t\tetc2Supported: renderer.extensions.has( 'WEBGL_compressed_texture_etc' ),\n\t\t\tdxtSupported: renderer.extensions.has( 'WEBGL_compressed_texture_s3tc' ),\n\t\t\tbptcSupported: renderer.extensions.has( 'EXT_texture_compression_bptc' ),\n\t\t\tpvrtcSupported: renderer.extensions.has( 'WEBGL_compressed_texture_pvrtc' )\n\t\t\t\t|| renderer.extensions.has( 'WEBKIT_WEBGL_compressed_texture_pvrtc' )\n\t\t};\n\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar loader = new FileLoader( this.manager );\n\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tvar texture = new CompressedTexture();\n\n\t\tloader.load( url, ( buffer ) => {\n\n\t\t\t// Check for an existing task using this buffer. A transferred buffer cannot be transferred\n\t\t\t// again from this thread.\n\t\t\tif ( BasisTextureLoader.taskCache.has( buffer ) ) {\n\n\t\t\t\tvar cachedTask = BasisTextureLoader.taskCache.get( buffer );\n\n\t\t\t\treturn cachedTask.promise.then( onLoad ).catch( onError );\n\n\t\t\t}\n\n\t\t\tthis._createTexture( [ buffer ] )\n\t\t\t\t.then( function ( _texture ) {\n\n\t\t\t\t\ttexture.copy( _texture );\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t} )\n\t\t\t\t.catch( onError );\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t},\n\n\t/** Low-level transcoding API, exposed for use by KTX2Loader. */\n\tparseInternalAsync: function ( options ) {\n\n\t\tvar { levels } = options;\n\n\t\tvar buffers = new Set();\n\n\t\tfor ( var i = 0; i < levels.length; i ++ ) {\n\n\t\t\tbuffers.add( levels[ i ].data.buffer );\n\n\t\t}\n\n\t\treturn this._createTexture( Array.from( buffers ), { ...options, lowLevel: true } );\n\n\t},\n\n\t/**\n\t * @param {ArrayBuffer[]} buffers\n\t * @param {object?} config\n\t * @return {Promise<CompressedTexture>}\n\t */\n\t_createTexture: function ( buffers, config ) {\n\n\t\tvar worker;\n\t\tvar taskID;\n\n\t\tvar taskConfig = config || {};\n\t\tvar taskCost = 0;\n\n\t\tfor ( var i = 0; i < buffers.length; i ++ ) {\n\n\t\t\ttaskCost += buffers[ i ].byteLength;\n\n\t\t}\n\n\t\tvar texturePending = this._allocateWorker( taskCost )\n\t\t\t.then( ( _worker ) => {\n\n\t\t\t\tworker = _worker;\n\t\t\t\ttaskID = this.workerNextTaskID ++;\n\n\t\t\t\treturn new Promise( ( resolve, reject ) => {\n\n\t\t\t\t\tworker._callbacks[ taskID ] = { resolve, reject };\n\n\t\t\t\t\tworker.postMessage( { type: 'transcode', id: taskID, buffers: buffers, taskConfig: taskConfig }, buffers );\n\n\t\t\t\t} );\n\n\t\t\t} )\n\t\t\t.then( ( message ) => {\n\n\t\t\t\tvar { mipmaps, width, height, format } = message;\n\n\t\t\t\tvar texture = new CompressedTexture( mipmaps, width, height, format, UnsignedByteType );\n\t\t\t\ttexture.minFilter = mipmaps.length === 1 ? LinearFilter : LinearMipmapLinearFilter;\n\t\t\t\ttexture.magFilter = LinearFilter;\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\treturn texture;\n\n\t\t\t} );\n\n\t\t// Note: replaced '.finally()' with '.catch().then()' block - iOS 11 support (#19416)\n\t\ttexturePending\n\t\t\t.catch( () => true )\n\t\t\t.then( () => {\n\n\t\t\t\tif ( worker && taskID ) {\n\n\t\t\t\t\tworker._taskLoad -= taskCost;\n\t\t\t\t\tdelete worker._callbacks[ taskID ];\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t// Cache the task result.\n\t\tBasisTextureLoader.taskCache.set( buffers[ 0 ], { promise: texturePending } );\n\n\t\treturn texturePending;\n\n\t},\n\n\t_initTranscoder: function () {\n\n\t\tif ( ! this.transcoderPending ) {\n\n\t\t\t// Load transcoder wrapper.\n\t\t\tvar jsLoader = new FileLoader( this.manager );\n\t\t\tjsLoader.setPath( this.transcoderPath );\n\t\t\tjsLoader.setWithCredentials( this.withCredentials );\n\t\t\tvar jsContent = new Promise( ( resolve, reject ) => {\n\n\t\t\t\tjsLoader.load( 'basis_transcoder.js', resolve, undefined, reject );\n\n\t\t\t} );\n\n\t\t\t// Load transcoder WASM binary.\n\t\t\tvar binaryLoader = new FileLoader( this.manager );\n\t\t\tbinaryLoader.setPath( this.transcoderPath );\n\t\t\tbinaryLoader.setResponseType( 'arraybuffer' );\n\t\t\tbinaryLoader.setWithCredentials( this.withCredentials );\n\t\t\tvar binaryContent = new Promise( ( resolve, reject ) => {\n\n\t\t\t\tbinaryLoader.load( 'basis_transcoder.wasm', resolve, undefined, reject );\n\n\t\t\t} );\n\n\t\t\tthis.transcoderPending = Promise.all( [ jsContent, binaryContent ] )\n\t\t\t\t.then( ( [ jsContent, binaryContent ] ) => {\n\n\t\t\t\t\tvar fn = BasisTextureLoader.BasisWorker.toString();\n\n\t\t\t\t\tvar body = [\n\t\t\t\t\t\t'/* constants */',\n\t\t\t\t\t\t'var _EngineFormat = ' + JSON.stringify( BasisTextureLoader.EngineFormat ),\n\t\t\t\t\t\t'var _TranscoderFormat = ' + JSON.stringify( BasisTextureLoader.TranscoderFormat ),\n\t\t\t\t\t\t'var _BasisFormat = ' + JSON.stringify( BasisTextureLoader.BasisFormat ),\n\t\t\t\t\t\t'/* basis_transcoder.js */',\n\t\t\t\t\t\tjsContent,\n\t\t\t\t\t\t'/* worker */',\n\t\t\t\t\t\tfn.substring( fn.indexOf( '{' ) + 1, fn.lastIndexOf( '}' ) )\n\t\t\t\t\t].join( '\\n' );\n\n\t\t\t\t\tthis.workerSourceURL = URL.createObjectURL( new Blob( [ body ] ) );\n\t\t\t\t\tthis.transcoderBinary = binaryContent;\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\treturn this.transcoderPending;\n\n\t},\n\n\t_allocateWorker: function ( taskCost ) {\n\n\t\treturn this._initTranscoder().then( () => {\n\n\t\t\tif ( this.workerPool.length < this.workerLimit ) {\n\n\t\t\t\tvar worker = new Worker( this.workerSourceURL );\n\n\t\t\t\tworker._callbacks = {};\n\t\t\t\tworker._taskLoad = 0;\n\n\t\t\t\tworker.postMessage( {\n\t\t\t\t\ttype: 'init',\n\t\t\t\t\tconfig: this.workerConfig,\n\t\t\t\t\ttranscoderBinary: this.transcoderBinary,\n\t\t\t\t} );\n\n\t\t\t\tworker.onmessage = function ( e ) {\n\n\t\t\t\t\tvar message = e.data;\n\n\t\t\t\t\tswitch ( message.type ) {\n\n\t\t\t\t\t\tcase 'transcode':\n\t\t\t\t\t\t\tworker._callbacks[ message.id ].resolve( message );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'error':\n\t\t\t\t\t\t\tworker._callbacks[ message.id ].reject( message );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.BasisTextureLoader: Unexpected message, \"' + message.type + '\"' );\n\n\t\t\t\t\t}\n\n\t\t\t\t};\n\n\t\t\t\tthis.workerPool.push( worker );\n\n\t\t\t} else {\n\n\t\t\t\tthis.workerPool.sort( function ( a, b ) {\n\n\t\t\t\t\treturn a._taskLoad > b._taskLoad ? - 1 : 1;\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tvar worker = this.workerPool[ this.workerPool.length - 1 ];\n\n\t\t\tworker._taskLoad += taskCost;\n\n\t\t\treturn worker;\n\n\t\t} );\n\n\t},\n\n\tdispose: function () {\n\n\t\tfor ( var i = 0; i < this.workerPool.length; i ++ ) {\n\n\t\t\tthis.workerPool[ i ].terminate();\n\n\t\t}\n\n\t\tthis.workerPool.length = 0;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/* CONSTANTS */\n\nBasisTextureLoader.BasisFormat = {\n\tETC1S: 0,\n\tUASTC_4x4: 1,\n};\n\nBasisTextureLoader.TranscoderFormat = {\n\tETC1: 0,\n\tETC2: 1,\n\tBC1: 2,\n\tBC3: 3,\n\tBC4: 4,\n\tBC5: 5,\n\tBC7_M6_OPAQUE_ONLY: 6,\n\tBC7_M5: 7,\n\tPVRTC1_4_RGB: 8,\n\tPVRTC1_4_RGBA: 9,\n\tASTC_4x4: 10,\n\tATC_RGB: 11,\n\tATC_RGBA_INTERPOLATED_ALPHA: 12,\n\tRGBA32: 13,\n\tRGB565: 14,\n\tBGR565: 15,\n\tRGBA4444: 16,\n};\n\nBasisTextureLoader.EngineFormat = {\n\tRGBAFormat: RGBAFormat,\n\tRGBA_ASTC_4x4_Format: RGBA_ASTC_4x4_Format,\n\tRGBA_BPTC_Format: RGBA_BPTC_Format,\n\tRGBA_ETC2_EAC_Format: RGBA_ETC2_EAC_Format,\n\tRGBA_PVRTC_4BPPV1_Format: RGBA_PVRTC_4BPPV1_Format,\n\tRGBA_S3TC_DXT5_Format: RGBA_S3TC_DXT5_Format,\n\tRGB_ETC1_Format: RGB_ETC1_Format,\n\tRGB_ETC2_Format: RGB_ETC2_Format,\n\tRGB_PVRTC_4BPPV1_Format: RGB_PVRTC_4BPPV1_Format,\n\tRGB_S3TC_DXT1_Format: RGB_S3TC_DXT1_Format,\n};\n\n\n/* WEB WORKER */\n\nBasisTextureLoader.BasisWorker = function () {\n\n\tvar config;\n\tvar transcoderPending;\n\tvar BasisModule;\n\n\tvar EngineFormat = _EngineFormat; // eslint-disable-line no-undef\n\tvar TranscoderFormat = _TranscoderFormat; // eslint-disable-line no-undef\n\tvar BasisFormat = _BasisFormat; // eslint-disable-line no-undef\n\n\tonmessage = function ( e ) {\n\n\t\tvar message = e.data;\n\n\t\tswitch ( message.type ) {\n\n\t\t\tcase 'init':\n\t\t\t\tconfig = message.config;\n\t\t\t\tinit( message.transcoderBinary );\n\t\t\t\tbreak;\n\n\t\t\tcase 'transcode':\n\t\t\t\ttranscoderPending.then( () => {\n\n\t\t\t\t\ttry {\n\n\t\t\t\t\t\tvar { width, height, hasAlpha, mipmaps, format } = message.taskConfig.lowLevel\n\t\t\t\t\t\t\t? transcodeLowLevel( message.taskConfig )\n\t\t\t\t\t\t\t: transcode( message.buffers[ 0 ] );\n\n\t\t\t\t\t\tvar buffers = [];\n\n\t\t\t\t\t\tfor ( var i = 0; i < mipmaps.length; ++ i ) {\n\n\t\t\t\t\t\t\tbuffers.push( mipmaps[ i ].data.buffer );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tself.postMessage( { type: 'transcode', id: message.id, width, height, hasAlpha, mipmaps, format }, buffers );\n\n\t\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\t\tconsole.error( error );\n\n\t\t\t\t\t\tself.postMessage( { type: 'error', id: message.id, error: error.message } );\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t};\n\n\tfunction init( wasmBinary ) {\n\n\t\ttranscoderPending = new Promise( ( resolve ) => {\n\n\t\t\tBasisModule = { wasmBinary, onRuntimeInitialized: resolve };\n\t\t\tBASIS( BasisModule ); // eslint-disable-line no-undef\n\n\t\t} ).then( () => {\n\n\t\t\tBasisModule.initializeBasis();\n\n\t\t} );\n\n\t}\n\n\tfunction transcodeLowLevel( taskConfig ) {\n\n\t\tvar { basisFormat, width, height, hasAlpha } = taskConfig;\n\n\t\tvar { transcoderFormat, engineFormat } = getTranscoderFormat( basisFormat, width, height, hasAlpha );\n\n\t\tvar blockByteLength = BasisModule.getBytesPerBlockOrPixel( transcoderFormat );\n\n\t\tassert( BasisModule.isFormatSupported( transcoderFormat ), 'THREE.BasisTextureLoader: Unsupported format.' );\n\n\t\tvar mipmaps = [];\n\n\t\tif ( basisFormat === BasisFormat.ETC1S ) {\n\n\t\t\tvar transcoder = new BasisModule.LowLevelETC1SImageTranscoder();\n\n\t\t\tvar { endpointCount, endpointsData, selectorCount, selectorsData, tablesData } = taskConfig.globalData;\n\n\t\t\ttry {\n\n\t\t\t\tvar ok;\n\n\t\t\t\tok = transcoder.decodePalettes( endpointCount, endpointsData, selectorCount, selectorsData );\n\n\t\t\t\tassert( ok, 'THREE.BasisTextureLoader: decodePalettes() failed.' );\n\n\t\t\t\tok = transcoder.decodeTables( tablesData );\n\n\t\t\t\tassert( ok, 'THREE.BasisTextureLoader: decodeTables() failed.' );\n\n\t\t\t\tfor ( var i = 0; i < taskConfig.levels.length; i ++ ) {\n\n\t\t\t\t\tvar level = taskConfig.levels[ i ];\n\t\t\t\t\tvar imageDesc = taskConfig.globalData.imageDescs[ i ];\n\n\t\t\t\t\tvar dstByteLength = getTranscodedImageByteLength( transcoderFormat, level.width, level.height );\n\t\t\t\t\tvar dst = new Uint8Array( dstByteLength );\n\n\t\t\t\t\tok = transcoder.transcodeImage(\n\t\t\t\t\t\ttranscoderFormat,\n\t\t\t\t\t\tdst, dstByteLength / blockByteLength,\n\t\t\t\t\t\tlevel.data,\n\t\t\t\t\t\tgetWidthInBlocks( transcoderFormat, level.width ),\n\t\t\t\t\t\tgetHeightInBlocks( transcoderFormat, level.height ),\n\t\t\t\t\t\tlevel.width, level.height, level.index,\n\t\t\t\t\t\timageDesc.rgbSliceByteOffset, imageDesc.rgbSliceByteLength,\n\t\t\t\t\t\timageDesc.alphaSliceByteOffset, imageDesc.alphaSliceByteLength,\n\t\t\t\t\t\timageDesc.imageFlags,\n\t\t\t\t\t\thasAlpha,\n\t\t\t\t\t\tfalse,\n\t\t\t\t\t\t0, 0\n\t\t\t\t\t);\n\n\t\t\t\t\tassert( ok, 'THREE.BasisTextureLoader: transcodeImage() failed for level ' + level.index + '.' );\n\n\t\t\t\t\tmipmaps.push( { data: dst, width: level.width, height: level.height } );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\ttranscoder.delete();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tfor ( var i = 0; i < taskConfig.levels.length; i ++ ) {\n\n\t\t\t\tvar level = taskConfig.levels[ i ];\n\n\t\t\t\tvar dstByteLength = getTranscodedImageByteLength( transcoderFormat, level.width, level.height );\n\t\t\t\tvar dst = new Uint8Array( dstByteLength );\n\n\t\t\t\tvar ok = BasisModule.transcodeUASTCImage(\n\t\t\t\t\ttranscoderFormat,\n\t\t\t\t\tdst, dstByteLength / blockByteLength,\n\t\t\t\t\tlevel.data,\n\t\t\t\t\tgetWidthInBlocks( transcoderFormat, level.width ),\n\t\t\t\t\tgetHeightInBlocks( transcoderFormat, level.height ),\n\t\t\t\t\tlevel.width, level.height, level.index,\n\t\t\t\t\t0,\n\t\t\t\t\tlevel.data.byteLength,\n\t\t\t\t\t0,\n\t\t\t\t\thasAlpha,\n\t\t\t\t\tfalse,\n\t\t\t\t\t0, 0,\n\t\t\t\t\t- 1, - 1\n\t\t\t\t);\n\n\t\t\t\tassert( ok, 'THREE.BasisTextureLoader: transcodeUASTCImage() failed for level ' + level.index + '.' );\n\n\t\t\t\tmipmaps.push( { data: dst, width: level.width, height: level.height } );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn { width, height, hasAlpha, mipmaps, format: engineFormat };\n\n\t}\n\n\tfunction transcode( buffer ) {\n\n\t\tvar basisFile = new BasisModule.BasisFile( new Uint8Array( buffer ) );\n\n\t\tvar basisFormat = basisFile.isUASTC() ? BasisFormat.UASTC_4x4 : BasisFormat.ETC1S;\n\t\tvar width = basisFile.getImageWidth( 0, 0 );\n\t\tvar height = basisFile.getImageHeight( 0, 0 );\n\t\tvar levels = basisFile.getNumLevels( 0 );\n\t\tvar hasAlpha = basisFile.getHasAlpha();\n\n\t\tfunction cleanup() {\n\n\t\t\tbasisFile.close();\n\t\t\tbasisFile.delete();\n\n\t\t}\n\n\t\tvar { transcoderFormat, engineFormat } = getTranscoderFormat( basisFormat, width, height, hasAlpha );\n\n\t\tif ( ! width || ! height || ! levels ) {\n\n\t\t\tcleanup();\n\t\t\tthrow new Error( 'THREE.BasisTextureLoader:\tInvalid texture' );\n\n\t\t}\n\n\t\tif ( ! basisFile.startTranscoding() ) {\n\n\t\t\tcleanup();\n\t\t\tthrow new Error( 'THREE.BasisTextureLoader: .startTranscoding failed' );\n\n\t\t}\n\n\t\tvar mipmaps = [];\n\n\t\tfor ( var mip = 0; mip < levels; mip ++ ) {\n\n\t\t\tvar mipWidth = basisFile.getImageWidth( 0, mip );\n\t\t\tvar mipHeight = basisFile.getImageHeight( 0, mip );\n\t\t\tvar dst = new Uint8Array( basisFile.getImageTranscodedSizeInBytes( 0, mip, transcoderFormat ) );\n\n\t\t\tvar status = basisFile.transcodeImage(\n\t\t\t\tdst,\n\t\t\t\t0,\n\t\t\t\tmip,\n\t\t\t\ttranscoderFormat,\n\t\t\t\t0,\n\t\t\t\thasAlpha\n\t\t\t);\n\n\t\t\tif ( ! status ) {\n\n\t\t\t\tcleanup();\n\t\t\t\tthrow new Error( 'THREE.BasisTextureLoader: .transcodeImage failed.' );\n\n\t\t\t}\n\n\t\t\tmipmaps.push( { data: dst, width: mipWidth, height: mipHeight } );\n\n\t\t}\n\n\t\tcleanup();\n\n\t\treturn { width, height, hasAlpha, mipmaps, format: engineFormat };\n\n\t}\n\n\t//\n\n\t// Optimal choice of a transcoder target format depends on the Basis format (ETC1S or UASTC),\n\t// device capabilities, and texture dimensions. The list below ranks the formats separately\n\t// for ETC1S and UASTC.\n\t//\n\t// In some cases, transcoding UASTC to RGBA32 might be preferred for higher quality (at\n\t// significant memory cost) compared to ETC1/2, BC1/3, and PVRTC. The transcoder currently\n\t// chooses RGBA32 only as a last resort and does not expose that option to the caller.\n\tvar FORMAT_OPTIONS = [\n\t\t{\n\t\t\tif: 'astcSupported',\n\t\t\tbasisFormat: [ BasisFormat.UASTC_4x4 ],\n\t\t\ttranscoderFormat: [ TranscoderFormat.ASTC_4x4, TranscoderFormat.ASTC_4x4 ],\n\t\t\tengineFormat: [ EngineFormat.RGBA_ASTC_4x4_Format, EngineFormat.RGBA_ASTC_4x4_Format ],\n\t\t\tpriorityETC1S: Infinity,\n\t\t\tpriorityUASTC: 1,\n\t\t\tneedsPowerOfTwo: false,\n\t\t},\n\t\t{\n\t\t\tif: 'bptcSupported',\n\t\t\tbasisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ],\n\t\t\ttranscoderFormat: [ TranscoderFormat.BC7_M5, TranscoderFormat.BC7_M5 ],\n\t\t\tengineFormat: [ EngineFormat.RGBA_BPTC_Format, EngineFormat.RGBA_BPTC_Format ],\n\t\t\tpriorityETC1S: 3,\n\t\t\tpriorityUASTC: 2,\n\t\t\tneedsPowerOfTwo: false,\n\t\t},\n\t\t{\n\t\t\tif: 'dxtSupported',\n\t\t\tbasisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ],\n\t\t\ttranscoderFormat: [ TranscoderFormat.BC1, TranscoderFormat.BC3 ],\n\t\t\tengineFormat: [ EngineFormat.RGB_S3TC_DXT1_Format, EngineFormat.RGBA_S3TC_DXT5_Format ],\n\t\t\tpriorityETC1S: 4,\n\t\t\tpriorityUASTC: 5,\n\t\t\tneedsPowerOfTwo: false,\n\t\t},\n\t\t{\n\t\t\tif: 'etc2Supported',\n\t\t\tbasisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ],\n\t\t\ttranscoderFormat: [ TranscoderFormat.ETC1, TranscoderFormat.ETC2 ],\n\t\t\tengineFormat: [ EngineFormat.RGB_ETC2_Format, EngineFormat.RGBA_ETC2_EAC_Format ],\n\t\t\tpriorityETC1S: 1,\n\t\t\tpriorityUASTC: 3,\n\t\t\tneedsPowerOfTwo: false,\n\t\t},\n\t\t{\n\t\t\tif: 'etc1Supported',\n\t\t\tbasisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ],\n\t\t\ttranscoderFormat: [ TranscoderFormat.ETC1, TranscoderFormat.ETC1 ],\n\t\t\tengineFormat: [ EngineFormat.RGB_ETC1_Format, EngineFormat.RGB_ETC1_Format ],\n\t\t\tpriorityETC1S: 2,\n\t\t\tpriorityUASTC: 4,\n\t\t\tneedsPowerOfTwo: false,\n\t\t},\n\t\t{\n\t\t\tif: 'pvrtcSupported',\n\t\t\tbasisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ],\n\t\t\ttranscoderFormat: [ TranscoderFormat.PVRTC1_4_RGB, TranscoderFormat.PVRTC1_4_RGBA ],\n\t\t\tengineFormat: [ EngineFormat.RGB_PVRTC_4BPPV1_Format, EngineFormat.RGBA_PVRTC_4BPPV1_Format ],\n\t\t\tpriorityETC1S: 5,\n\t\t\tpriorityUASTC: 6,\n\t\t\tneedsPowerOfTwo: true,\n\t\t},\n\t];\n\n\tvar ETC1S_OPTIONS = FORMAT_OPTIONS.sort( function ( a, b ) {\n\n\t\treturn a.priorityETC1S - b.priorityETC1S;\n\n\t} );\n\tvar UASTC_OPTIONS = FORMAT_OPTIONS.sort( function ( a, b ) {\n\n\t\treturn a.priorityUASTC - b.priorityUASTC;\n\n\t} );\n\n\tfunction getTranscoderFormat( basisFormat, width, height, hasAlpha ) {\n\n\t\tvar transcoderFormat;\n\t\tvar engineFormat;\n\n\t\tvar options = basisFormat === BasisFormat.ETC1S ? ETC1S_OPTIONS : UASTC_OPTIONS;\n\n\t\tfor ( var i = 0; i < options.length; i ++ ) {\n\n\t\t\tvar opt = options[ i ];\n\n\t\t\tif ( ! config[ opt.if ] ) continue;\n\t\t\tif ( ! opt.basisFormat.includes( basisFormat ) ) continue;\n\t\t\tif ( opt.needsPowerOfTwo && ! ( isPowerOfTwo( width ) && isPowerOfTwo( height ) ) ) continue;\n\n\t\t\ttranscoderFormat = opt.transcoderFormat[ hasAlpha ? 1 : 0 ];\n\t\t\tengineFormat = opt.engineFormat[ hasAlpha ? 1 : 0 ];\n\n\t\t\treturn { transcoderFormat, engineFormat };\n\n\t\t}\n\n\t\tconsole.warn( 'THREE.BasisTextureLoader: No suitable compressed texture format found. Decoding to RGBA32.' );\n\n\t\ttranscoderFormat = TranscoderFormat.RGBA32;\n\t\tengineFormat = EngineFormat.RGBAFormat;\n\n\t\treturn { transcoderFormat, engineFormat };\n\n\t}\n\n\tfunction assert( ok, message ) {\n\n\t\tif ( ! ok ) throw new Error( message );\n\n\t}\n\n\tfunction getWidthInBlocks( transcoderFormat, width ) {\n\n\t\treturn Math.ceil( width / BasisModule.getFormatBlockWidth( transcoderFormat ) );\n\n\t}\n\n\tfunction getHeightInBlocks( transcoderFormat, height ) {\n\n\t\treturn Math.ceil( height / BasisModule.getFormatBlockHeight( transcoderFormat ) );\n\n\t}\n\n\tfunction getTranscodedImageByteLength( transcoderFormat, width, height ) {\n\n\t\tvar blockByteLength = BasisModule.getBytesPerBlockOrPixel( transcoderFormat );\n\n\t\tif ( BasisModule.formatIsUncompressed( transcoderFormat ) ) {\n\n\t\t\treturn width * height * blockByteLength;\n\n\t\t}\n\n\t\tif ( transcoderFormat === TranscoderFormat.PVRTC1_4_RGB\n\t\t\t\t|| transcoderFormat === TranscoderFormat.PVRTC1_4_RGBA ) {\n\n\t\t\t// GL requires extra padding for very small textures:\n\t\t\t// https://www.khronos.org/registry/OpenGL/extensions/IMG/IMG_texture_compression_pvrtc.txt\n\t\t\tvar paddedWidth = ( width + 3 ) & ~ 3;\n\t\t\tvar paddedHeight = ( height + 3 ) & ~ 3;\n\n\t\t\treturn ( Math.max( 8, paddedWidth ) * Math.max( 8, paddedHeight ) * 4 + 7 ) / 8;\n\n\t\t}\n\n\t\treturn ( getWidthInBlocks( transcoderFormat, width )\n\t\t\t* getHeightInBlocks( transcoderFormat, height )\n\t\t\t* blockByteLength );\n\n\t}\n\n\tfunction isPowerOfTwo( value ) {\n\n\t\tif ( value <= 2 ) return true;\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t}\n\n};\n\nexport { BasisTextureLoader };\n","/**\n * @author Don McCurdy / https://www.donmccurdy.com\n */\n\nlet init, instance, heap;\n\nconst importObject = {\n\n\tenv: {\n\n\t\temscripten_notify_memory_growth: function ( index ) {\n\n\t\t\theap = new Uint8Array( instance.exports.memory.buffer );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * ZSTD (Zstandard) decoder.\n *\n * Compiled from https://github.com/facebook/zstd/tree/dev/contrib/single_file_libs, with the\n * following steps:\n *\n * ```\n * ./combine.sh -r ../../lib -o zstddeclib.c zstddeclib-in.c\n * emcc zstddeclib.c -Oz -s EXPORTED_FUNCTIONS=\"['_ZSTD_decompress', '_ZSTD_findDecompressedSize', '_ZSTD_isError', '_malloc', '_free']\" -s ALLOW_MEMORY_GROWTH=1 -s MALLOC=emmalloc -o zstddec.wasm\n * base64 zstddec.wasm > zstddec.txt\n * ```\n *\n * The base64 string written to `zstddec.txt` is embedded as the `wasm` variable at the bottom\n * of this file. The rest of this file is written by hand, in order to avoid an additional JS\n * wrapper generated by Emscripten.\n */\nexport class ZSTDDecoder {\n\n\tinit () {\n\n\t\tif ( ! init ) {\n\n\t\t\tinit = fetch( 'data:application/wasm;base64,' + wasm )\n\t\t\t\t.then( ( response ) => response.arrayBuffer() )\n\t\t\t\t.then( ( arrayBuffer ) => WebAssembly.instantiate( arrayBuffer, importObject ) )\n\t\t\t\t.then( ( result ) => {\n\n\t\t\t\t\tinstance = result.instance;\n\n\t\t\t\t\timportObject.env.emscripten_notify_memory_growth( 0 ); // initialize heap.\n\n\t\t\t\t});\n\n\t\t}\n\n\t\treturn init;\n\n\t}\n\n\tdecode ( array, uncompressedSize = 0 ) {\n\n\t\t// Write compressed data into WASM memory.\n\t\tconst compressedSize = array.byteLength;\n\t\tconst compressedPtr = instance.exports.malloc( compressedSize );\n\t\theap.set( array, compressedPtr );\n\n\t\t// Decompress into WASM memory.\n\t\tuncompressedSize = uncompressedSize || Number( instance.exports.ZSTD_findDecompressedSize( compressedPtr, compressedSize ) );\n\t\tconst uncompressedPtr = instance.exports.malloc( uncompressedSize );\n\t\tconst actualSize = instance.exports.ZSTD_decompress( uncompressedPtr, uncompressedSize, compressedPtr, compressedSize );\n\n\t\t// Read decompressed data and free WASM memory.\n\t\tconst dec = heap.slice( uncompressedPtr, uncompressedPtr + actualSize );\n\t\tinstance.exports.free( compressedPtr );\n\t\tinstance.exports.free( uncompressedPtr );\n\n\t\treturn dec;\n\n\t}\n\n}\n\n/**\n * BSD License\n *\n * For Zstandard software\n *\n * Copyright (c) 2016-present, Yann Collet, Facebook, Inc. All rights reserved.\n *\n * Redistribution and use in source and binary forms, with or without modification,\n * are permitted provided that the following conditions are met:\n *\n * * Redistributions of source code must retain the above copyright notice, this\n * list of conditions and the following disclaimer.\n *\n * * Redistributions in binary form must reproduce the above copyright notice,\n * this list of conditions and the following disclaimer in the documentation\n * and/or other materials provided with the distribution.\n *\n * * Neither the name Facebook nor the names of its contributors may be used to\n * endorse or promote products derived from this software without specific\n * prior written permission.\n *\n * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND\n * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR\n * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;\n * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON\n * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS\n * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\nconst wasm = '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t=new Uint8Array([0]),e=[171,75,84,88,32,50,48,187,13,10,26,10];var n,i,s,a,r,o,l,f;!function(t){t[t.NONE=0]=\"NONE\",t[t.BASISLZ=1]=\"BASISLZ\",t[t.ZSTD=2]=\"ZSTD\",t[t.ZLIB=3]=\"ZLIB\"}(n||(n={})),function(t){t[t.BASICFORMAT=0]=\"BASICFORMAT\"}(i||(i={})),function(t){t[t.UNSPECIFIED=0]=\"UNSPECIFIED\",t[t.ETC1S=163]=\"ETC1S\",t[t.UASTC=166]=\"UASTC\"}(s||(s={})),function(t){t[t.UNSPECIFIED=0]=\"UNSPECIFIED\",t[t.SRGB=1]=\"SRGB\"}(a||(a={})),function(t){t[t.UNSPECIFIED=0]=\"UNSPECIFIED\",t[t.LINEAR=1]=\"LINEAR\",t[t.SRGB=2]=\"SRGB\",t[t.ITU=3]=\"ITU\",t[t.NTSC=4]=\"NTSC\",t[t.SLOG=5]=\"SLOG\",t[t.SLOG2=6]=\"SLOG2\"}(r||(r={})),function(t){t[t.ALPHA_STRAIGHT=0]=\"ALPHA_STRAIGHT\",t[t.ALPHA_PREMULTIPLIED=1]=\"ALPHA_PREMULTIPLIED\"}(o||(o={})),function(t){t[t.RGB=0]=\"RGB\",t[t.RRR=3]=\"RRR\",t[t.GGG=4]=\"GGG\",t[t.AAA=15]=\"AAA\"}(l||(l={})),function(t){t[t.RGB=0]=\"RGB\",t[t.RGBA=3]=\"RGBA\",t[t.RRR=4]=\"RRR\",t[t.RRRG=5]=\"RRRG\"}(f||(f={}));class U{constructor(){this.vkFormat=0,this.typeSize=1,this.pixelWidth=0,this.pixelHeight=0,this.pixelDepth=0,this.layerCount=0,this.faceCount=1,this.supercompressionScheme=n.NONE,this.levels=[],this.dataFormatDescriptor=[{vendorId:0,descriptorType:i.BASICFORMAT,versionNumber:2,descriptorBlockSize:40,colorModel:s.UNSPECIFIED,colorPrimaries:a.SRGB,transferFunction:a.SRGB,flags:o.ALPHA_STRAIGHT,texelBlockDimension:{x:4,y:4,z:1,w:1},bytesPlane:[],samples:[]}],this.keyValue={},this.globalData=null}}class c{constructor(t,e,n,i){this._dataView=new DataView(t.buffer,t.byteOffset+e,n),this._littleEndian=i,this._offset=0}_nextUint8(){const t=this._dataView.getUint8(this._offset);return this._offset+=1,t}_nextUint16(){const t=this._dataView.getUint16(this._offset,this._littleEndian);return this._offset+=2,t}_nextUint32(){const t=this._dataView.getUint32(this._offset,this._littleEndian);return this._offset+=4,t}_nextUint64(){const t=this._dataView.getUint32(this._offset,this._littleEndian)+2**32*this._dataView.getUint32(this._offset+4,this._littleEndian);return this._offset+=8,t}_skip(t){return this._offset+=t,this}_scan(t,e=0){const n=this._offset;let i=0;for(;this._dataView.getUint8(this._offset)!==e&&i<t;)i++,this._offset++;return i<t&&this._offset++,new Uint8Array(this._dataView.buffer,this._dataView.byteOffset+n,i)}}function h(t){return\"undefined\"!=typeof TextEncoder?(new TextEncoder).encode(t):Buffer.from(t)}function _(t){return\"undefined\"!=typeof TextDecoder?(new TextDecoder).decode(t):Buffer.from(t).toString(\"utf8\")}function g(t){let e=0;for(const n of t)e+=n.byteLength;const n=new Uint8Array(e);let i=0;for(const e of t)n.set(new Uint8Array(e),i),i+=e.byteLength;return n}function p(t){const n=new Uint8Array(t.buffer,t.byteOffset,e.length);if(n[0]!==e[0]||n[1]!==e[1]||n[2]!==e[2]||n[3]!==e[3]||n[4]!==e[4]||n[5]!==e[5]||n[6]!==e[6]||n[7]!==e[7]||n[8]!==e[8]||n[9]!==e[9]||n[10]!==e[10]||n[11]!==e[11])throw new Error(\"Missing KTX 2.0 identifier.\");const i=new U,s=17*Uint32Array.BYTES_PER_ELEMENT,a=new c(t,e.length,s,!0);i.vkFormat=a._nextUint32(),i.typeSize=a._nextUint32(),i.pixelWidth=a._nextUint32(),i.pixelHeight=a._nextUint32(),i.pixelDepth=a._nextUint32(),i.layerCount=a._nextUint32(),i.faceCount=a._nextUint32();const r=a._nextUint32();i.supercompressionScheme=a._nextUint32();const o=a._nextUint32(),l=a._nextUint32(),f=a._nextUint32(),h=a._nextUint32(),g=a._nextUint64(),p=a._nextUint64(),x=new c(t,e.length+s,3*r*8,!0);for(let e=0;e<r;e++)i.levels.push({levelData:new Uint8Array(t.buffer,t.byteOffset+x._nextUint64(),x._nextUint64()),uncompressedByteLength:x._nextUint64()});const u=new c(t,o,l,!0),y={vendorId:u._skip(4)._nextUint16(),descriptorType:u._nextUint16(),versionNumber:u._nextUint16(),descriptorBlockSize:u._nextUint16(),colorModel:u._nextUint8(),colorPrimaries:u._nextUint8(),transferFunction:u._nextUint8(),flags:u._nextUint8(),texelBlockDimension:{x:u._nextUint8()+1,y:u._nextUint8()+1,z:u._nextUint8()+1,w:u._nextUint8()+1},bytesPlane:[u._nextUint8(),u._nextUint8(),u._nextUint8(),u._nextUint8(),u._nextUint8(),u._nextUint8(),u._nextUint8(),u._nextUint8()],samples:[]},D=(y.descriptorBlockSize/4-6)/4;for(let t=0;t<D;t++)y.samples[t]={bitOffset:u._nextUint16(),bitLength:u._nextUint8(),channelID:u._nextUint8(),samplePosition:[u._nextUint8(),u._nextUint8(),u._nextUint8(),u._nextUint8()],sampleLower:u._nextUint32(),sampleUpper:u._nextUint32()};i.dataFormatDescriptor.length=0,i.dataFormatDescriptor.push(y);const b=new c(t,f,h,!0);for(;b._offset<h;){const t=b._nextUint32(),e=b._scan(t),n=_(e),s=b._scan(t-e.byteLength);i.keyValue[n]=n.match(/^ktx/i)?_(s):s,b._offset%4&&b._skip(4-b._offset%4)}if(p<=0)return i;const d=new c(t,g,p,!0),B=d._nextUint16(),w=d._nextUint16(),A=d._nextUint32(),S=d._nextUint32(),m=d._nextUint32(),L=d._nextUint32(),I=[];for(let t=0;t<r;t++)I.push({imageFlags:d._nextUint32(),rgbSliceByteOffset:d._nextUint32(),rgbSliceByteLength:d._nextUint32(),alphaSliceByteOffset:d._nextUint32(),alphaSliceByteLength:d._nextUint32()});const R=g+d._offset,E=R+A,T=E+S,O=T+m,P=new Uint8Array(t.buffer,t.byteOffset+R,A),C=new Uint8Array(t.buffer,t.byteOffset+E,S),F=new Uint8Array(t.buffer,t.byteOffset+T,m),G=new Uint8Array(t.buffer,t.byteOffset+O,L);return i.globalData={endpointCount:B,selectorCount:w,imageDescs:I,endpointsData:P,selectorsData:C,tablesData:F,extendedData:G},i}function x(){return(x=Object.assign||function(t){for(var e=1;e<arguments.length;e++){var n=arguments[e];for(var i in n)Object.prototype.hasOwnProperty.call(n,i)&&(t[i]=n[i])}return t}).apply(this,arguments)}const u={keepWriter:!1};function y(n,s={}){s=x({},u,s);let a=new ArrayBuffer(0);if(n.globalData){const t=new ArrayBuffer(20+5*n.globalData.imageDescs.length*4),e=new DataView(t);e.setUint16(0,n.globalData.endpointCount,!0),e.setUint16(2,n.globalData.selectorCount,!0),e.setUint32(4,n.globalData.endpointsData.byteLength,!0),e.setUint32(8,n.globalData.selectorsData.byteLength,!0),e.setUint32(12,n.globalData.tablesData.byteLength,!0),e.setUint32(16,n.globalData.extendedData.byteLength,!0);for(let t=0;t<n.globalData.imageDescs.length;t++){const i=n.globalData.imageDescs[t];e.setUint32(20+5*t*4+0,i.imageFlags,!0),e.setUint32(20+5*t*4+4,i.rgbSliceByteOffset,!0),e.setUint32(20+5*t*4+8,i.rgbSliceByteLength,!0),e.setUint32(20+5*t*4+12,i.alphaSliceByteOffset,!0),e.setUint32(20+5*t*4+16,i.alphaSliceByteLength,!0)}a=g([t,n.globalData.endpointsData,n.globalData.selectorsData,n.globalData.tablesData,n.globalData.extendedData])}const r=[];let o=n.keyValue;s.keepWriter||(o=x({},n.keyValue,{KTXwriter:\"KTX-Parse v0.0.5\"}));for(const e in o){const n=o[e],i=h(e),s=\"string\"==typeof n?h(n):n,a=i.byteLength+1+s.byteLength+1,l=a%4?4-a%4:0;r.push(g([new Uint32Array([a]),i,t,s,t,new Uint8Array(l).fill(0)]))}const l=g(r),f=new ArrayBuffer(44),U=new DataView(f);if(1!==n.dataFormatDescriptor.length||n.dataFormatDescriptor[0].descriptorType!==i.BASICFORMAT)throw new Error(\"Only BASICFORMAT Data Format Descriptor output supported.\");const c=n.dataFormatDescriptor[0];U.setUint32(0,44,!0),U.setUint16(4,c.vendorId,!0),U.setUint16(6,c.descriptorType,!0),U.setUint16(8,c.versionNumber,!0),U.setUint16(10,c.descriptorBlockSize,!0),U.setUint8(12,c.colorModel),U.setUint8(13,c.colorPrimaries),U.setUint8(14,c.transferFunction),U.setUint8(15,c.flags),U.setUint8(16,c.texelBlockDimension.x-1),U.setUint8(17,c.texelBlockDimension.y-1),U.setUint8(18,c.texelBlockDimension.z-1),U.setUint8(19,c.texelBlockDimension.w-1);for(let t=0;t<8;t++)U.setUint8(20+t,c.bytesPlane[t]);for(let t=0;t<c.samples.length;t++){const e=c.samples[t],n=28+16*t;U.setUint16(n+0,e.bitOffset,!0),U.setUint8(n+2,e.bitLength),U.setUint8(n+3,e.channelID),U.setUint8(n+4,e.samplePosition[0]),U.setUint8(n+5,e.samplePosition[1]),U.setUint8(n+6,e.samplePosition[2]),U.setUint8(n+7,e.samplePosition[3]),U.setUint32(n+8,e.sampleLower,!0),U.setUint32(n+12,e.sampleUpper,!0)}const _=e.length+68+3*n.levels.length*8,p=_+f.byteLength;let y=p+l.byteLength;y%8&&(y+=8-y%8);const D=[],b=new DataView(new ArrayBuffer(3*n.levels.length*8));let d=y+a.byteLength;for(let t=0;t<n.levels.length;t++){const e=n.levels[t];D.push(e.levelData),b.setBigUint64(24*t+0,BigInt(d),!0),b.setBigUint64(24*t+8,BigInt(e.levelData.byteLength),!0),b.setBigUint64(24*t+16,BigInt(e.uncompressedByteLength),!0),d+=e.levelData.byteLength}const B=new ArrayBuffer(68),w=new DataView(B);return w.setUint32(0,n.vkFormat,!0),w.setUint32(4,n.typeSize,!0),w.setUint32(8,n.pixelWidth,!0),w.setUint32(12,n.pixelHeight,!0),w.setUint32(16,n.pixelDepth,!0),w.setUint32(20,n.layerCount,!0),w.setUint32(24,n.faceCount,!0),w.setUint32(28,n.levels.length,!0),w.setUint32(32,n.supercompressionScheme,!0),w.setUint32(36,_,!0),w.setUint32(40,f.byteLength,!0),w.setUint32(44,p,!0),w.setUint32(48,l.byteLength,!0),w.setBigUint64(52,BigInt(y),!0),w.setBigUint64(60,BigInt(a.byteLength),!0),new Uint8Array(g([new Uint8Array(e).buffer,B,b.buffer,f,l,new ArrayBuffer(y-(p+l.byteLength)),a,...D]))}export{U as KTX2Container,p as read,y as write};\n","/**\n * Loader for KTX 2.0 GPU Texture containers.\n *\n * KTX 2.0 is a container format for various GPU texture formats. The loader\n * supports Basis Universal GPU textures, which can be quickly transcoded to\n * a wide variety of GPU texture compression formats. While KTX 2.0 also allows\n * other hardware-specific formats, this loader does not yet parse them.\n *\n * This loader parses the KTX 2.0 container and then relies on\n * THREE.BasisTextureLoader to complete the transcoding process.\n *\n * References:\n * - KTX: http://github.khronos.org/KTX-Specification/\n * - DFD: https://www.khronos.org/registry/DataFormat/specs/1.3/dataformat.1.3.html#basicdescriptor\n */\n\nimport {\n\tCompressedTexture,\n\tCompressedTextureLoader,\n\tFileLoader,\n\tLinearEncoding,\n\tsRGBEncoding,\n} from '../../../build/three.module.js';\n\nimport { BasisTextureLoader } from './BasisTextureLoader.js';\nimport { ZSTDDecoder } from '../libs/zstddec.module.js';\nimport { read as readKTX } from '../libs/ktx-parse.module.js';\n\n// KTX 2.0 constants.\n\nvar DFDModel = {\n\tETC1S: 163,\n\tUASTC: 166,\n};\n\nvar DFDChannel = {\n\tETC1S: {\n\t\tRGB: 0,\n\t\tRRR: 3,\n\t\tGGG: 4,\n\t\tAAA: 15,\n\t},\n\tUASTC: {\n\t\tRGB: 0,\n\t\tRGBA: 3,\n\t\tRRR: 4,\n\t\tRRRG: 5\n\t},\n};\n\nvar SupercompressionScheme = {\n\tZSTD: 2\n};\n\nvar Transfer = {\n\tSRGB: 2\n};\n\n//\n\nclass KTX2Loader extends CompressedTextureLoader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.basisLoader = new BasisTextureLoader( manager );\n\t\tthis.zstd = new ZSTDDecoder();\n\n\t\tthis.zstd.init();\n\n\t\tif ( typeof MSC_TRANSCODER !== 'undefined' ) {\n\n\t\t\tconsole.warn(\n\n\t\t\t\t'THREE.KTX2Loader: Please update to latest \"basis_transcoder\".'\n\t\t\t\t+ ' \"msc_basis_transcoder\" is no longer supported in three.js r125+.'\n\n\t\t\t);\n\n\t\t}\n\n\t}\n\n\tsetTranscoderPath( path ) {\n\n\t\tthis.basisLoader.setTranscoderPath( path );\n\n\t\treturn this;\n\n\t}\n\n\tsetWorkerLimit( path ) {\n\n\t\tthis.basisLoader.setWorkerLimit( path );\n\n\t\treturn this;\n\n\t}\n\n\tdetectSupport( renderer ) {\n\n\t\tthis.basisLoader.detectSupport( renderer );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.basisLoader.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar texture = new CompressedTexture();\n\n\t\tvar bufferPending = new Promise( function ( resolve, reject ) {\n\n\t\t\tnew FileLoader( scope.manager )\n\t\t\t\t.setPath( scope.path )\n\t\t\t\t.setResponseType( 'arraybuffer' )\n\t\t\t\t.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t\tbufferPending\n\t\t\t.then( function ( buffer ) {\n\n\t\t\t\tscope.parse( buffer, function ( _texture ) {\n\n\t\t\t\t\ttexture.copy( _texture );\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}, onError );\n\n\t\t\t} )\n\t\t\t.catch( onError );\n\n\t\treturn texture;\n\n\t}\n\n\tparse( buffer, onLoad, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar ktx = readKTX( new Uint8Array( buffer ) );\n\n\t\tif ( ktx.pixelDepth > 0 ) {\n\n\t\t\tthrow new Error( 'THREE.KTX2Loader: Only 2D textures are currently supported.' );\n\n\t\t}\n\n\t\tif ( ktx.layerCount > 1 ) {\n\n\t\t\tthrow new Error( 'THREE.KTX2Loader: Array textures are not currently supported.' );\n\n\t\t}\n\n\t\tif ( ktx.faceCount > 1 ) {\n\n\t\t\tthrow new Error( 'THREE.KTX2Loader: Cube textures are not currently supported.' );\n\n\t\t}\n\n\t\tvar dfd = KTX2Utils.getBasicDFD( ktx );\n\n\t\tKTX2Utils.createLevels( ktx, this.zstd ).then( function ( levels ) {\n\n\t\t\tvar basisFormat = dfd.colorModel === DFDModel.UASTC\n\t\t\t\t? BasisTextureLoader.BasisFormat.UASTC_4x4\n\t\t\t\t: BasisTextureLoader.BasisFormat.ETC1S;\n\n\t\t\tvar parseConfig = {\n\n\t\t\t\tlevels: levels,\n\t\t\t\twidth: ktx.pixelWidth,\n\t\t\t\theight: ktx.pixelHeight,\n\t\t\t\tbasisFormat: basisFormat,\n\t\t\t\thasAlpha: KTX2Utils.getAlpha( ktx ),\n\n\t\t\t};\n\n\t\t\tif ( basisFormat === BasisTextureLoader.BasisFormat.ETC1S ) {\n\n\t\t\t\tparseConfig.globalData = ktx.globalData;\n\n\t\t\t}\n\n\t\t\treturn scope.basisLoader.parseInternalAsync( parseConfig );\n\n\t\t} ).then( function ( texture ) {\n\n\t\t\ttexture.encoding = dfd.transferFunction === Transfer.SRGB\n\t\t\t\t? sRGBEncoding\n\t\t\t\t: LinearEncoding;\n\t\t\ttexture.premultiplyAlpha = KTX2Utils.getPremultiplyAlpha( ktx );\n\n\t\t\tonLoad( texture );\n\n\t\t} ).catch( onError );\n\n\t\treturn this;\n\n\t}\n\n}\n\nvar KTX2Utils = {\n\n\tcreateLevels: async function ( ktx, zstd ) {\n\n\t\tif ( ktx.supercompressionScheme === SupercompressionScheme.ZSTD ) {\n\n\t\t\tawait zstd.init();\n\n\t\t}\n\n\t\tvar levels = [];\n\t\tvar width = ktx.pixelWidth;\n\t\tvar height = ktx.pixelHeight;\n\n\t\tfor ( var levelIndex = 0; levelIndex < ktx.levels.length; levelIndex ++ ) {\n\n\t\t\tvar levelWidth = Math.max( 1, Math.floor( width / Math.pow( 2, levelIndex ) ) );\n\t\t\tvar levelHeight = Math.max( 1, Math.floor( height / Math.pow( 2, levelIndex ) ) );\n\t\t\tvar levelData = ktx.levels[ levelIndex ].levelData;\n\n\t\t\tif ( ktx.supercompressionScheme === SupercompressionScheme.ZSTD ) {\n\n\t\t\t\tlevelData = zstd.decode( levelData, ktx.levels[ levelIndex ].uncompressedByteLength );\n\n\t\t\t}\n\n\t\t\tlevels.push( {\n\n\t\t\t\tindex: levelIndex,\n\t\t\t\twidth: levelWidth,\n\t\t\t\theight: levelHeight,\n\t\t\t\tdata: levelData,\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn levels;\n\n\t},\n\n\tgetBasicDFD: function ( ktx ) {\n\n\t\t// Basic Data Format Descriptor Block is always the first DFD.\n\t\treturn ktx.dataFormatDescriptor[ 0 ];\n\n\t},\n\n\tgetAlpha: function ( ktx ) {\n\n\t\tvar dfd = this.getBasicDFD( ktx );\n\n\t\t// UASTC\n\n\t\tif ( dfd.colorModel === DFDModel.UASTC ) {\n\n\t\t\tif ( ( dfd.samples[ 0 ].channelID & 0xF ) === DFDChannel.UASTC.RGBA ) {\n\n\t\t\t\treturn true;\n\n\t\t\t}\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// ETC1S\n\n\t\tif ( dfd.samples.length === 2\n\t\t\t&& ( dfd.samples[ 1 ].channelID & 0xF ) === DFDChannel.ETC1S.AAA ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t},\n\n\tgetPremultiplyAlpha: function ( ktx ) {\n\n\t\tvar dfd = this.getBasicDFD( ktx );\n\n\t\treturn !! ( dfd.flags & 1 /* KHR_DF_FLAG_ALPHA_PREMULTIPLIED */ );\n\n\t},\n\n};\n\nexport { KTX2Loader };\n","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a, _b;\nconst $retainerCount = Symbol('retainerCount');\nconst $recentlyUsed = Symbol('recentlyUsed');\nconst $evict = Symbol('evict');\nconst $evictionThreshold = Symbol('evictionThreshold');\nconst $cache = Symbol('cache');\n/**\n * The CacheEvictionPolicy manages the lifecycle for items in a cache,\n * evicting any items outside some threshold bounds in \"recently used\" order,\n * if they are evictable.\n *\n * Items are considered cached as they are retained. When all retainers\n * of an item release it, that item is considered evictable.\n */\nexport class CacheEvictionPolicy {\n constructor(cache, evictionThreshold = 5) {\n this[_a] = new Map();\n this[_b] = [];\n this[$cache] = cache;\n this[$evictionThreshold] = evictionThreshold;\n }\n /**\n * The eviction threshold is the maximum number of items to hold\n * in cache indefinitely. Items within the threshold (in recently\n * used order) will continue to be cached even if they have zero\n * retainers.\n */\n set evictionThreshold(value) {\n this[$evictionThreshold] = value;\n this[$evict]();\n }\n get evictionThreshold() {\n return this[$evictionThreshold];\n }\n /**\n * A reference to the cache that operates under this policy\n */\n get cache() {\n return this[$cache];\n }\n /**\n * Given an item key, returns the number of retainers of that item\n */\n retainerCount(key) {\n return this[$retainerCount].get(key) || 0;\n }\n /**\n * Resets the internal tracking of cache item retainers. Use only in cases\n * where it is certain that all retained cache items have been accounted for!\n */\n reset() {\n this[$retainerCount].clear();\n this[$recentlyUsed] = [];\n }\n /**\n * Mark a given cache item as retained, where the item is represented\n * by its key. An item can have any number of retainers.\n */\n retain(key) {\n if (!this[$retainerCount].has(key)) {\n this[$retainerCount].set(key, 0);\n }\n this[$retainerCount].set(key, this[$retainerCount].get(key) + 1);\n const recentlyUsedIndex = this[$recentlyUsed].indexOf(key);\n if (recentlyUsedIndex !== -1) {\n this[$recentlyUsed].splice(recentlyUsedIndex, 1);\n }\n this[$recentlyUsed].unshift(key);\n // Evict, in case retaining a new item pushed an evictable item beyond the\n // eviction threshold\n this[$evict]();\n }\n /**\n * Mark a given cache item as released by one of its retainers, where the item\n * is represented by its key. When all retainers of an item have released it,\n * the item is considered evictable.\n */\n release(key) {\n if (this[$retainerCount].has(key)) {\n this[$retainerCount].set(key, Math.max(this[$retainerCount].get(key) - 1, 0));\n }\n this[$evict]();\n }\n [(_a = $retainerCount, _b = $recentlyUsed, $evict)]() {\n if (this[$recentlyUsed].length < this[$evictionThreshold]) {\n return;\n }\n for (let i = this[$recentlyUsed].length - 1; i >= this[$evictionThreshold]; --i) {\n const key = this[$recentlyUsed][i];\n const retainerCount = this[$retainerCount].get(key);\n if (retainerCount === 0) {\n this[$cache].delete(key);\n this[$recentlyUsed].splice(i, 1);\n }\n }\n }\n}\n//# sourceMappingURL=cache-eviction-policy.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a, _b;\nimport { EventDispatcher } from 'three';\nimport { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';\nimport { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { KTX2Loader } from 'three/examples/jsm/loaders/KTX2Loader';\nimport { CacheEvictionPolicy } from '../utilities/cache-eviction-policy.js';\n/**\n * A helper to Promise-ify a Three.js GLTFLoader\n */\nexport const loadWithLoader = (url, loader, progressCallback = () => { }) => {\n const onProgress = (event) => {\n const fraction = event.loaded / event.total;\n progressCallback(Math.max(0, Math.min(1, isFinite(fraction) ? fraction : 1)));\n };\n return new Promise((resolve, reject) => {\n loader.load(url, resolve, onProgress, reject);\n });\n};\nconst cache = new Map();\nconst preloaded = new Map();\nlet dracoDecoderLocation;\nconst dracoLoader = new DRACOLoader();\nlet ktx2TranscoderLocation;\nconst ktx2Loader = new KTX2Loader();\nexport const $loader = Symbol('loader');\nexport const $evictionPolicy = Symbol('evictionPolicy');\nconst $GLTFInstance = Symbol('GLTFInstance');\nexport class CachingGLTFLoader extends EventDispatcher {\n constructor(GLTFInstance) {\n super();\n this[_b] = new GLTFLoader();\n this[$GLTFInstance] = GLTFInstance;\n this[$loader].setDRACOLoader(dracoLoader);\n this[$loader].setKTX2Loader(ktx2Loader);\n }\n static setDRACODecoderLocation(url) {\n dracoDecoderLocation = url;\n dracoLoader.setDecoderPath(url);\n }\n static getDRACODecoderLocation() {\n return dracoDecoderLocation;\n }\n static setKTX2TranscoderLocation(url) {\n ktx2TranscoderLocation = url;\n ktx2Loader.setTranscoderPath(url);\n }\n static getKTX2TranscoderLocation() {\n return ktx2TranscoderLocation;\n }\n static initializeKTX2Loader(renderer) {\n ktx2Loader.detectSupport(renderer);\n }\n static get cache() {\n return cache;\n }\n /** @nocollapse */\n static clearCache() {\n cache.forEach((_value, url) => {\n this.delete(url);\n });\n this[$evictionPolicy].reset();\n }\n static has(url) {\n return cache.has(url);\n }\n /** @nocollapse */\n static async delete(url) {\n if (!this.has(url)) {\n return;\n }\n const gltfLoads = cache.get(url);\n preloaded.delete(url);\n cache.delete(url);\n const gltf = await gltfLoads;\n // Dispose of the cached glTF's materials and geometries:\n gltf.dispose();\n }\n /**\n * Returns true if the model that corresponds to the specified url is\n * available in our local cache.\n */\n static hasFinishedLoading(url) {\n return !!preloaded.get(url);\n }\n get [(_a = $evictionPolicy, _b = $loader, $evictionPolicy)]() {\n return this.constructor[$evictionPolicy];\n }\n /**\n * Preloads a glTF, populating the cache. Returns a promise that resolves\n * when the cache is populated.\n */\n async preload(url, element, progressCallback = () => { }) {\n this.dispatchEvent({ type: 'preload', element: element, src: url });\n if (!cache.has(url)) {\n const rawGLTFLoads = loadWithLoader(url, this[$loader], (progress) => {\n progressCallback(progress * 0.8);\n });\n const GLTFInstance = this[$GLTFInstance];\n const gltfInstanceLoads = rawGLTFLoads\n .then((rawGLTF) => {\n return GLTFInstance.prepare(rawGLTF);\n })\n .then((preparedGLTF) => {\n progressCallback(0.9);\n return new GLTFInstance(preparedGLTF);\n });\n cache.set(url, gltfInstanceLoads);\n }\n await cache.get(url);\n preloaded.set(url, true);\n if (progressCallback) {\n progressCallback(1.0);\n }\n }\n /**\n * Loads a glTF from the specified url and resolves a unique clone of the\n * glTF. If the glTF has already been loaded, makes a clone of the cached\n * copy.\n */\n async load(url, element, progressCallback = () => { }) {\n await this.preload(url, element, progressCallback);\n const gltf = await cache.get(url);\n const clone = await gltf.clone();\n this[$evictionPolicy].retain(url);\n // Patch dispose so that we can properly account for instance use\n // in the caching layer:\n clone.dispose = (() => {\n const originalDispose = clone.dispose;\n let disposed = false;\n return () => {\n if (disposed) {\n return;\n }\n disposed = true;\n originalDispose.apply(clone);\n this[$evictionPolicy].release(url);\n };\n })();\n return clone;\n }\n}\nCachingGLTFLoader[_a] = new CacheEvictionPolicy(CachingGLTFLoader);\n//# sourceMappingURL=CachingGLTFLoader.js.map","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a;\nexport const SETTLING_TIME = 10000; // plenty long enough\nconst DECAY_MILLISECONDS = 50;\nconst NATURAL_FREQUENCY = 1 / DECAY_MILLISECONDS;\nconst NIL_SPEED = 0.0002 * NATURAL_FREQUENCY;\nconst $velocity = Symbol('velocity');\n/**\n * The Damper class is a generic second-order critically damped system that does\n * one linear step of the desired length of time. The only parameter is\n * DECAY_MILLISECONDS, which should be adjustable: TODO(#580). This common\n * parameter makes all states converge at the same rate regardless of scale.\n * xNormalization is a number to provide the rough scale of x, such that\n * NIL_SPEED clamping also happens at roughly the same convergence for all\n * states.\n */\nexport class Damper {\n constructor() {\n this[_a] = 0;\n }\n update(x, xGoal, timeStepMilliseconds, xNormalization) {\n if (x == null || xNormalization === 0) {\n return xGoal;\n }\n if (x === xGoal && this[$velocity] === 0) {\n return xGoal;\n }\n if (timeStepMilliseconds < 0) {\n return x;\n }\n // Exact solution to a critically damped second-order system, where:\n // acceleration = NATURAL_FREQUENCY * NATURAL_FREQUENCY * (xGoal - x) -\n // 2 * NATURAL_FREQUENCY * this[$velocity];\n const deltaX = (x - xGoal);\n const intermediateVelocity = this[$velocity] + NATURAL_FREQUENCY * deltaX;\n const intermediateX = deltaX + timeStepMilliseconds * intermediateVelocity;\n const decay = Math.exp(-NATURAL_FREQUENCY * timeStepMilliseconds);\n const newVelocity = (intermediateVelocity - NATURAL_FREQUENCY * intermediateX) * decay;\n const acceleration = -NATURAL_FREQUENCY * (newVelocity + intermediateVelocity * decay);\n if (Math.abs(newVelocity) < NIL_SPEED * Math.abs(xNormalization) &&\n acceleration * deltaX >= 0) {\n // This ensures the controls settle and stop calling this function instead\n // of asymptotically approaching their goal.\n this[$velocity] = 0;\n return xGoal;\n }\n else {\n this[$velocity] = newVelocity;\n return xGoal + intermediateX * decay;\n }\n }\n}\n_a = $velocity;\n//# sourceMappingURL=Damper.js.map","import {\n\tMatrix4,\n\tObject3D,\n\tVector3\n} from '../../../build/three.module.js';\n\nvar CSS2DObject = function ( element ) {\n\n\tObject3D.call( this );\n\n\tthis.element = element || document.createElement( 'div' );\n\n\tthis.element.style.position = 'absolute';\n\n\tthis.addEventListener( 'removed', function () {\n\n\t\tthis.traverse( function ( object ) {\n\n\t\t\tif ( object.element instanceof Element && object.element.parentNode !== null ) {\n\n\t\t\t\tobject.element.parentNode.removeChild( object.element );\n\n\t\t\t}\n\n\t\t} );\n\n\t} );\n\n};\n\nCSS2DObject.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: CSS2DObject,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.element = source.element.cloneNode( true );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n//\n\nvar CSS2DRenderer = function () {\n\n\tvar _this = this;\n\n\tvar _width, _height;\n\tvar _widthHalf, _heightHalf;\n\n\tvar vector = new Vector3();\n\tvar viewMatrix = new Matrix4();\n\tvar viewProjectionMatrix = new Matrix4();\n\n\tvar cache = {\n\t\tobjects: new WeakMap()\n\t};\n\n\tvar domElement = document.createElement( 'div' );\n\tdomElement.style.overflow = 'hidden';\n\n\tthis.domElement = domElement;\n\n\tthis.getSize = function () {\n\n\t\treturn {\n\t\t\twidth: _width,\n\t\t\theight: _height\n\t\t};\n\n\t};\n\n\tthis.setSize = function ( width, height ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_widthHalf = _width / 2;\n\t\t_heightHalf = _height / 2;\n\n\t\tdomElement.style.width = width + 'px';\n\t\tdomElement.style.height = height + 'px';\n\n\t};\n\n\tvar renderObject = function ( object, scene, camera ) {\n\n\t\tif ( object instanceof CSS2DObject ) {\n\n\t\t\tobject.onBeforeRender( _this, scene, camera );\n\n\t\t\tvector.setFromMatrixPosition( object.matrixWorld );\n\t\t\tvector.applyMatrix4( viewProjectionMatrix );\n\n\t\t\tvar element = object.element;\n\n\t\t\telement.style.transform = 'translate(-50%,-50%) translate(' + ( vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - vector.y * _heightHalf + _heightHalf ) + 'px)';\n\t\t\telement.style.display = ( object.visible && vector.z >= - 1 && vector.z <= 1 ) ? '' : 'none';\n\n\t\t\tvar objectData = {\n\t\t\t\tdistanceToCameraSquared: getDistanceToSquared( camera, object )\n\t\t\t};\n\n\t\t\tcache.objects.set( object, objectData );\n\n\t\t\tif ( element.parentNode !== domElement ) {\n\n\t\t\t\tdomElement.appendChild( element );\n\n\t\t\t}\n\n\t\t\tobject.onAfterRender( _this, scene, camera );\n\n\t\t}\n\n\t\tfor ( var i = 0, l = object.children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( object.children[ i ], scene, camera );\n\n\t\t}\n\n\t};\n\n\tvar getDistanceToSquared = function () {\n\n\t\tvar a = new Vector3();\n\t\tvar b = new Vector3();\n\n\t\treturn function ( object1, object2 ) {\n\n\t\t\ta.setFromMatrixPosition( object1.matrixWorld );\n\t\t\tb.setFromMatrixPosition( object2.matrixWorld );\n\n\t\t\treturn a.distanceToSquared( b );\n\n\t\t};\n\n\t}();\n\n\tvar filterAndFlatten = function ( scene ) {\n\n\t\tvar result = [];\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tif ( object instanceof CSS2DObject ) result.push( object );\n\n\t\t} );\n\n\t\treturn result;\n\n\t};\n\n\tvar zOrder = function ( scene ) {\n\n\t\tvar sorted = filterAndFlatten( scene ).sort( function ( a, b ) {\n\n\t\t\tvar distanceA = cache.objects.get( a ).distanceToCameraSquared;\n\t\t\tvar distanceB = cache.objects.get( b ).distanceToCameraSquared;\n\n\t\t\treturn distanceA - distanceB;\n\n\t\t} );\n\n\t\tvar zMax = sorted.length;\n\n\t\tfor ( var i = 0, l = sorted.length; i < l; i ++ ) {\n\n\t\t\tsorted[ i ].element.style.zIndex = zMax - i;\n\n\t\t}\n\n\t};\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tviewMatrix.copy( camera.matrixWorldInverse );\n\t\tviewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, viewMatrix );\n\n\t\trenderObject( scene, scene, camera );\n\t\tzOrder( scene );\n\n\t};\n\n};\n\nexport { CSS2DObject, CSS2DRenderer };\n","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nexport const numberNode = (value, unit) => ({ type: 'number', number: value, unit });\n/**\n * Given a string representing a comma-separated set of CSS-like expressions,\n * parses and returns an array of ASTs that correspond to those expressions.\n *\n * Currently supported syntax includes:\n *\n * - functions (top-level and nested)\n * - calc() arithmetic operators\n * - numbers with units\n * - hexidecimal-encoded colors in 3, 6 or 8 digit form\n * - idents\n *\n * All syntax is intended to match the parsing rules and semantics of the actual\n * CSS spec as closely as possible.\n *\n * @see https://www.w3.org/TR/CSS2/\n * @see https://www.w3.org/TR/css-values-3/\n */\nexport const parseExpressions = (() => {\n const cache = {};\n const MAX_PARSE_ITERATIONS = 1000; // Arbitrarily large\n return (inputString) => {\n const cacheKey = inputString;\n if (cacheKey in cache) {\n return cache[cacheKey];\n }\n const expressions = [];\n let parseIterations = 0;\n while (inputString) {\n if (++parseIterations > MAX_PARSE_ITERATIONS) {\n // Avoid a potentially infinite loop due to typos:\n inputString = '';\n break;\n }\n const expressionParseResult = parseExpression(inputString);\n const expression = expressionParseResult.nodes[0];\n if (expression == null || expression.terms.length === 0) {\n break;\n }\n expressions.push(expression);\n inputString = expressionParseResult.remainingInput;\n }\n return cache[cacheKey] = expressions;\n };\n})();\n/**\n * Parse a single expression. For the purposes of our supported syntax, an\n * expression is the set of semantically meaningful terms that appear before the\n * next comma, or between the parens of a function invokation.\n */\nconst parseExpression = (() => {\n const IS_IDENT_RE = /^(\\-\\-|[a-z\\u0240-\\uffff])/i;\n const IS_OPERATOR_RE = /^([\\*\\+\\/]|[\\-]\\s)/i;\n const IS_EXPRESSION_END_RE = /^[\\),]/;\n const FUNCTION_ARGUMENTS_FIRST_TOKEN = '(';\n const HEX_FIRST_TOKEN = '#';\n return (inputString) => {\n const terms = [];\n while (inputString.length) {\n inputString = inputString.trim();\n if (IS_EXPRESSION_END_RE.test(inputString)) {\n break;\n }\n else if (inputString[0] === FUNCTION_ARGUMENTS_FIRST_TOKEN) {\n const { nodes, remainingInput } = parseFunctionArguments(inputString);\n inputString = remainingInput;\n terms.push({\n type: 'function',\n name: { type: 'ident', value: 'calc' },\n arguments: nodes\n });\n }\n else if (IS_IDENT_RE.test(inputString)) {\n const identParseResult = parseIdent(inputString);\n const identNode = identParseResult.nodes[0];\n inputString = identParseResult.remainingInput;\n if (inputString[0] === FUNCTION_ARGUMENTS_FIRST_TOKEN) {\n const { nodes, remainingInput } = parseFunctionArguments(inputString);\n terms.push({ type: 'function', name: identNode, arguments: nodes });\n inputString = remainingInput;\n }\n else {\n terms.push(identNode);\n }\n }\n else if (IS_OPERATOR_RE.test(inputString)) {\n // Operators are always a single character, so just pluck them out:\n terms.push({ type: 'operator', value: inputString[0] });\n inputString = inputString.slice(1);\n }\n else {\n const { nodes, remainingInput } = inputString[0] === HEX_FIRST_TOKEN ?\n parseHex(inputString) :\n parseNumber(inputString);\n // The remaining string may not have had any meaningful content. Exit\n // early if this is the case:\n if (nodes.length === 0) {\n break;\n }\n terms.push(nodes[0]);\n inputString = remainingInput;\n }\n }\n return { nodes: [{ type: 'expression', terms }], remainingInput: inputString };\n };\n})();\n/**\n * An ident is something like a function name or the keyword \"auto\".\n */\nconst parseIdent = (() => {\n const NOT_IDENT_RE = /[^a-z^0-9^_^\\-^\\u0240-\\uffff]/i;\n return (inputString) => {\n const match = inputString.match(NOT_IDENT_RE);\n const ident = match == null ? inputString : inputString.substr(0, match.index);\n const remainingInput = match == null ? '' : inputString.substr(match.index);\n return { nodes: [{ type: 'ident', value: ident }], remainingInput };\n };\n})();\n/**\n * Parses a number. A number value can be expressed with an integer or\n * non-integer syntax, and usually includes a unit (but does not strictly\n * require one for our purposes).\n */\nconst parseNumber = (() => {\n // @see https://www.w3.org/TR/css-syntax/#number-token-diagram\n const VALUE_RE = /[\\+\\-]?(\\d+[\\.]\\d+|\\d+|[\\.]\\d+)([eE][\\+\\-]?\\d+)?/;\n const UNIT_RE = /^[a-z%]+/i;\n const ALLOWED_UNITS = /^(m|mm|cm|rad|deg|[%])$/;\n return (inputString) => {\n const valueMatch = inputString.match(VALUE_RE);\n const value = valueMatch == null ? '0' : valueMatch[0];\n inputString = value == null ? inputString : inputString.slice(value.length);\n const unitMatch = inputString.match(UNIT_RE);\n let unit = unitMatch != null && unitMatch[0] !== '' ? unitMatch[0] : null;\n const remainingInput = unitMatch == null ? inputString : inputString.slice(unit.length);\n if (unit != null && !ALLOWED_UNITS.test(unit)) {\n unit = null;\n }\n return {\n nodes: [{\n type: 'number',\n number: parseFloat(value) || 0,\n unit: unit\n }],\n remainingInput\n };\n };\n})();\n/**\n * Parses a hexidecimal-encoded color in 3, 6 or 8 digit form.\n */\nconst parseHex = (() => {\n // TODO(cdata): right now we don't actually enforce the number of digits\n const HEX_RE = /^[a-f0-9]*/i;\n return (inputString) => {\n inputString = inputString.slice(1).trim();\n const hexMatch = inputString.match(HEX_RE);\n const nodes = hexMatch == null ? [] : [{ type: 'hex', value: hexMatch[0] }];\n return {\n nodes,\n remainingInput: hexMatch == null ? inputString :\n inputString.slice(hexMatch[0].length)\n };\n };\n})();\n/**\n * Parses arguments passed to a function invokation (e.g., the expressions\n * within a matched set of parens).\n */\nconst parseFunctionArguments = (inputString) => {\n const expressionNodes = [];\n // Consume the opening paren\n inputString = inputString.slice(1).trim();\n while (inputString.length) {\n const expressionParseResult = parseExpression(inputString);\n expressionNodes.push(expressionParseResult.nodes[0]);\n inputString = expressionParseResult.remainingInput.trim();\n if (inputString[0] === ',') {\n inputString = inputString.slice(1).trim();\n }\n else if (inputString[0] === ')') {\n // Consume the closing paren and stop parsing\n inputString = inputString.slice(1);\n break;\n }\n }\n return { nodes: expressionNodes, remainingInput: inputString };\n};\nconst $visitedTypes = Symbol('visitedTypes');\n/**\n * An ASTWalker walks an array of ASTs such as the type produced by\n * parseExpressions and invokes a callback for a configured set of nodes that\n * the user wishes to \"visit\" during the walk.\n */\nexport class ASTWalker {\n constructor(visitedTypes) {\n this[$visitedTypes] = visitedTypes;\n }\n /**\n * Walk the given set of ASTs, and invoke the provided callback for nodes that\n * match the filtered set that the ASTWalker was constructed with.\n */\n walk(ast, callback) {\n const remaining = ast.slice();\n while (remaining.length) {\n const next = remaining.shift();\n if (this[$visitedTypes].indexOf(next.type) > -1) {\n callback(next);\n }\n switch (next.type) {\n case 'expression':\n remaining.unshift(...next.terms);\n break;\n case 'function':\n remaining.unshift(next.name, ...next.arguments);\n break;\n }\n }\n }\n}\nexport const ZERO = Object.freeze({ type: 'number', number: 0, unit: null });\n//# sourceMappingURL=parsers.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { ZERO } from './parsers';\n/**\n * Ensures that a given number is expressed in radians. If the number is already\n * in radians, does nothing. If the value is in degrees, converts it to radians.\n * If the value has no specified unit, the unit is assumed to be radians. If the\n * value is not in radians or degrees, the value is resolved as 0 radians.\n *\n * Also accepts a second argument that is a default value to use if the input\n * numberNode number is NaN or Infinity.\n */\nexport const degreesToRadians = (numberNode, fallbackRadianValue = 0) => {\n let { number, unit } = numberNode;\n if (!isFinite(number)) {\n number = fallbackRadianValue;\n unit = 'rad';\n }\n else if (numberNode.unit === 'rad' || numberNode.unit == null) {\n return numberNode;\n }\n const valueIsDegrees = unit === 'deg' && number != null;\n const value = valueIsDegrees ? number : 0;\n const radians = value * Math.PI / 180;\n return { type: 'number', number: radians, unit: 'rad' };\n};\n/**\n * Ensures that a given number is expressed in degrees. If the number is alrady\n * in degrees, does nothing. If the value is in radians or has no specified\n * unit, converts it to degrees. If the value is not in radians or degrees, the\n * value is resolved as 0 degrees.\n *\n * Also accepts a second argument that is a default value to use if the input\n * numberNode number is NaN or Infinity.\n */\nexport const radiansToDegrees = (numberNode, fallbackDegreeValue = 0) => {\n let { number, unit } = numberNode;\n if (!isFinite(number)) {\n number = fallbackDegreeValue;\n unit = 'deg';\n }\n else if (numberNode.unit === 'deg') {\n return numberNode;\n }\n const valueIsRadians = (unit === null || unit === 'rad') && number != null;\n const value = valueIsRadians ? number : 0;\n const degrees = value * 180 / Math.PI;\n return { type: 'number', number: degrees, unit: 'deg' };\n};\n/**\n * Converts a given length to meters. Currently supported input units are\n * meters, centimeters and millimeters.\n *\n * Also accepts a second argument that is a default value to use if the input\n * numberNode number is NaN or Infinity.\n */\nexport const lengthToBaseMeters = (numberNode, fallbackMeterValue = 0) => {\n let { number, unit } = numberNode;\n if (!isFinite(number)) {\n number = fallbackMeterValue;\n unit = 'm';\n }\n else if (numberNode.unit === 'm') {\n return numberNode;\n }\n let scale;\n switch (unit) {\n default:\n scale = 1;\n break;\n case 'cm':\n scale = 1 / 100;\n break;\n case 'mm':\n scale = 1 / 1000;\n break;\n }\n const value = scale * number;\n return { type: 'number', number: value, unit: 'm' };\n};\n/**\n * Normalizes the unit of a given input number so that it is expressed in a\n * preferred unit. For length nodes, the return value will be expressed in\n * meters. For angle nodes, the return value will be expressed in radians.\n *\n * Also takes a fallback number that is used when the number value is not a\n * valid number or when the unit of the given number cannot be normalized.\n */\nexport const normalizeUnit = (() => {\n const identity = (node) => node;\n const unitNormalizers = {\n 'rad': identity,\n 'deg': degreesToRadians,\n 'm': identity,\n 'mm': lengthToBaseMeters,\n 'cm': lengthToBaseMeters\n };\n return (node, fallback = ZERO) => {\n let { number, unit } = node;\n if (!isFinite(number)) {\n number = fallback.number;\n unit = fallback.unit;\n }\n if (unit == null) {\n return node;\n }\n const normalize = unitNormalizers[unit];\n if (normalize == null) {\n return fallback;\n }\n return normalize(node);\n };\n})();\n//# sourceMappingURL=conversions.js.map","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { Vector3 } from 'three';\nimport { CSS2DObject } from 'three/examples/jsm/renderers/CSS2DRenderer.js';\nimport { normalizeUnit } from '../styles/conversions.js';\nimport { parseExpressions } from '../styles/parsers.js';\n/**\n * The Hotspot object is a reference-counted slot. If decrement() returns true,\n * it should be removed from the tree so it can be garbage-collected.\n */\nexport class Hotspot extends CSS2DObject {\n constructor(config) {\n super(document.createElement('div'));\n this.normal = new Vector3(0, 1, 0);\n this.initialized = false;\n this.referenceCount = 1;\n this.pivot = document.createElement('div');\n this.slot = document.createElement('slot');\n this.element.classList.add('annotation-wrapper');\n this.slot.name = config.name;\n this.element.appendChild(this.pivot);\n this.pivot.appendChild(this.slot);\n this.updatePosition(config.position);\n this.updateNormal(config.normal);\n }\n get facingCamera() {\n return !this.element.classList.contains('hide');\n }\n /**\n * Sets the hotspot to be in the highly visible foreground state.\n */\n show() {\n if (!this.facingCamera || !this.initialized) {\n this.updateVisibility(true);\n }\n }\n /**\n * Sets the hotspot to be in the diminished background state.\n */\n hide() {\n if (this.facingCamera || !this.initialized) {\n this.updateVisibility(false);\n }\n }\n /**\n * Call this when adding elements to the same slot to keep track.\n */\n increment() {\n this.referenceCount++;\n }\n /**\n * Call this when removing elements from the slot; returns true when the slot\n * is unused.\n */\n decrement() {\n if (this.referenceCount > 0) {\n --this.referenceCount;\n }\n return this.referenceCount === 0;\n }\n /**\n * Change the position of the hotspot to the input string, in the same format\n * as the data-position attribute.\n */\n updatePosition(position) {\n if (position == null)\n return;\n const positionNodes = parseExpressions(position)[0].terms;\n for (let i = 0; i < 3; ++i) {\n this.position.setComponent(i, normalizeUnit(positionNodes[i]).number);\n }\n this.updateMatrixWorld();\n }\n /**\n * Change the hotspot's normal to the input string, in the same format as the\n * data-normal attribute.\n */\n updateNormal(normal) {\n if (normal == null)\n return;\n const normalNodes = parseExpressions(normal)[0].terms;\n for (let i = 0; i < 3; ++i) {\n this.normal.setComponent(i, normalizeUnit(normalNodes[i]).number);\n }\n }\n orient(radians) {\n this.pivot.style.transform = `rotate(${radians}rad)`;\n }\n updateVisibility(show) {\n // NOTE: IE11 doesn't support a second arg for classList.toggle\n if (show) {\n this.element.classList.remove('hide');\n }\n else {\n this.element.classList.add('hide');\n }\n // NOTE: ShadyDOM doesn't support slot.assignedElements, otherwise we could\n // use that here.\n this.slot.assignedNodes().forEach((node) => {\n if (node.nodeType !== Node.ELEMENT_NODE) {\n return;\n }\n const element = node;\n // Visibility attribute can be configured per-node in the hotspot:\n const visibilityAttribute = element.dataset.visibilityAttribute;\n if (visibilityAttribute != null) {\n const attributeName = `data-${visibilityAttribute}`;\n // NOTE: IE11 doesn't support toggleAttribute\n if (show) {\n element.setAttribute(attributeName, '');\n }\n else {\n element.removeAttribute(attributeName);\n }\n }\n element.dispatchEvent(new CustomEvent('hotspot-visibility', {\n detail: {\n visible: show,\n },\n }));\n });\n this.initialized = true;\n }\n}\n//# sourceMappingURL=Hotspot.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { Vector3 } from 'three';\n/**\n * Moves Three.js objects from one parent to another\n */\nexport const moveChildren = (from, to) => {\n while (from.children.length) {\n to.add(from.children.shift());\n }\n};\n/**\n * Performs a reduction across all the vertices of the input model and all its\n * children. The supplied function takes the reduced value and a vertex and\n * returns the newly reduced value. The value is initialized as zero.\n *\n * Adapted from Three.js, @see https://github.com/mrdoob/three.js/blob/7e0a78beb9317e580d7fa4da9b5b12be051c6feb/src/math/Box3.js#L241\n */\nexport const reduceVertices = (model, func, initialValue) => {\n let value = initialValue;\n const vertex = new Vector3();\n model.traverse((object) => {\n let i, l;\n object.updateWorldMatrix(false, false);\n const geometry = object.geometry;\n if (geometry !== undefined) {\n if (geometry.isGeometry) {\n const vertices = geometry.vertices;\n for (i = 0, l = vertices.length; i < l; i++) {\n vertex.copy(vertices[i]);\n vertex.applyMatrix4(object.matrixWorld);\n value = func(value, vertex);\n }\n }\n else if (geometry.isBufferGeometry) {\n const { position } = geometry.attributes;\n if (position !== undefined) {\n for (i = 0, l = position.count; i < l; i++) {\n vertex.fromBufferAttribute(position, i)\n .applyMatrix4(object.matrixWorld);\n value = func(value, vertex);\n }\n }\n }\n }\n });\n return value;\n};\n//# sourceMappingURL=ModelUtils.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { Box3, DirectionalLight, Mesh, PlaneBufferGeometry, ShadowMaterial, Vector3 } from 'three';\n// Nothing within Offset of the bottom of the scene casts a shadow\n// (this is to avoid having a baked-in shadow plane cast its own shadow).\nconst OFFSET = 0.002;\n// The softness [0, 1] of the shadow is mapped to a resolution between\n// 2^LOG_MAX_RESOLUTION and 2^LOG_MIN_RESOLUTION.\nconst LOG_MAX_RESOLUTION = 9;\nconst LOG_MIN_RESOLUTION = 6;\n// Animated models are not in general contained in their bounding box, as this\n// is calculated only for their resting pose. We create a cubic shadow volume\n// for animated models sized to their largest bounding box dimesion multiplied\n// by this scale factor.\nconst ANIMATION_SCALING = 2;\n/**\n * The Shadow class creates a shadow that fits a given scene and follows a\n * target. This shadow will follow the scene without any updates needed so long\n * as the shadow and scene are both parented to the same object (call it the\n * scene) and this scene is passed as the target parameter to the shadow's\n * constructor. We also must constrain the scene to motion within the horizontal\n * plane and call the setRotation() method whenever the scene's Y-axis rotation\n * changes. For motion outside of the horizontal plane, this.needsUpdate must be\n * set to true.\n *\n * The softness of the shadow is controlled by changing its resolution, making\n * softer shadows faster, but less precise.\n */\nexport class Shadow extends DirectionalLight {\n constructor(scene, softness, side) {\n super();\n this.shadowMaterial = new ShadowMaterial;\n this.boundingBox = new Box3;\n this.size = new Vector3;\n this.isAnimated = false;\n this.side = 'bottom';\n this.needsUpdate = false;\n // We use the light only to cast a shadow, not to light the scene.\n this.intensity = 0;\n this.castShadow = true;\n this.frustumCulled = false;\n this.floor = new Mesh(new PlaneBufferGeometry, this.shadowMaterial);\n this.floor.rotateX(-Math.PI / 2);\n this.floor.receiveShadow = true;\n this.floor.castShadow = false;\n this.floor.frustumCulled = false;\n this.add(this.floor);\n scene.target.add(this);\n this.target = scene.target;\n this.setScene(scene, softness, side);\n }\n /**\n * Update the shadow's size and position for a new scene. Softness is also\n * needed, as this controls the shadow's resolution.\n */\n setScene(scene, softness, side) {\n this.side = side;\n this.isAnimated = scene.animationNames.length > 0;\n this.boundingBox.copy(scene.boundingBox);\n this.size.copy(scene.size);\n if (this.side === 'back') {\n const { min, max } = this.boundingBox;\n [min.y, min.z] = [min.z, min.y];\n [max.y, max.z] = [max.z, max.y];\n [this.size.y, this.size.z] = [this.size.z, this.size.y];\n this.rotation.x = Math.PI / 2;\n this.rotation.y = Math.PI;\n }\n const { boundingBox, size } = this;\n if (this.isAnimated) {\n const maxDimension = Math.max(size.x, size.y, size.z) * ANIMATION_SCALING;\n size.y = maxDimension;\n boundingBox.expandByVector(size.subScalar(maxDimension).multiplyScalar(-0.5));\n boundingBox.max.y = boundingBox.min.y + maxDimension;\n size.set(maxDimension, maxDimension, maxDimension);\n }\n boundingBox.getCenter(this.floor.position);\n const shadowOffset = boundingBox.max.y + size.y * OFFSET;\n if (side === 'bottom') {\n this.position.y = shadowOffset;\n this.shadow.camera.up.set(0, 0, 1);\n }\n else {\n this.position.y = 0;\n this.position.z = shadowOffset;\n this.shadow.camera.up.set(0, 1, 0);\n }\n this.setSoftness(softness);\n }\n /**\n * Update the shadow's resolution based on softness (between 0 and 1). Should\n * not be called frequently, as this results in reallocation.\n */\n setSoftness(softness) {\n const resolution = Math.pow(2, LOG_MAX_RESOLUTION -\n softness * (LOG_MAX_RESOLUTION - LOG_MIN_RESOLUTION));\n this.setMapSize(resolution);\n }\n /**\n * Lower-level version of the above function.\n */\n setMapSize(maxMapSize) {\n const { camera, mapSize, map } = this.shadow;\n const { size, boundingBox } = this;\n if (map != null) {\n map.dispose();\n this.shadow.map = null;\n }\n if (this.isAnimated) {\n maxMapSize *= ANIMATION_SCALING;\n }\n const width = Math.floor(size.x > size.z ? maxMapSize : maxMapSize * size.x / size.z);\n const height = Math.floor(size.x > size.z ? maxMapSize * size.z / size.x : maxMapSize);\n mapSize.set(width, height);\n // These pads account for the softening radius around the shadow.\n const widthPad = 2.5 * size.x / width;\n const heightPad = 2.5 * size.z / height;\n camera.left = -boundingBox.max.x - widthPad;\n camera.right = -boundingBox.min.x + widthPad;\n camera.bottom = boundingBox.min.z - heightPad;\n camera.top = boundingBox.max.z + heightPad;\n this.setScaleAndOffset(camera.zoom, 0);\n this.shadow.updateMatrices(this);\n this.floor.scale.set(size.x + 2 * widthPad, size.z + 2 * heightPad, 1);\n this.needsUpdate = true;\n }\n /**\n * Set the shadow's intensity (0 to 1), which is just its opacity. Turns off\n * shadow rendering if zero.\n */\n setIntensity(intensity) {\n this.shadowMaterial.opacity = intensity;\n if (intensity > 0) {\n this.visible = true;\n this.floor.visible = true;\n }\n else {\n this.visible = false;\n this.floor.visible = false;\n }\n }\n getIntensity() {\n return this.shadowMaterial.opacity;\n }\n /**\n * The shadow does not rotate with its parent transforms, so the rotation must\n * be manually updated here if it rotates in world space. The input is its\n * absolute orientation about the Y-axis (other rotations are not supported).\n */\n setRotation(radiansY) {\n if (this.side !== 'bottom') {\n // We don't support rotation about a horizontal axis yet.\n this.shadow.updateMatrices(this);\n return;\n }\n this.shadow.camera.up.set(Math.sin(radiansY), 0, Math.cos(radiansY));\n this.shadow.updateMatrices(this);\n }\n /**\n * The scale is also not inherited from parents, so it must be set here in\n * accordance with any transforms. An offset can also be specified to move the\n * shadow vertically relative to the bottom of the scene. Positive is up, so\n * values are generally negative.\n */\n setScaleAndOffset(scale, offset) {\n const sizeY = this.size.y;\n const inverseScale = 1 / scale;\n // Floor plane is up slightly from the bottom of the bounding box to avoid\n // Z-fighting with baked-in shadows and to stay inside the shadow camera.\n const shadowOffset = sizeY * OFFSET;\n this.floor.position.y = 2 * shadowOffset - sizeY + offset * inverseScale;\n const { camera } = this.shadow;\n camera.zoom = scale;\n camera.near = 0;\n camera.far = sizeY * scale - offset;\n camera.projectionMatrix.makeOrthographic(camera.left * scale, camera.right * scale, camera.top * scale, camera.bottom * scale, camera.near, camera.far);\n camera.projectionMatrixInverse.copy(camera.projectionMatrix).invert();\n }\n}\n//# sourceMappingURL=Shadow.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { AnimationMixer, Box3, Matrix3, Object3D, PerspectiveCamera, Raycaster, Scene, Vector3 } from 'three';\nimport { USE_OFFSCREEN_CANVAS } from '../constants.js';\nimport { $renderer } from '../model-viewer-base.js';\nimport { Damper, SETTLING_TIME } from './Damper.js';\nimport { Hotspot } from './Hotspot.js';\nimport { reduceVertices } from './ModelUtils.js';\nimport { Shadow } from './Shadow.js';\nexport const IlluminationRole = {\n Primary: 'primary',\n Secondary: 'secondary'\n};\nexport const DEFAULT_FOV_DEG = 45;\nconst DEFAULT_HALF_FOV = (DEFAULT_FOV_DEG / 2) * Math.PI / 180;\nexport const SAFE_RADIUS_RATIO = Math.sin(DEFAULT_HALF_FOV);\nexport const DEFAULT_TAN_FOV = Math.tan(DEFAULT_HALF_FOV);\nconst view = new Vector3();\nconst target = new Vector3();\nconst normalWorld = new Vector3();\nconst raycaster = new Raycaster();\nconst vector3 = new Vector3();\n/**\n * A THREE.Scene object that takes a Model and CanvasHTMLElement and\n * constructs a framed scene based off of the canvas dimensions.\n * Provides lights and cameras to be used in a renderer.\n */\nexport class ModelScene extends Scene {\n constructor({ canvas, element, width, height }) {\n super();\n this.context = null;\n this.width = 1;\n this.height = 1;\n this.aspect = 1;\n this.isDirty = false;\n this.renderCount = 0;\n // These default camera values are never used, as they are reset once the\n // model is loaded and framing is computed.\n this.camera = new PerspectiveCamera(45, 1, 0.1, 100);\n this.url = null;\n this.target = new Object3D();\n this.modelContainer = new Object3D();\n this.animationNames = [];\n this.boundingBox = new Box3();\n this.size = new Vector3();\n this.idealCameraDistance = 0;\n this.fieldOfViewAspect = 0;\n this.framedFieldOfView = DEFAULT_FOV_DEG;\n this.shadow = null;\n this.shadowIntensity = 0;\n this.shadowSoftness = 1;\n this.exposure = 1;\n this.canScale = true;\n this.tightBounds = false;\n this.goalTarget = new Vector3();\n this.targetDamperX = new Damper();\n this.targetDamperY = new Damper();\n this.targetDamperZ = new Damper();\n this._currentGLTF = null;\n this.cancelPendingSourceChange = null;\n this.animationsByName = new Map();\n this.currentAnimationAction = null;\n this.name = 'ModelScene';\n this.element = element;\n this.canvas = canvas;\n // These default camera values are never used, as they are reset once the\n // model is loaded and framing is computed.\n this.camera = new PerspectiveCamera(45, 1, 0.1, 100);\n this.camera.name = 'MainCamera';\n this.activeCamera = this.camera;\n this.add(this.target);\n this.setSize(width, height);\n this.target.name = 'Target';\n this.modelContainer.name = 'ModelContainer';\n this.target.add(this.modelContainer);\n this.mixer = new AnimationMixer(this.modelContainer);\n }\n /**\n * Function to create the context lazily, as when there is only one\n * <model-viewer> element, the renderer's 3D context can be displayed\n * directly. This extra context is necessary to copy the renderings into when\n * there are more than one.\n */\n createContext() {\n if (USE_OFFSCREEN_CANVAS) {\n this.context = this.canvas.getContext('bitmaprenderer');\n }\n else {\n this.context = this.canvas.getContext('2d');\n }\n }\n /**\n * Pass in a THREE.Object3D to be controlled\n * by this model.\n */\n async setObject(model) {\n this.reset();\n this.modelContainer.add(model);\n await this.setupScene();\n }\n /**\n * Sets the model via URL.\n */\n async setSource(url, progressCallback) {\n if (!url || url === this.url) {\n if (progressCallback) {\n progressCallback(1);\n }\n return;\n }\n this.reset();\n this.url = url;\n // If we have pending work due to a previous source change in progress,\n // cancel it so that we do not incur a race condition:\n if (this.cancelPendingSourceChange != null) {\n this.cancelPendingSourceChange();\n this.cancelPendingSourceChange = null;\n }\n let gltf;\n try {\n gltf = await new Promise(async (resolve, reject) => {\n this.cancelPendingSourceChange = () => reject();\n try {\n const result = await this.element[$renderer].loader.load(url, this.element, progressCallback);\n resolve(result);\n }\n catch (error) {\n reject(error);\n }\n });\n }\n catch (error) {\n if (error == null) {\n // Loading was cancelled, so silently return\n return;\n }\n throw error;\n }\n this.reset();\n this.url = url;\n this._currentGLTF = gltf;\n if (gltf != null) {\n this.modelContainer.add(gltf.scene);\n }\n const { animations } = gltf;\n const animationsByName = new Map();\n const animationNames = [];\n for (const animation of animations) {\n animationsByName.set(animation.name, animation);\n animationNames.push(animation.name);\n }\n this.animations = animations;\n this.animationsByName = animationsByName;\n this.animationNames = animationNames;\n await this.setupScene();\n }\n async setupScene() {\n this.updateBoundingBox();\n let target = null;\n if (this.tightBounds === true) {\n await this.element.requestUpdate('cameraTarget');\n target = this.getTarget();\n }\n this.updateFraming(target);\n this.frameModel();\n this.setShadowIntensity(this.shadowIntensity);\n this.isDirty = true;\n this.dispatchEvent({ type: 'model-load', url: this.url });\n }\n reset() {\n this.url = null;\n const gltf = this._currentGLTF;\n // Remove all current children\n if (gltf != null) {\n for (const child of this.modelContainer.children) {\n this.modelContainer.remove(child);\n }\n gltf.dispose();\n this._currentGLTF = null;\n }\n if (this.currentAnimationAction != null) {\n this.currentAnimationAction.stop();\n this.currentAnimationAction = null;\n }\n this.mixer.stopAllAction();\n this.mixer.uncacheRoot(this);\n }\n get currentGLTF() {\n return this._currentGLTF;\n }\n /**\n * Updates the ModelScene for a new container size in CSS pixels.\n */\n setSize(width, height) {\n if (this.width === width && this.height === height) {\n return;\n }\n this.width = Math.max(width, 1);\n this.height = Math.max(height, 1);\n this.aspect = this.width / this.height;\n this.frameModel();\n this.isDirty = true;\n }\n updateBoundingBox() {\n this.target.remove(this.modelContainer);\n if (this.tightBounds === true) {\n const bound = (box, vertex) => {\n return box.expandByPoint(vertex);\n };\n this.boundingBox = reduceVertices(this.modelContainer, bound, new Box3());\n }\n else {\n this.boundingBox.setFromObject(this.modelContainer);\n }\n this.boundingBox.getSize(this.size);\n this.target.add(this.modelContainer);\n }\n /**\n * Calculates the idealCameraDistance and fieldOfViewAspect that allows the 3D\n * object to be framed tightly in a 2D window of any aspect ratio without\n * clipping at any camera orbit. The camera's center target point can be\n * optionally specified. If no center is specified, it defaults to the center\n * of the bounding box, which means asymmetric models will tend to be tight on\n * one side instead of both. Proper choice of center can correct this.\n */\n updateFraming(center = null) {\n this.target.remove(this.modelContainer);\n if (center == null) {\n center = this.boundingBox.getCenter(new Vector3);\n }\n const radiusSquared = (value, vertex) => {\n return Math.max(value, center.distanceToSquared(vertex));\n };\n const framedRadius = Math.sqrt(reduceVertices(this.modelContainer, radiusSquared, 0));\n this.idealCameraDistance = framedRadius / SAFE_RADIUS_RATIO;\n const horizontalFov = (value, vertex) => {\n vertex.sub(center);\n const radiusXZ = Math.sqrt(vertex.x * vertex.x + vertex.z * vertex.z);\n return Math.max(value, radiusXZ / (this.idealCameraDistance - Math.abs(vertex.y)));\n };\n this.fieldOfViewAspect =\n reduceVertices(this.modelContainer, horizontalFov, 0) / DEFAULT_TAN_FOV;\n this.target.add(this.modelContainer);\n }\n /**\n * Set's the framedFieldOfView based on the aspect ratio of the window in\n * order to keep the model fully visible at any camera orientation.\n */\n frameModel() {\n const vertical = DEFAULT_TAN_FOV * Math.max(1, this.fieldOfViewAspect / this.aspect);\n this.framedFieldOfView = 2 * Math.atan(vertical) * 180 / Math.PI;\n }\n /**\n * Returns the size of the corresponding canvas element.\n */\n getSize() {\n return { width: this.width, height: this.height };\n }\n /**\n * Returns the current camera.\n */\n getCamera() {\n return this.activeCamera;\n }\n /**\n * Sets the passed in camera to be used for rendering.\n */\n setCamera(camera) {\n this.activeCamera = camera;\n }\n /**\n * Sets the point in model coordinates the model should orbit/pivot around.\n */\n setTarget(modelX, modelY, modelZ) {\n this.goalTarget.set(-modelX, -modelY, -modelZ);\n }\n /**\n * Gets the point in model coordinates the model should orbit/pivot around.\n */\n getTarget() {\n return vector3.copy(this.goalTarget).multiplyScalar(-1);\n }\n /**\n * Shifts the model to the target point immediately instead of easing in.\n */\n jumpToGoal() {\n this.updateTarget(SETTLING_TIME);\n }\n /**\n * This should be called every frame with the frame delta to cause the target\n * to transition to its set point.\n */\n updateTarget(delta) {\n const goal = this.goalTarget;\n const target = this.target.position;\n if (!goal.equals(target)) {\n const radius = this.idealCameraDistance;\n let { x, y, z } = target;\n x = this.targetDamperX.update(x, goal.x, delta, radius);\n y = this.targetDamperY.update(y, goal.y, delta, radius);\n z = this.targetDamperZ.update(z, goal.z, delta, radius);\n this.target.position.set(x, y, z);\n this.target.updateMatrixWorld();\n this.setShadowRotation(this.yaw);\n this.isDirty = true;\n }\n }\n /**\n * Yaw the +z (front) of the model toward the indicated world coordinates.\n */\n pointTowards(worldX, worldZ) {\n const { x, z } = this.position;\n this.yaw = Math.atan2(worldX - x, worldZ - z);\n }\n /**\n * Yaw is the scene's orientation about the y-axis, around the rotation\n * center.\n */\n set yaw(radiansY) {\n this.rotation.y = radiansY;\n this.updateMatrixWorld(true);\n this.setShadowRotation(radiansY);\n this.isDirty = true;\n }\n get yaw() {\n return this.rotation.y;\n }\n set animationTime(value) {\n this.mixer.setTime(value);\n }\n get animationTime() {\n if (this.currentAnimationAction != null) {\n return this.currentAnimationAction.time;\n }\n return 0;\n }\n get duration() {\n if (this.currentAnimationAction != null &&\n this.currentAnimationAction.getClip()) {\n return this.currentAnimationAction.getClip().duration;\n }\n return 0;\n }\n get hasActiveAnimation() {\n return this.currentAnimationAction != null;\n }\n /**\n * Plays an animation if there are any associated with the current model.\n * Accepts an optional string name of an animation to play. If no name is\n * provided, or if no animation is found by the given name, always falls back\n * to playing the first animation.\n */\n playAnimation(name = null, crossfadeTime = 0) {\n if (this._currentGLTF == null) {\n return;\n }\n const { animations } = this;\n if (animations == null || animations.length === 0) {\n console.warn(`Cannot play animation (model does not have any animations)`);\n return;\n }\n let animationClip = null;\n if (name != null) {\n animationClip = this.animationsByName.get(name);\n }\n if (animationClip == null) {\n animationClip = animations[0];\n }\n try {\n const { currentAnimationAction: lastAnimationAction } = this;\n this.currentAnimationAction =\n this.mixer.clipAction(animationClip, this).play();\n this.currentAnimationAction.enabled = true;\n if (lastAnimationAction != null &&\n this.currentAnimationAction !== lastAnimationAction) {\n this.currentAnimationAction.crossFadeFrom(lastAnimationAction, crossfadeTime, false);\n }\n }\n catch (error) {\n console.error(error);\n }\n }\n stopAnimation() {\n if (this.currentAnimationAction != null) {\n this.currentAnimationAction.stop();\n this.currentAnimationAction.reset();\n this.currentAnimationAction = null;\n }\n this.mixer.stopAllAction();\n }\n updateAnimation(step) {\n this.mixer.update(step);\n }\n /**\n * Call if the object has been changed in such a way that the shadow's shape\n * has changed (not a rotation about the Y axis).\n */\n updateShadow() {\n const shadow = this.shadow;\n if (shadow != null) {\n const side = this.element.arPlacement === 'wall' ? 'back' : 'bottom';\n shadow.setScene(this, this.shadowSoftness, side);\n }\n }\n /**\n * Sets the shadow's intensity, lazily creating the shadow as necessary.\n */\n setShadowIntensity(shadowIntensity) {\n this.shadowIntensity = shadowIntensity;\n let shadow = this.shadow;\n const side = this.element.arPlacement === 'wall' ? 'back' : 'bottom';\n if (shadow != null) {\n shadow.setIntensity(shadowIntensity);\n shadow.setScene(this, this.shadowSoftness, side);\n }\n else if (shadowIntensity > 0) {\n shadow = new Shadow(this, this.shadowSoftness, side);\n shadow.setIntensity(shadowIntensity);\n this.shadow = shadow;\n }\n }\n /**\n * Sets the shadow's softness by mapping a [0, 1] softness parameter to the\n * shadow's resolution. This involves reallocation, so it should not be\n * changed frequently. Softer shadows are cheaper to render.\n */\n setShadowSoftness(softness) {\n this.shadowSoftness = softness;\n const shadow = this.shadow;\n if (shadow != null) {\n shadow.setSoftness(softness);\n }\n }\n /**\n * The shadow must be rotated manually to match any global rotation applied to\n * this model. The input is the global orientation about the Y axis.\n */\n setShadowRotation(radiansY) {\n const shadow = this.shadow;\n if (shadow != null) {\n shadow.setRotation(radiansY);\n }\n }\n /**\n * Call to check if the shadow needs an updated render; returns true if an\n * update is needed and resets the state.\n */\n isShadowDirty() {\n const shadow = this.shadow;\n if (shadow == null) {\n return false;\n }\n else {\n const { needsUpdate } = shadow;\n shadow.needsUpdate = false;\n return needsUpdate;\n }\n }\n /**\n * Shift the floor vertically from the bottom of the model's bounding box by\n * offset (should generally be negative).\n */\n setShadowScaleAndOffset(scale, offset) {\n const shadow = this.shadow;\n if (shadow != null) {\n shadow.setScaleAndOffset(scale, offset);\n }\n }\n /**\n * This method returns the world position and model-space normal of the point\n * on the mesh corresponding to the input pixel coordinates given relative to\n * the model-viewer element. If the mesh is not hit, the result is null.\n */\n positionAndNormalFromPoint(pixelPosition, object = this) {\n raycaster.setFromCamera(pixelPosition, this.getCamera());\n const hits = raycaster.intersectObject(object, true);\n if (hits.length === 0) {\n return null;\n }\n const hit = hits[0];\n if (hit.face == null) {\n return null;\n }\n hit.face.normal.applyNormalMatrix(new Matrix3().getNormalMatrix(hit.object.matrixWorld));\n return { position: hit.point, normal: hit.face.normal };\n }\n /**\n * The following methods are for operating on the set of Hotspot objects\n * attached to the scene. These come from DOM elements, provided to slots by\n * the Annotation Mixin.\n */\n addHotspot(hotspot) {\n this.target.add(hotspot);\n }\n removeHotspot(hotspot) {\n this.target.remove(hotspot);\n }\n /**\n * Helper method to apply a function to all hotspots.\n */\n forHotspots(func) {\n const { children } = this.target;\n for (let i = 0, l = children.length; i < l; i++) {\n const hotspot = children[i];\n if (hotspot instanceof Hotspot) {\n func(hotspot);\n }\n }\n }\n /**\n * Update the CSS visibility of the hotspots based on whether their normals\n * point toward the camera.\n */\n updateHotspots(viewerPosition) {\n this.forHotspots((hotspot) => {\n view.copy(viewerPosition);\n target.setFromMatrixPosition(hotspot.matrixWorld);\n view.sub(target);\n normalWorld.copy(hotspot.normal)\n .transformDirection(this.target.matrixWorld);\n if (view.dot(normalWorld) < 0) {\n hotspot.hide();\n }\n else {\n hotspot.show();\n }\n });\n }\n /**\n * Rotate all hotspots to an absolute orientation given by the input number of\n * radians. Zero returns them to upright.\n */\n orientHotspots(radians) {\n this.forHotspots((hotspot) => {\n hotspot.orient(radians);\n });\n }\n /**\n * Set the rendering visibility of all hotspots. This is used to hide them\n * during transitions and such.\n */\n setHotspotsVisibility(visible) {\n this.forHotspots((hotspot) => {\n hotspot.visible = visible;\n });\n }\n}\n//# sourceMappingURL=ModelScene.js.map","/**\n * This class generates custom mipmaps for a roughness map by encoding the lost variation in the\n * normal map mip levels as increased roughness in the corresponding roughness mip levels. This\n * helps with rendering accuracy for MeshStandardMaterial, and also helps with anti-aliasing when\n * using PMREM. If the normal map is larger than the roughness map, the roughness map will be\n * enlarged to match the dimensions of the normal map.\n */\n\nimport {\n\tMathUtils,\n\tMesh,\n\tNoBlending,\n\tOrthographicCamera,\n\tPlaneGeometry,\n\tRawShaderMaterial,\n\tVector2,\n\tWebGLRenderTarget\n} from '../../../build/three.module.js';\n\nvar _mipmapMaterial = _getMipmapMaterial();\n\nvar _mesh = new Mesh( new PlaneGeometry( 2, 2 ), _mipmapMaterial );\n\nvar _flatCamera = new OrthographicCamera( 0, 1, 0, 1, 0, 1 );\n\nvar _tempTarget = null;\n\nvar _renderer = null;\n\nfunction RoughnessMipmapper( renderer ) {\n\n\t_renderer = renderer;\n\n\t_renderer.compile( _mesh, _flatCamera );\n\n}\n\nRoughnessMipmapper.prototype = {\n\n\tconstructor: RoughnessMipmapper,\n\n\tgenerateMipmaps: function ( material ) {\n\n\t\tif ( 'roughnessMap' in material === false ) return;\n\n\t\tvar { roughnessMap, normalMap } = material;\n\n\t\tif ( roughnessMap === null || normalMap === null || ! roughnessMap.generateMipmaps || material.userData.roughnessUpdated ) return;\n\n\t\tmaterial.userData.roughnessUpdated = true;\n\n\t\tvar width = Math.max( roughnessMap.image.width, normalMap.image.width );\n\n\t\tvar height = Math.max( roughnessMap.image.height, normalMap.image.height );\n\n\t\tif ( ! MathUtils.isPowerOfTwo( width ) || ! MathUtils.isPowerOfTwo( height ) ) return;\n\n\t\tvar oldTarget = _renderer.getRenderTarget();\n\n\t\tvar autoClear = _renderer.autoClear;\n\n\t\t_renderer.autoClear = false;\n\n\t\tif ( _tempTarget === null || _tempTarget.width !== width || _tempTarget.height !== height ) {\n\n\t\t\tif ( _tempTarget !== null ) _tempTarget.dispose();\n\n\t\t\t_tempTarget = new WebGLRenderTarget( width, height, { depthBuffer: false } );\n\n\t\t\t_tempTarget.scissorTest = true;\n\n\t\t}\n\n\t\tif ( width !== roughnessMap.image.width || height !== roughnessMap.image.height ) {\n\n\t\t\tvar params = {\n\t\t\t\twrapS: roughnessMap.wrapS,\n\t\t\t\twrapT: roughnessMap.wrapT,\n\t\t\t\tmagFilter: roughnessMap.magFilter,\n\t\t\t\tminFilter: roughnessMap.minFilter,\n\t\t\t\tdepthBuffer: false\n\t\t\t};\n\n\t\t\tvar newRoughnessTarget = new WebGLRenderTarget( width, height, params );\n\n\t\t\tnewRoughnessTarget.texture.generateMipmaps = true;\n\n\t\t\t// Setting the render target causes the memory to be allocated.\n\n\t\t\t_renderer.setRenderTarget( newRoughnessTarget );\n\n\t\t\tmaterial.roughnessMap = newRoughnessTarget.texture;\n\n\t\t\tif ( material.metalnessMap == roughnessMap ) material.metalnessMap = material.roughnessMap;\n\n\t\t\tif ( material.aoMap == roughnessMap ) material.aoMap = material.roughnessMap;\n\n\t\t}\n\n\t\t_mipmapMaterial.uniforms.roughnessMap.value = roughnessMap;\n\n\t\t_mipmapMaterial.uniforms.normalMap.value = normalMap;\n\n\t\tvar position = new Vector2( 0, 0 );\n\n\t\tvar texelSize = _mipmapMaterial.uniforms.texelSize.value;\n\n\t\tfor ( var mip = 0; width >= 1 && height >= 1; ++ mip, width /= 2, height /= 2 ) {\n\n\t\t\t// Rendering to a mip level is not allowed in webGL1. Instead we must set\n\t\t\t// up a secondary texture to write the result to, then copy it back to the\n\t\t\t// proper mipmap level.\n\n\t\t\ttexelSize.set( 1.0 / width, 1.0 / height );\n\n\t\t\tif ( mip == 0 ) texelSize.set( 0.0, 0.0 );\n\n\t\t\t_tempTarget.viewport.set( position.x, position.y, width, height );\n\n\t\t\t_tempTarget.scissor.set( position.x, position.y, width, height );\n\n\t\t\t_renderer.setRenderTarget( _tempTarget );\n\n\t\t\t_renderer.render( _mesh, _flatCamera );\n\n\t\t\t_renderer.copyFramebufferToTexture( position, material.roughnessMap, mip );\n\n\t\t\t_mipmapMaterial.uniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( roughnessMap !== material.roughnessMap ) roughnessMap.dispose();\n\n\t\t_renderer.setRenderTarget( oldTarget );\n\n\t\t_renderer.autoClear = autoClear;\n\n\t},\n\n\tdispose: function () {\n\n\t\t_mipmapMaterial.dispose();\n\n\t\t_mesh.geometry.dispose();\n\n\t\tif ( _tempTarget != null ) _tempTarget.dispose();\n\n\t}\n\n};\n\nfunction _getMipmapMaterial() {\n\n\tvar shaderMaterial = new RawShaderMaterial( {\n\n\t\tuniforms: {\n\t\t\troughnessMap: { value: null },\n\t\t\tnormalMap: { value: null },\n\t\t\ttexelSize: { value: new Vector2( 1, 1 ) }\n\t\t},\n\n\t\tvertexShader: /* glsl */`\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tattribute vec3 position;\n\t\t\tattribute vec2 uv;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tvoid main() {\n\n\t\t\t\tvUv = uv;\n\n\t\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n\t\tfragmentShader: /* glsl */`\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tuniform sampler2D roughnessMap;\n\t\t\tuniform sampler2D normalMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\n\t\t\tvec4 envMapTexelToLinear( vec4 a ) { return a; }\n\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tfloat roughnessToVariance( float roughness ) {\n\n\t\t\t\tfloat variance = 0.0;\n\n\t\t\t\tif ( roughness >= r1 ) {\n\n\t\t\t\t\tvariance = ( r0 - roughness ) * ( v1 - v0 ) / ( r0 - r1 ) + v0;\n\n\t\t\t\t} else if ( roughness >= r4 ) {\n\n\t\t\t\t\tvariance = ( r1 - roughness ) * ( v4 - v1 ) / ( r1 - r4 ) + v1;\n\n\t\t\t\t} else if ( roughness >= r5 ) {\n\n\t\t\t\t\tvariance = ( r4 - roughness ) * ( v5 - v4 ) / ( r4 - r5 ) + v4;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfloat roughness2 = roughness * roughness;\n\n\t\t\t\t\tvariance = 1.79 * roughness2 * roughness2;\n\n\t\t\t\t}\n\n\t\t\t\treturn variance;\n\n\t\t\t}\n\n\t\t\tfloat varianceToRoughness( float variance ) {\n\n\t\t\t\tfloat roughness = 0.0;\n\n\t\t\t\tif ( variance >= v1 ) {\n\n\t\t\t\t\troughness = ( v0 - variance ) * ( r1 - r0 ) / ( v0 - v1 ) + r0;\n\n\t\t\t\t} else if ( variance >= v4 ) {\n\n\t\t\t\t\troughness = ( v1 - variance ) * ( r4 - r1 ) / ( v1 - v4 ) + r1;\n\n\t\t\t\t} else if ( variance >= v5 ) {\n\n\t\t\t\t\troughness = ( v4 - variance ) * ( r5 - r4 ) / ( v4 - v5 ) + r4;\n\n\t\t\t\t} else {\n\n\t\t\t\t\troughness = pow( 0.559 * variance, 0.25 ); // 0.559 = 1.0 / 1.79\n\n\t\t\t\t}\n\n\t\t\t\treturn roughness;\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = texture2D( roughnessMap, vUv, - 1.0 );\n\n\t\t\t\tif ( texelSize.x == 0.0 ) return;\n\n\t\t\t\tfloat roughness = gl_FragColor.g;\n\n\t\t\t\tfloat variance = roughnessToVariance( roughness );\n\n\t\t\t\tvec3 avgNormal;\n\n\t\t\t\tfor ( float x = - 1.0; x < 2.0; x += 2.0 ) {\n\n\t\t\t\t\tfor ( float y = - 1.0; y < 2.0; y += 2.0 ) {\n\n\t\t\t\t\t\tvec2 uv = vUv + vec2( x, y ) * 0.25 * texelSize;\n\n\t\t\t\t\t\tavgNormal += normalize( texture2D( normalMap, uv, - 1.0 ).xyz - 0.5 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tvariance += 1.0 - 0.25 * length( avgNormal );\n\n\t\t\t\tgl_FragColor.g = varianceToRoughness( variance );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\tshaderMaterial.type = 'RoughnessMipmapper';\n\n\treturn shaderMaterial;\n\n}\n\nexport { RoughnessMipmapper };\n","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { HAS_WEBXR_DEVICE_API, HAS_WEBXR_HIT_TEST_API, IS_WEBXR_AR_CANDIDATE } from './constants.js';\nexport const deserializeUrl = (url) => (!!url && url !== 'null') ? toFullUrl(url) : null;\nexport const assertIsArCandidate = () => {\n if (IS_WEBXR_AR_CANDIDATE) {\n return;\n }\n const missingApis = [];\n if (!HAS_WEBXR_DEVICE_API) {\n missingApis.push('WebXR Device API');\n }\n if (!HAS_WEBXR_HIT_TEST_API) {\n missingApis.push('WebXR Hit Test API');\n }\n throw new Error(`The following APIs are required for AR, but are missing in this browser: ${missingApis.join(', ')}`);\n};\n/**\n * Converts a partial URL string to a fully qualified URL string.\n *\n * @param {String} url\n * @return {String}\n */\nexport const toFullUrl = (partialUrl) => {\n const url = new URL(partialUrl, window.location.toString());\n return url.toString();\n};\n/**\n * Returns a throttled version of a given function that is only invoked at most\n * once within a given threshold of time in milliseconds.\n *\n * The throttled version of the function has a \"flush\" property that resets the\n * threshold for cases when immediate invokation is desired.\n */\nexport const throttle = (fn, ms) => {\n let timer = null;\n const throttled = (...args) => {\n if (timer != null) {\n return;\n }\n fn(...args);\n timer = self.setTimeout(() => timer = null, ms);\n };\n throttled.flush = () => {\n if (timer != null) {\n self.clearTimeout(timer);\n timer = null;\n }\n };\n return throttled;\n};\nexport const debounce = (fn, ms) => {\n let timer = null;\n return (...args) => {\n if (timer != null) {\n self.clearTimeout(timer);\n }\n timer = self.setTimeout(() => {\n timer = null;\n fn(...args);\n }, ms);\n };\n};\n/**\n * @param {Number} edge\n * @param {Number} value\n * @return {Number} 0 if value is less than edge, otherwise 1\n */\nexport const step = (edge, value) => {\n return value < edge ? 0 : 1;\n};\n/**\n * @param {Number} value\n * @param {Number} lowerLimit\n * @param {Number} upperLimit\n * @return {Number} value clamped within lowerLimit..upperLimit\n */\nexport const clamp = (value, lowerLimit, upperLimit) => Math.max(lowerLimit, Math.min(upperLimit, value));\n// The DPR we use for a \"capped\" scenario (see resolveDpr below):\nexport const CAPPED_DEVICE_PIXEL_RATIO = 1;\n/**\n * This helper analyzes the layout of the current page to decide if we should\n * use the natural device pixel ratio, or a capped value.\n *\n * We cap DPR if there is no meta viewport (suggesting that user is not\n * consciously specifying how to scale the viewport relative to the device\n * screen size).\n *\n * The rationale is that this condition typically leads to a pathological\n * outcome on mobile devices. When the window dimensions are scaled up on a\n * device with a high DPR, we create a canvas that is much larger than\n * appropriate to accomodate for the pixel density if we naively use the\n * reported DPR.\n *\n * This value needs to be measured in real time, as device pixel ratio can\n * change over time (e.g., when a user zooms the page). Also, in some cases\n * (such as Firefox on Android), the window's innerWidth is initially reported\n * as the same as the screen's availWidth but changes later.\n *\n * A user who specifies a meta viewport, thereby consciously creating scaling\n * conditions where <model-viewer> is slow, will be encouraged to live their\n * best life.\n */\nexport const resolveDpr = (() => {\n // If true, implies that the user is conscious of the viewport scaling\n // relative to the device screen size.\n const HAS_META_VIEWPORT_TAG = (() => {\n const metas = document.head != null ?\n Array.from(document.head.querySelectorAll('meta')) :\n [];\n for (const meta of metas) {\n if (meta.name === 'viewport') {\n return true;\n }\n }\n return false;\n })();\n if (!HAS_META_VIEWPORT_TAG) {\n console.warn('No <meta name=\"viewport\"> detected; <model-viewer> will cap pixel density at 1.');\n }\n return () => HAS_META_VIEWPORT_TAG ? window.devicePixelRatio :\n CAPPED_DEVICE_PIXEL_RATIO;\n})();\n/**\n * Debug mode is enabled when one of the two following conditions is true:\n *\n * 1. A 'model-viewer-debug-mode' query parameter is present in the current\n * search string\n * 2. There is a global object ModelViewerElement with a debugMode property set\n * to true\n */\nexport const isDebugMode = (() => {\n const debugQueryParameterName = 'model-viewer-debug-mode';\n const debugQueryParameter = new RegExp(`[\\?&]${debugQueryParameterName}(&|$)`);\n return () => (self.ModelViewerElement &&\n self.ModelViewerElement.debugMode) ||\n (self.location && self.location.search &&\n self.location.search.match(debugQueryParameter));\n})();\n/**\n * Returns the first key in a Map in iteration order.\n *\n * NOTE(cdata): This is necessary because IE11 does not implement iterator\n * methods of Map, and polymer-build does not polyfill these methods for\n * compatibility and performance reasons. This helper proposes that it is\n * a reasonable compromise to sacrifice a very small amount of runtime\n * performance in IE11 for the sake of code clarity.\n */\nexport const getFirstMapKey = (map) => {\n if (map.keys != null) {\n return map.keys().next().value || null;\n }\n let firstKey = null;\n try {\n map.forEach((_value, key, _map) => {\n firstKey = key;\n // Stop iterating the Map with forEach:\n throw new Error();\n });\n }\n catch (_error) {\n }\n return firstKey;\n};\nexport const timePasses = (ms = 0) => new Promise(resolve => setTimeout(resolve, ms));\n/**\n * @param {EventTarget|EventDispatcher} target\n * @param {string} eventName\n * @param {?Function} predicate\n */\nexport const waitForEvent = (target, eventName, predicate = null) => new Promise(resolve => {\n function handler(event) {\n if (!predicate || predicate(event)) {\n resolve(event);\n target.removeEventListener(eventName, handler);\n }\n }\n target.addEventListener(eventName, handler);\n});\n//# sourceMappingURL=utilities.js.map","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { BufferGeometry, DoubleSide, Float32BufferAttribute, Mesh, PlaneBufferGeometry, Vector2 } from 'three';\nimport { Damper } from './Damper.js';\nconst RADIUS = 0.2;\nconst LINE_WIDTH = 0.03;\nconst MAX_OPACITY = 0.75;\nconst SEGMENTS = 12;\nconst DELTA_PHI = Math.PI / (2 * SEGMENTS);\nconst vector2 = new Vector2();\n/**\n * Adds a quarter-annulus of vertices to the array, centered on cornerX,\n * cornerY.\n */\nconst addCorner = (vertices, cornerX, cornerY) => {\n let phi = cornerX > 0 ? (cornerY > 0 ? 0 : -Math.PI / 2) :\n (cornerY > 0 ? Math.PI / 2 : Math.PI);\n for (let i = 0; i <= SEGMENTS; ++i) {\n vertices.push(cornerX + (RADIUS - LINE_WIDTH) * Math.cos(phi), cornerY + (RADIUS - LINE_WIDTH) * Math.sin(phi), 0, cornerX + RADIUS * Math.cos(phi), cornerY + RADIUS * Math.sin(phi), 0);\n phi += DELTA_PHI;\n }\n};\n/**\n * This class is a set of two coincident planes. The first is just a cute box\n * outline with rounded corners and damped opacity to indicate the floor extents\n * of a scene. It is purposely larger than the scene's bounding box by RADIUS on\n * all sides so that small scenes are still visible / selectable. Its center is\n * actually carved out by vertices to ensure its fragment shader doesn't add\n * much time.\n *\n * The child plane is a simple plane with the same extents for use in hit\n * testing (translation is triggered when the touch hits the plane, rotation\n * otherwise).\n */\nexport class PlacementBox extends Mesh {\n constructor(scene, side) {\n const geometry = new BufferGeometry();\n const triangles = [];\n const vertices = [];\n const { size, boundingBox } = scene;\n const x = size.x / 2;\n const y = (side === 'back' ? size.y : size.z) / 2;\n addCorner(vertices, x, y);\n addCorner(vertices, -x, y);\n addCorner(vertices, -x, -y);\n addCorner(vertices, x, -y);\n const numVertices = vertices.length / 3;\n for (let i = 0; i < numVertices - 2; i += 2) {\n triangles.push(i, i + 1, i + 3, i, i + 3, i + 2);\n }\n const i = numVertices - 2;\n triangles.push(i, i + 1, 1, i, 1, 0);\n geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n geometry.setIndex(triangles);\n super(geometry);\n this.side = side;\n const material = this.material;\n material.side = DoubleSide;\n material.transparent = true;\n material.opacity = 0;\n this.goalOpacity = 0;\n this.opacityDamper = new Damper();\n this.hitPlane =\n new Mesh(new PlaneBufferGeometry(2 * (x + RADIUS), 2 * (y + RADIUS)));\n this.hitPlane.visible = false;\n this.add(this.hitPlane);\n boundingBox.getCenter(this.position);\n switch (side) {\n case 'bottom':\n this.rotateX(-Math.PI / 2);\n this.shadowHeight = boundingBox.min.y;\n this.position.y = this.shadowHeight;\n break;\n case 'back':\n this.shadowHeight = boundingBox.min.z;\n this.position.z = this.shadowHeight;\n }\n scene.target.add(this);\n }\n /**\n * Get the world hit position if the touch coordinates hit the box, and null\n * otherwise. Pass the scene in to get access to its raycaster.\n */\n getHit(scene, screenX, screenY) {\n vector2.set(screenX, -screenY);\n this.hitPlane.visible = true;\n const hitResult = scene.positionAndNormalFromPoint(vector2, this.hitPlane);\n this.hitPlane.visible = false;\n return hitResult == null ? null : hitResult.position;\n }\n /**\n * Offset the height of the box relative to the bottom of the scene. Positive\n * is up, so generally only negative values are used.\n */\n set offsetHeight(offset) {\n if (this.side === 'back') {\n this.position.z = this.shadowHeight + offset;\n }\n else {\n this.position.y = this.shadowHeight + offset;\n }\n }\n get offsetHeight() {\n if (this.side === 'back') {\n return this.position.z - this.shadowHeight;\n }\n else {\n return this.position.y - this.shadowHeight;\n }\n }\n /**\n * Set the box's visibility; it will fade in and out.\n */\n set show(visible) {\n this.goalOpacity = visible ? MAX_OPACITY : 0;\n }\n /**\n * Call on each frame with the frame delta to fade the box.\n */\n updateOpacity(delta) {\n const material = this.material;\n material.opacity =\n this.opacityDamper.update(material.opacity, this.goalOpacity, delta, 1);\n this.visible = material.opacity > 0;\n }\n /**\n * Call this to clean up Three's cache when you remove the box.\n */\n dispose() {\n const { geometry, material } = this.hitPlane;\n geometry.dispose();\n material.dispose();\n this.geometry.dispose();\n this.material.dispose();\n }\n}\n//# sourceMappingURL=PlacementBox.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport '../types/webxr.js';\nimport { EventDispatcher, Matrix4, PerspectiveCamera, Ray, Vector3 } from 'three';\nimport { $onResize } from '../model-viewer-base.js';\nimport { assertIsArCandidate } from '../utilities.js';\nimport { Damper } from './Damper.js';\nimport { PlacementBox } from './PlacementBox.js';\n// AR shadow is not user-configurable. This is to pave the way for AR lighting\n// estimation, which will be used once available in WebXR.\nconst AR_SHADOW_INTENSITY = 0.3;\nconst ROTATION_RATE = 1.5;\n// Angle down (towards bottom of screen) from camera center ray to use for hit\n// testing against the floor. This makes placement faster and more intuitive\n// assuming the phone is in portrait mode. This seems to be a reasonable\n// assumption for the start of the session and UI will lack landscape mode to\n// encourage upright use.\nconst HIT_ANGLE_DEG = 20;\n// Slow down the dampers for initial placement.\nconst INTRO_DAMPER_RATE = 0.4;\nconst SCALE_SNAP_HIGH = 1.2;\nconst SCALE_SNAP_LOW = 1 / SCALE_SNAP_HIGH;\n// For automatic dynamic viewport scaling, don't let the scale drop below this\n// limit.\nconst MIN_VIEWPORT_SCALE = 0.25;\nexport const ARStatus = {\n NOT_PRESENTING: 'not-presenting',\n SESSION_STARTED: 'session-started',\n OBJECT_PLACED: 'object-placed',\n FAILED: 'failed'\n};\nconst vector3 = new Vector3();\nconst matrix4 = new Matrix4();\nconst hitPosition = new Vector3();\nexport class ARRenderer extends EventDispatcher {\n constructor(renderer) {\n super();\n this.renderer = renderer;\n this.camera = new PerspectiveCamera();\n this.currentSession = null;\n this.placeOnWall = false;\n this.placementBox = null;\n this.lastTick = null;\n this.turntableRotation = null;\n this.oldShadowIntensity = null;\n this.oldBackground = null;\n this.rafId = null;\n this.refSpace = null;\n this.viewerRefSpace = null;\n this.frame = null;\n this.initialHitSource = null;\n this.transientHitTestSource = null;\n this.inputSource = null;\n this._presentedScene = null;\n this.resolveCleanup = null;\n this.exitWebXRButtonContainer = null;\n this.initialModelToWorld = null;\n this.initialized = false;\n this.oldTarget = new Vector3();\n this.placementComplete = false;\n this.isTranslating = false;\n this.isRotating = false;\n this.isScaling = false;\n this.lastDragPosition = new Vector3();\n this.lastScalar = 0;\n this.goalPosition = new Vector3();\n this.goalYaw = 0;\n this.goalScale = 1;\n this.xDamper = new Damper();\n this.yDamper = new Damper();\n this.zDamper = new Damper();\n this.yawDamper = new Damper();\n this.scaleDamper = new Damper();\n this.damperRate = 1;\n this.onExitWebXRButtonContainerClick = () => this.stopPresenting();\n this.onUpdateScene = () => {\n if (this.placementBox != null && this.isPresenting) {\n this.placementBox.dispose();\n this.placementBox = new PlacementBox(this.presentedScene, this.placeOnWall ? 'back' : 'bottom');\n }\n };\n this.onSelectStart = (event) => {\n const hitSource = this.transientHitTestSource;\n if (hitSource == null) {\n return;\n }\n const fingers = this.frame.getHitTestResultsForTransientInput(hitSource);\n const scene = this.presentedScene;\n const box = this.placementBox;\n if (fingers.length === 1) {\n this.inputSource = event.inputSource;\n const { axes } = this.inputSource.gamepad;\n const hitPosition = box.getHit(this.presentedScene, axes[0], axes[1]);\n box.show = true;\n if (hitPosition != null) {\n this.isTranslating = true;\n this.lastDragPosition.copy(hitPosition);\n }\n else if (this.placeOnWall === false) {\n this.isRotating = true;\n this.lastScalar = axes[0];\n }\n }\n else if (fingers.length === 2 && scene.canScale) {\n box.show = true;\n this.isScaling = true;\n this.lastScalar = this.fingerSeparation(fingers) / scene.scale.x;\n }\n };\n this.onSelectEnd = () => {\n this.isTranslating = false;\n this.isRotating = false;\n this.isScaling = false;\n this.inputSource = null;\n this.goalPosition.y +=\n this.placementBox.offsetHeight * this.presentedScene.scale.x;\n this.placementBox.show = false;\n };\n this.threeRenderer = renderer.threeRenderer;\n // Turn this off, as the matrix is set directly from webXR rather than using\n // postion, rotation, scale.\n this.camera.matrixAutoUpdate = false;\n }\n async resolveARSession(scene) {\n assertIsArCandidate();\n const session = await navigator.xr.requestSession('immersive-ar', {\n requiredFeatures: ['hit-test'],\n optionalFeatures: ['dom-overlay'],\n domOverlay: { root: scene.element.shadowRoot.querySelector('div.default') }\n });\n const gl = this.threeRenderer.getContext();\n // `makeXRCompatible` replaced `setCompatibleXRDevice` in Chrome M73 @TODO\n // #293, handle WebXR API changes. WARNING: this can cause a GL context\n // loss according to the spec, though current implementations don't do so.\n await gl.makeXRCompatible();\n session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl, { alpha: true }) });\n // The render state update takes effect on the next animation frame. Wait\n // for it so that we get a framebuffer.\n let waitForXRAnimationFrame = new Promise((resolve, _reject) => {\n session.requestAnimationFrame(() => resolve());\n });\n await waitForXRAnimationFrame;\n scene.element[$onResize](window.screen);\n const { framebuffer, framebufferWidth, framebufferHeight } = session.renderState.baseLayer;\n // Redirect rendering to the WebXR offscreen framebuffer.\n // TODO: this method should be added to three.js's exported interface.\n this.threeRenderer.setFramebuffer(framebuffer);\n this.threeRenderer.setPixelRatio(1);\n this.threeRenderer.setSize(framebufferWidth, framebufferHeight, false);\n const exitButton = scene.element.shadowRoot.querySelector('.slot.exit-webxr-ar-button');\n exitButton.classList.add('enabled');\n exitButton.addEventListener('click', this.onExitWebXRButtonContainerClick);\n this.exitWebXRButtonContainer = exitButton;\n return session;\n }\n /**\n * The currently presented scene, if any\n */\n get presentedScene() {\n return this._presentedScene;\n }\n /**\n * Resolves to true if the renderer has detected all the necessary qualities\n * to support presentation in AR.\n */\n async supportsPresentation() {\n try {\n assertIsArCandidate();\n return await navigator.xr.isSessionSupported('immersive-ar');\n }\n catch (error) {\n return false;\n }\n }\n /**\n * Present a scene in AR\n */\n async present(scene) {\n if (this.isPresenting) {\n console.warn('Cannot present while a model is already presenting');\n }\n let waitForAnimationFrame = new Promise((resolve, _reject) => {\n requestAnimationFrame(() => resolve());\n });\n scene.setHotspotsVisibility(false);\n scene.isDirty = true;\n // Render a frame to turn off the hotspots\n await waitForAnimationFrame;\n // This sets isPresenting to true\n this._presentedScene = scene;\n const currentSession = await this.resolveARSession(scene);\n currentSession.addEventListener('end', () => {\n this.postSessionCleanup();\n }, { once: true });\n this.refSpace = await currentSession.requestReferenceSpace('local');\n this.viewerRefSpace = await currentSession.requestReferenceSpace('viewer');\n scene.setCamera(this.camera);\n this.initialized = false;\n this.damperRate = INTRO_DAMPER_RATE;\n this.turntableRotation = scene.yaw;\n scene.yaw = 0;\n this.goalYaw = 0;\n this.goalScale = 1;\n this.oldBackground = scene.background;\n scene.background = null;\n this.oldShadowIntensity = scene.shadowIntensity;\n scene.setShadowIntensity(0);\n this.oldTarget.copy(scene.getTarget());\n scene.addEventListener('model-load', this.onUpdateScene);\n const radians = HIT_ANGLE_DEG * Math.PI / 180;\n const ray = this.placeOnWall === true ?\n undefined :\n new XRRay(new DOMPoint(0, 0, 0), { x: 0, y: -Math.sin(radians), z: -Math.cos(radians) });\n currentSession\n .requestHitTestSource({ space: this.viewerRefSpace, offsetRay: ray })\n .then(hitTestSource => {\n this.initialHitSource = hitTestSource;\n });\n this.currentSession = currentSession;\n this.placementBox =\n new PlacementBox(scene, this.placeOnWall ? 'back' : 'bottom');\n this.placementComplete = false;\n this.lastTick = performance.now();\n // Start the event loop.\n this.tick();\n }\n /**\n * If currently presenting a scene in AR, stops presentation and exits AR.\n */\n async stopPresenting() {\n if (!this.isPresenting) {\n return;\n }\n const cleanupPromise = new Promise((resolve) => {\n this.resolveCleanup = resolve;\n });\n try {\n await this.currentSession.end();\n await cleanupPromise;\n }\n catch (error) {\n console.warn('Error while trying to end AR session');\n console.warn(error);\n this.postSessionCleanup();\n }\n }\n /**\n * True if a scene is currently in the process of being presented in AR\n */\n get isPresenting() {\n return this.presentedScene != null;\n }\n get target() {\n return this.oldTarget;\n }\n updateTarget() {\n const scene = this.presentedScene;\n if (scene != null) {\n const target = scene.getTarget();\n this.oldTarget.copy(target);\n if (this.placeOnWall) {\n // Move the scene's target to the center of the back of the model's\n // bounding box.\n scene.setTarget(target.x, target.y, scene.boundingBox.min.z);\n }\n else {\n // Move the scene's target to the model's floor height.\n scene.setTarget(target.x, scene.boundingBox.min.y, target.z);\n }\n }\n }\n postSessionCleanup() {\n // The offscreen WebXR framebuffer is now invalid, switch\n // back to the default framebuffer for canvas output.\n // TODO: this method should be added to three.js's exported interface.\n this.threeRenderer.setFramebuffer(null);\n const session = this.currentSession;\n if (session != null) {\n session.removeEventListener('selectstart', this.onSelectStart);\n session.removeEventListener('selectend', this.onSelectEnd);\n session.cancelAnimationFrame(this.rafId);\n this.currentSession = null;\n }\n const scene = this.presentedScene;\n if (scene != null) {\n const { target, element } = scene;\n scene.setCamera(scene.camera);\n target.remove(this.placementBox);\n scene.position.set(0, 0, 0);\n scene.scale.set(1, 1, 1);\n scene.setShadowScaleAndOffset(1, 0);\n const yaw = this.turntableRotation;\n if (yaw != null) {\n scene.yaw = yaw;\n }\n const intensity = this.oldShadowIntensity;\n if (intensity != null) {\n scene.setShadowIntensity(intensity);\n }\n const background = this.oldBackground;\n if (background != null) {\n scene.background = background;\n }\n const point = this.oldTarget;\n scene.setTarget(point.x, point.y, point.z);\n scene.removeEventListener('model-load', this.onUpdateScene);\n scene.orientHotspots(0);\n element.requestUpdate('cameraTarget');\n element[$onResize](element.getBoundingClientRect());\n }\n // Force the Renderer to update its size\n this.renderer.height = 0;\n const exitButton = this.exitWebXRButtonContainer;\n if (exitButton != null) {\n exitButton.classList.remove('enabled');\n exitButton.removeEventListener('click', this.onExitWebXRButtonContainerClick);\n this.exitWebXRButtonContainer = null;\n }\n const hitSource = this.transientHitTestSource;\n if (hitSource != null) {\n hitSource.cancel();\n this.transientHitTestSource = null;\n }\n const hitSourceInitial = this.initialHitSource;\n if (hitSourceInitial != null) {\n hitSourceInitial.cancel();\n this.initialHitSource = null;\n }\n if (this.placementBox != null) {\n this.placementBox.dispose();\n this.placementBox = null;\n }\n this.lastTick = null;\n this.turntableRotation = null;\n this.oldShadowIntensity = null;\n this.oldBackground = null;\n this.rafId = null;\n this.refSpace = null;\n this._presentedScene = null;\n this.viewerRefSpace = null;\n this.frame = null;\n this.inputSource = null;\n if (this.resolveCleanup != null) {\n this.resolveCleanup();\n }\n this.dispatchEvent({ type: 'status', status: ARStatus.NOT_PRESENTING });\n }\n updateCamera(view) {\n const { camera } = this;\n const { matrix: cameraMatrix } = camera;\n cameraMatrix.fromArray(view.transform.matrix);\n camera.updateMatrixWorld(true);\n // position is not updated when matrix is updated.\n camera.position.setFromMatrixPosition(cameraMatrix);\n if (!this.initialized) {\n camera.projectionMatrix.fromArray(view.projectionMatrix);\n // Have to set the inverse manually when setting matrix directly. This is\n // needed for raycasting.\n camera.projectionMatrixInverse.copy(camera.projectionMatrix).invert();\n // Orient model toward camera on first frame.\n const scene = this.presentedScene;\n camera.getWorldDirection(vector3);\n scene.yaw = Math.atan2(-vector3.x, -vector3.z);\n this.goalYaw = scene.yaw;\n this.initialModelToWorld = new Matrix4().copy(scene.matrixWorld);\n scene.setHotspotsVisibility(true);\n this.initialized = true;\n this.dispatchEvent({ type: 'status', status: ARStatus.SESSION_STARTED });\n }\n if (this.initialHitSource != null) {\n // Target locked to screen center\n const { position, idealCameraDistance: radius } = this.presentedScene;\n camera.getWorldDirection(position);\n position.multiplyScalar(radius);\n position.add(camera.position);\n }\n // Use automatic dynamic viewport scaling if supported.\n if (view.requestViewportScale && view.recommendedViewportScale) {\n const scale = view.recommendedViewportScale;\n view.requestViewportScale(Math.max(scale, MIN_VIEWPORT_SCALE));\n }\n const layer = this.currentSession.renderState.baseLayer;\n const viewport = layer.getViewport(view);\n this.threeRenderer.setViewport(viewport.x, viewport.y, viewport.width, viewport.height);\n this.presentedScene.orientHotspots(Math.atan2(cameraMatrix.elements[1], cameraMatrix.elements[5]));\n }\n placeInitially(frame) {\n const hitSource = this.initialHitSource;\n if (hitSource == null) {\n return;\n }\n const hitTestResults = frame.getHitTestResults(hitSource);\n if (hitTestResults.length == 0) {\n return;\n }\n const hit = hitTestResults[0];\n const hitPoint = this.getHitPoint(hit);\n if (hitPoint == null) {\n return;\n }\n this.placeModel(hitPoint);\n hitSource.cancel();\n this.initialHitSource = null;\n const { session } = frame;\n session.addEventListener('selectstart', this.onSelectStart);\n session.addEventListener('selectend', this.onSelectEnd);\n session\n .requestHitTestSourceForTransientInput({ profile: 'generic-touchscreen' })\n .then(hitTestSource => {\n this.transientHitTestSource = hitTestSource;\n });\n }\n getHitPoint(hitResult) {\n const pose = hitResult.getPose(this.refSpace);\n if (pose == null) {\n return null;\n }\n const hitMatrix = matrix4.fromArray(pose.transform.matrix);\n if (this.placeOnWall === true) {\n // Orient the model to the wall's normal vector.\n this.goalYaw = Math.atan2(hitMatrix.elements[4], hitMatrix.elements[6]);\n }\n // Check that the y-coordinate of the normal is large enough that the normal\n // is pointing up for floor placement; opposite for wall placement.\n return hitMatrix.elements[5] > 0.75 !== this.placeOnWall ?\n hitPosition.setFromMatrixPosition(hitMatrix) :\n null;\n }\n /**\n * This sets the initial model placement based on the input hit point. The\n * bottom of the model will be placed on the floor (the shadow will rest on\n * the input's y-coordinate). The XZ placement is found by first putting the\n * scene's target at the hit point, drawing a ray from the camera to the\n * target, and finding the XZ-intersection of this ray with the model's\n * bounding box. The scene is then translated on the XZ plane to position this\n * intersection point at the input hit point. If the ray does not intersect,\n * the target is left at the hit point.\n *\n * This ensures the model is placed according to the chosen target, is not\n * reoriented, and does not intersect the camera even when the model\n * is large (unless the target is chosen outside of the model's bounding box).\n *\n * Only a public method to make it testable.\n */\n placeModel(hit) {\n const scene = this.presentedScene;\n this.placementBox.show = true;\n const goal = this.goalPosition;\n goal.copy(hit);\n if (this.placeOnWall === false) {\n const floor = hit.y;\n const origin = this.camera.position.clone();\n const direction = hit.clone().sub(origin).normalize();\n // Pull camera back enough to be outside of large models.\n origin.sub(direction.multiplyScalar(scene.idealCameraDistance));\n const ray = new Ray(origin, direction.normalize());\n const modelToWorld = this.initialModelToWorld;\n const modelPosition = new Vector3().setFromMatrixPosition(modelToWorld).add(hit);\n modelToWorld.setPosition(modelPosition);\n ray.applyMatrix4(modelToWorld.invert());\n // Make the box tall so that we don't intersect the top face.\n const { max } = scene.boundingBox;\n max.y += 10;\n ray.intersectBox(scene.boundingBox, modelPosition);\n max.y -= 10;\n if (modelPosition != null) {\n modelPosition.applyMatrix4(modelToWorld);\n goal.add(hit).sub(modelPosition);\n }\n // Ignore the y-coordinate and set on the floor instead.\n goal.y = floor;\n }\n this.updateTarget();\n this.dispatchEvent({ type: 'status', status: ARStatus.OBJECT_PLACED });\n }\n fingerSeparation(fingers) {\n const fingerOne = fingers[0].inputSource.gamepad.axes;\n const fingerTwo = fingers[1].inputSource.gamepad.axes;\n const deltaX = fingerTwo[0] - fingerOne[0];\n const deltaY = fingerTwo[1] - fingerOne[1];\n return Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n }\n processInput(frame) {\n const hitSource = this.transientHitTestSource;\n if (hitSource == null) {\n return;\n }\n if (!this.isTranslating && !this.isScaling && !this.isRotating) {\n return;\n }\n const fingers = frame.getHitTestResultsForTransientInput(hitSource);\n const scene = this.presentedScene;\n const scale = scene.scale.x;\n // Rotating, translating and scaling are mutually exclusive operations; only\n // one can happen at a time, but we can switch during a gesture.\n if (this.isScaling) {\n if (fingers.length < 2) {\n // If we lose the second finger, stop scaling (in fact, stop processing\n // input altogether until a new gesture starts).\n this.isScaling = false;\n }\n else {\n const separation = this.fingerSeparation(fingers);\n const scale = separation / this.lastScalar;\n this.goalScale =\n (scale < SCALE_SNAP_HIGH && scale > SCALE_SNAP_LOW) ? 1 : scale;\n }\n return;\n }\n else if (fingers.length === 2 && scene.canScale) {\n // If we were rotating or translating and we get a second finger, switch\n // to scaling instead.\n this.isTranslating = false;\n this.isRotating = false;\n this.isScaling = true;\n this.lastScalar = this.fingerSeparation(fingers) / scale;\n return;\n }\n if (this.isRotating) {\n const thisDragX = this.inputSource.gamepad.axes[0];\n this.goalYaw += (thisDragX - this.lastScalar) * ROTATION_RATE;\n this.lastScalar = thisDragX;\n }\n else if (this.isTranslating) {\n fingers.forEach(finger => {\n if (finger.inputSource !== this.inputSource ||\n finger.results.length < 1) {\n return;\n }\n const hit = this.getHitPoint(finger.results[0]);\n if (hit == null) {\n return;\n }\n this.goalPosition.sub(this.lastDragPosition);\n if (this.placeOnWall === false) {\n const offset = hit.y - this.lastDragPosition.y;\n // When a lower floor is found, keep the model at the same height, but\n // drop the placement box to the floor. The model falls on select end.\n if (offset < 0) {\n this.placementBox.offsetHeight = offset / scale;\n this.presentedScene.setShadowScaleAndOffset(scale, offset);\n // Interpolate hit ray up to drag plane\n const cameraPosition = vector3.copy(this.camera.position);\n const alpha = -offset / (cameraPosition.y - hit.y);\n cameraPosition.multiplyScalar(alpha);\n hit.multiplyScalar(1 - alpha).add(cameraPosition);\n }\n }\n this.goalPosition.add(hit);\n this.lastDragPosition.copy(hit);\n });\n }\n }\n moveScene(delta) {\n const scene = this.presentedScene;\n const { position, yaw, idealCameraDistance: radius } = scene;\n const goal = this.goalPosition;\n const oldScale = scene.scale.x;\n const box = this.placementBox;\n if (this.initialHitSource == null &&\n (!goal.equals(position) || this.goalScale !== oldScale)) {\n let { x, y, z } = position;\n delta *= this.damperRate;\n x = this.xDamper.update(x, goal.x, delta, radius);\n y = this.yDamper.update(y, goal.y, delta, radius);\n z = this.zDamper.update(z, goal.z, delta, radius);\n position.set(x, y, z);\n const newScale = this.scaleDamper.update(oldScale, this.goalScale, delta, 1);\n scene.scale.set(newScale, newScale, newScale);\n if (!this.isTranslating) {\n const offset = goal.y - y;\n if (this.placementComplete && this.placeOnWall === false) {\n box.offsetHeight = offset / newScale;\n scene.setShadowScaleAndOffset(newScale, offset);\n }\n else if (offset === 0) {\n this.placementComplete = true;\n box.show = false;\n scene.setShadowIntensity(AR_SHADOW_INTENSITY);\n this.damperRate = 1;\n }\n }\n }\n box.updateOpacity(delta);\n scene.updateTarget(delta);\n // yaw must be updated last, since this also updates the shadow position.\n scene.yaw = this.yawDamper.update(yaw, this.goalYaw, delta, Math.PI);\n }\n tick() {\n this.rafId = this.currentSession.requestAnimationFrame((time, frame) => this.onWebXRFrame(time, frame));\n }\n /**\n * Only public to make it testable.\n */\n onWebXRFrame(time, frame) {\n this.frame = frame;\n const pose = frame.getViewerPose(this.refSpace);\n // TODO: Notify external observers of tick\n this.tick();\n const scene = this.presentedScene;\n if (pose == null || scene == null) {\n return;\n }\n // WebXR may return multiple views, i.e. for headset AR. This\n // isn't really supported at this point, but make a best-effort\n // attempt to render other views also, using the first view\n // as the main viewpoint.\n let isFirstView = true;\n for (const view of pose.views) {\n this.updateCamera(view);\n if (isFirstView) {\n this.placeInitially(frame);\n this.processInput(frame);\n const delta = time - this.lastTick;\n this.moveScene(delta);\n this.renderer.preRender(scene, time, delta);\n this.lastTick = time;\n }\n // TODO: This is a workaround for a Chrome bug, which should be fixed\n // soon: https://bugs.chromium.org/p/chromium/issues/detail?id=1184085\n const gl = this.threeRenderer.context;\n gl.depthMask(false);\n gl.clear(gl.DEPTH_BUFFER_BIT);\n gl.depthMask(true);\n this.threeRenderer.render(scene, this.camera);\n isFirstView = false;\n }\n }\n}\n//# sourceMappingURL=ARRenderer.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { Mesh, OrthographicCamera, PlaneBufferGeometry, Scene, ShaderMaterial, Texture, WebGLRenderTarget } from 'three';\n/**\n * This Debugger exposes internal details of the <model-viewer> rendering\n * substructure so that external tools can more easily inspect and operate on\n * them.\n *\n * It also activates shader debugging on the associated GL context. Shader\n * debugging trades performance for useful error information, so it is not\n * recommended to activate this unless needed.\n */\nexport class Debugger {\n constructor(renderer) {\n // Force WebGL shader debugging on:\n renderer.threeRenderer.debug = { checkShaderErrors: true };\n // Announce debug details at microtask timing to give the `Renderer`\n // constructor time to complete its initialization, just to be on the safe\n // side:\n Promise.resolve().then(() => {\n self.dispatchEvent(new CustomEvent('model-viewer-renderer-debug', {\n detail: {\n renderer,\n THREE: {\n ShaderMaterial,\n Texture,\n Mesh,\n Scene,\n PlaneBufferGeometry,\n OrthographicCamera,\n WebGLRenderTarget\n }\n }\n }));\n });\n }\n addScene(scene) {\n self.dispatchEvent(new CustomEvent('model-viewer-scene-added-debug', { detail: { scene } }));\n }\n removeScene(scene) {\n self.dispatchEvent(new CustomEvent('model-viewer-scene-removed-debug', { detail: { scene } }));\n }\n}\n//# sourceMappingURL=Debugger.js.map","import {\n\tAnimationClip,\n\tAnimationMixer,\n\tEuler,\n\tMatrix4,\n\tQuaternion,\n\tQuaternionKeyframeTrack,\n\tSkeletonHelper,\n\tVector2,\n\tVector3,\n\tVectorKeyframeTrack\n} from '../../../build/three.module.js';\n\nvar SkeletonUtils = {\n\n\tretarget: function () {\n\n\t\tvar pos = new Vector3(),\n\t\t\tquat = new Quaternion(),\n\t\t\tscale = new Vector3(),\n\t\t\tbindBoneMatrix = new Matrix4(),\n\t\t\trelativeMatrix = new Matrix4(),\n\t\t\tglobalMatrix = new Matrix4();\n\n\t\treturn function ( target, source, options ) {\n\n\t\t\toptions = options || {};\n\t\t\toptions.preserveMatrix = options.preserveMatrix !== undefined ? options.preserveMatrix : true;\n\t\t\toptions.preservePosition = options.preservePosition !== undefined ? options.preservePosition : true;\n\t\t\toptions.preserveHipPosition = options.preserveHipPosition !== undefined ? options.preserveHipPosition : false;\n\t\t\toptions.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false;\n\t\t\toptions.hip = options.hip !== undefined ? options.hip : 'hip';\n\t\t\toptions.names = options.names || {};\n\n\t\t\tvar sourceBones = source.isObject3D ? source.skeleton.bones : this.getBones( source ),\n\t\t\t\tbones = target.isObject3D ? target.skeleton.bones : this.getBones( target ),\n\t\t\t\tbindBones,\n\t\t\t\tbone, name, boneTo,\n\t\t\t\tbonesPosition, i;\n\n\t\t\t// reset bones\n\n\t\t\tif ( target.isObject3D ) {\n\n\t\t\t\ttarget.skeleton.pose();\n\n\t\t\t} else {\n\n\t\t\t\toptions.useTargetMatrix = true;\n\t\t\t\toptions.preserveMatrix = false;\n\n\t\t\t}\n\n\t\t\tif ( options.preservePosition ) {\n\n\t\t\t\tbonesPosition = [];\n\n\t\t\t\tfor ( i = 0; i < bones.length; i ++ ) {\n\n\t\t\t\t\tbonesPosition.push( bones[ i ].position.clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( options.preserveMatrix ) {\n\n\t\t\t\t// reset matrix\n\n\t\t\t\ttarget.updateMatrixWorld();\n\n\t\t\t\ttarget.matrixWorld.identity();\n\n\t\t\t\t// reset children matrix\n\n\t\t\t\tfor ( i = 0; i < target.children.length; ++ i ) {\n\n\t\t\t\t\ttarget.children[ i ].updateMatrixWorld( true );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( options.offsets ) {\n\n\t\t\t\tbindBones = [];\n\n\t\t\t\tfor ( i = 0; i < bones.length; ++ i ) {\n\n\t\t\t\t\tbone = bones[ i ];\n\t\t\t\t\tname = options.names[ bone.name ] || bone.name;\n\n\t\t\t\t\tif ( options.offsets && options.offsets[ name ] ) {\n\n\t\t\t\t\t\tbone.matrix.multiply( options.offsets[ name ] );\n\n\t\t\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t\t\t\tbone.updateMatrixWorld();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindBones.push( bone.matrixWorld.clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfor ( i = 0; i < bones.length; ++ i ) {\n\n\t\t\t\tbone = bones[ i ];\n\t\t\t\tname = options.names[ bone.name ] || bone.name;\n\n\t\t\t\tboneTo = this.getBoneByName( name, sourceBones );\n\n\t\t\t\tglobalMatrix.copy( bone.matrixWorld );\n\n\t\t\t\tif ( boneTo ) {\n\n\t\t\t\t\tboneTo.updateMatrixWorld();\n\n\t\t\t\t\tif ( options.useTargetMatrix ) {\n\n\t\t\t\t\t\trelativeMatrix.copy( boneTo.matrixWorld );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\trelativeMatrix.copy( target.matrixWorld ).invert();\n\t\t\t\t\t\trelativeMatrix.multiply( boneTo.matrixWorld );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// ignore scale to extract rotation\n\n\t\t\t\t\tscale.setFromMatrixScale( relativeMatrix );\n\t\t\t\t\trelativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) );\n\n\t\t\t\t\t// apply to global matrix\n\n\t\t\t\t\tglobalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) );\n\n\t\t\t\t\tif ( target.isObject3D ) {\n\n\t\t\t\t\t\tvar boneIndex = bones.indexOf( bone ),\n\t\t\t\t\t\t\twBindMatrix = bindBones ? bindBones[ boneIndex ] : bindBoneMatrix.copy( target.skeleton.boneInverses[ boneIndex ] ).invert();\n\n\t\t\t\t\t\tglobalMatrix.multiply( wBindMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tglobalMatrix.copyPosition( relativeMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( globalMatrix );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( globalMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tif ( options.preserveHipPosition && name === options.hip ) {\n\n\t\t\t\t\tbone.matrix.setPosition( pos.set( 0, bone.position.y, 0 ) );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t\tbone.updateMatrixWorld();\n\n\t\t\t}\n\n\t\t\tif ( options.preservePosition ) {\n\n\t\t\t\tfor ( i = 0; i < bones.length; ++ i ) {\n\n\t\t\t\t\tbone = bones[ i ];\n\t\t\t\t\tname = options.names[ bone.name ] || bone.name;\n\n\t\t\t\t\tif ( name !== options.hip ) {\n\n\t\t\t\t\t\tbone.position.copy( bonesPosition[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( options.preserveMatrix ) {\n\n\t\t\t\t// restore matrix\n\n\t\t\t\ttarget.updateMatrixWorld( true );\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\tretargetClip: function ( target, source, clip, options ) {\n\n\t\toptions = options || {};\n\t\toptions.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false;\n\t\toptions.fps = options.fps !== undefined ? options.fps : 30;\n\t\toptions.names = options.names || [];\n\n\t\tif ( ! source.isObject3D ) {\n\n\t\t\tsource = this.getHelperFromSkeleton( source );\n\n\t\t}\n\n\t\tvar numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ),\n\t\t\tdelta = 1 / options.fps,\n\t\t\tconvertedTracks = [],\n\t\t\tmixer = new AnimationMixer( source ),\n\t\t\tbones = this.getBones( target.skeleton ),\n\t\t\tboneDatas = [],\n\t\t\tpositionOffset,\n\t\t\tbone, boneTo, boneData,\n\t\t\tname, i, j;\n\n\t\tmixer.clipAction( clip ).play();\n\t\tmixer.update( 0 );\n\n\t\tsource.updateMatrixWorld();\n\n\t\tfor ( i = 0; i < numFrames; ++ i ) {\n\n\t\t\tvar time = i * delta;\n\n\t\t\tthis.retarget( target, source, options );\n\n\t\t\tfor ( j = 0; j < bones.length; ++ j ) {\n\n\t\t\t\tname = options.names[ bones[ j ].name ] || bones[ j ].name;\n\n\t\t\t\tboneTo = this.getBoneByName( name, source.skeleton );\n\n\t\t\t\tif ( boneTo ) {\n\n\t\t\t\t\tbone = bones[ j ];\n\t\t\t\t\tboneData = boneDatas[ j ] = boneDatas[ j ] || { bone: bone };\n\n\t\t\t\t\tif ( options.hip === name ) {\n\n\t\t\t\t\t\tif ( ! boneData.pos ) {\n\n\t\t\t\t\t\t\tboneData.pos = {\n\t\t\t\t\t\t\t\ttimes: new Float32Array( numFrames ),\n\t\t\t\t\t\t\t\tvalues: new Float32Array( numFrames * 3 )\n\t\t\t\t\t\t\t};\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( options.useFirstFramePosition ) {\n\n\t\t\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\t\t\tpositionOffset = bone.position.clone();\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tbone.position.sub( positionOffset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tboneData.pos.times[ i ] = time;\n\n\t\t\t\t\t\tbone.position.toArray( boneData.pos.values, i * 3 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! boneData.quat ) {\n\n\t\t\t\t\t\tboneData.quat = {\n\t\t\t\t\t\t\ttimes: new Float32Array( numFrames ),\n\t\t\t\t\t\t\tvalues: new Float32Array( numFrames * 4 )\n\t\t\t\t\t\t};\n\n\t\t\t\t\t}\n\n\t\t\t\t\tboneData.quat.times[ i ] = time;\n\n\t\t\t\t\tbone.quaternion.toArray( boneData.quat.values, i * 4 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tmixer.update( delta );\n\n\t\t\tsource.updateMatrixWorld();\n\n\t\t}\n\n\t\tfor ( i = 0; i < boneDatas.length; ++ i ) {\n\n\t\t\tboneData = boneDatas[ i ];\n\n\t\t\tif ( boneData ) {\n\n\t\t\t\tif ( boneData.pos ) {\n\n\t\t\t\t\tconvertedTracks.push( new VectorKeyframeTrack(\n\t\t\t\t\t\t'.bones[' + boneData.bone.name + '].position',\n\t\t\t\t\t\tboneData.pos.times,\n\t\t\t\t\t\tboneData.pos.values\n\t\t\t\t\t) );\n\n\t\t\t\t}\n\n\t\t\t\tconvertedTracks.push( new QuaternionKeyframeTrack(\n\t\t\t\t\t'.bones[' + boneData.bone.name + '].quaternion',\n\t\t\t\t\tboneData.quat.times,\n\t\t\t\t\tboneData.quat.values\n\t\t\t\t) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tmixer.uncacheAction( clip );\n\n\t\treturn new AnimationClip( clip.name, - 1, convertedTracks );\n\n\t},\n\n\tgetHelperFromSkeleton: function ( skeleton ) {\n\n\t\tvar source = new SkeletonHelper( skeleton.bones[ 0 ] );\n\t\tsource.skeleton = skeleton;\n\n\t\treturn source;\n\n\t},\n\n\tgetSkeletonOffsets: function () {\n\n\t\tvar targetParentPos = new Vector3(),\n\t\t\ttargetPos = new Vector3(),\n\t\t\tsourceParentPos = new Vector3(),\n\t\t\tsourcePos = new Vector3(),\n\t\t\ttargetDir = new Vector2(),\n\t\t\tsourceDir = new Vector2();\n\n\t\treturn function ( target, source, options ) {\n\n\t\t\toptions = options || {};\n\t\t\toptions.hip = options.hip !== undefined ? options.hip : 'hip';\n\t\t\toptions.names = options.names || {};\n\n\t\t\tif ( ! source.isObject3D ) {\n\n\t\t\t\tsource = this.getHelperFromSkeleton( source );\n\n\t\t\t}\n\n\t\t\tvar nameKeys = Object.keys( options.names ),\n\t\t\t\tnameValues = Object.values( options.names ),\n\t\t\t\tsourceBones = source.isObject3D ? source.skeleton.bones : this.getBones( source ),\n\t\t\t\tbones = target.isObject3D ? target.skeleton.bones : this.getBones( target ),\n\t\t\t\toffsets = [],\n\t\t\t\tbone, boneTo,\n\t\t\t\tname, i;\n\n\t\t\ttarget.skeleton.pose();\n\n\t\t\tfor ( i = 0; i < bones.length; ++ i ) {\n\n\t\t\t\tbone = bones[ i ];\n\t\t\t\tname = options.names[ bone.name ] || bone.name;\n\n\t\t\t\tboneTo = this.getBoneByName( name, sourceBones );\n\n\t\t\t\tif ( boneTo && name !== options.hip ) {\n\n\t\t\t\t\tvar boneParent = this.getNearestBone( bone.parent, nameKeys ),\n\t\t\t\t\t\tboneToParent = this.getNearestBone( boneTo.parent, nameValues );\n\n\t\t\t\t\tboneParent.updateMatrixWorld();\n\t\t\t\t\tboneToParent.updateMatrixWorld();\n\n\t\t\t\t\ttargetParentPos.setFromMatrixPosition( boneParent.matrixWorld );\n\t\t\t\t\ttargetPos.setFromMatrixPosition( bone.matrixWorld );\n\n\t\t\t\t\tsourceParentPos.setFromMatrixPosition( boneToParent.matrixWorld );\n\t\t\t\t\tsourcePos.setFromMatrixPosition( boneTo.matrixWorld );\n\n\t\t\t\t\ttargetDir.subVectors(\n\t\t\t\t\t\tnew Vector2( targetPos.x, targetPos.y ),\n\t\t\t\t\t\tnew Vector2( targetParentPos.x, targetParentPos.y )\n\t\t\t\t\t).normalize();\n\n\t\t\t\t\tsourceDir.subVectors(\n\t\t\t\t\t\tnew Vector2( sourcePos.x, sourcePos.y ),\n\t\t\t\t\t\tnew Vector2( sourceParentPos.x, sourceParentPos.y )\n\t\t\t\t\t).normalize();\n\n\t\t\t\t\tvar laterialAngle = targetDir.angle() - sourceDir.angle();\n\n\t\t\t\t\tvar offset = new Matrix4().makeRotationFromEuler(\n\t\t\t\t\t\tnew Euler(\n\t\t\t\t\t\t\t0,\n\t\t\t\t\t\t\t0,\n\t\t\t\t\t\t\tlaterialAngle\n\t\t\t\t\t\t)\n\t\t\t\t\t);\n\n\t\t\t\t\tbone.matrix.multiply( offset );\n\n\t\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t\t\tbone.updateMatrixWorld();\n\n\t\t\t\t\toffsets[ name ] = offset;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn offsets;\n\n\t\t};\n\n\t}(),\n\n\trenameBones: function ( skeleton, names ) {\n\n\t\tvar bones = this.getBones( skeleton );\n\n\t\tfor ( var i = 0; i < bones.length; ++ i ) {\n\n\t\t\tvar bone = bones[ i ];\n\n\t\t\tif ( names[ bone.name ] ) {\n\n\t\t\t\tbone.name = names[ bone.name ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetBones: function ( skeleton ) {\n\n\t\treturn Array.isArray( skeleton ) ? skeleton : skeleton.bones;\n\n\t},\n\n\tgetBoneByName: function ( name, skeleton ) {\n\n\t\tfor ( var i = 0, bones = this.getBones( skeleton ); i < bones.length; i ++ ) {\n\n\t\t\tif ( name === bones[ i ].name )\n\n\t\t\t\treturn bones[ i ];\n\n\t\t}\n\n\t},\n\n\tgetNearestBone: function ( bone, names ) {\n\n\t\twhile ( bone.isBone ) {\n\n\t\t\tif ( names.indexOf( bone.name ) !== - 1 ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t\tbone = bone.parent;\n\n\t\t}\n\n\t},\n\n\tfindBoneTrackData: function ( name, tracks ) {\n\n\t\tvar regexp = /\\[(.*)\\]\\.(.*)/,\n\t\t\tresult = { name: name };\n\n\t\tfor ( var i = 0; i < tracks.length; ++ i ) {\n\n\t\t\t// 1 is track name\n\t\t\t// 2 is track type\n\t\t\tvar trackData = regexp.exec( tracks[ i ].name );\n\n\t\t\tif ( trackData && name === trackData[ 1 ] ) {\n\n\t\t\t\tresult[ trackData[ 2 ] ] = i;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\tgetEqualsBonesNames: function ( skeleton, targetSkeleton ) {\n\n\t\tvar sourceBones = this.getBones( skeleton ),\n\t\t\ttargetBones = this.getBones( targetSkeleton ),\n\t\t\tbones = [];\n\n\t\tsearch : for ( var i = 0; i < sourceBones.length; i ++ ) {\n\n\t\t\tvar boneName = sourceBones[ i ].name;\n\n\t\t\tfor ( var j = 0; j < targetBones.length; j ++ ) {\n\n\t\t\t\tif ( boneName === targetBones[ j ].name ) {\n\n\t\t\t\t\tbones.push( boneName );\n\n\t\t\t\t\tcontinue search;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn bones;\n\n\t},\n\n\tclone: function ( source ) {\n\n\t\tvar sourceLookup = new Map();\n\t\tvar cloneLookup = new Map();\n\n\t\tvar clone = source.clone();\n\n\t\tparallelTraverse( source, clone, function ( sourceNode, clonedNode ) {\n\n\t\t\tsourceLookup.set( clonedNode, sourceNode );\n\t\t\tcloneLookup.set( sourceNode, clonedNode );\n\n\t\t} );\n\n\t\tclone.traverse( function ( node ) {\n\n\t\t\tif ( ! node.isSkinnedMesh ) return;\n\n\t\t\tvar clonedMesh = node;\n\t\t\tvar sourceMesh = sourceLookup.get( node );\n\t\t\tvar sourceBones = sourceMesh.skeleton.bones;\n\n\t\t\tclonedMesh.skeleton = sourceMesh.skeleton.clone();\n\t\t\tclonedMesh.bindMatrix.copy( sourceMesh.bindMatrix );\n\n\t\t\tclonedMesh.skeleton.bones = sourceBones.map( function ( bone ) {\n\n\t\t\t\treturn cloneLookup.get( bone );\n\n\t\t\t} );\n\n\t\t\tclonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix );\n\n\t\t} );\n\n\t\treturn clone;\n\n\t}\n\n};\n\n\nfunction parallelTraverse( a, b, callback ) {\n\n\tcallback( a, b );\n\n\tfor ( var i = 0; i < a.children.length; i ++ ) {\n\n\t\tparallelTraverse( a.children[ i ], b.children[ i ], callback );\n\n\t}\n\n}\n\nexport { SkeletonUtils };\n","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { SkeletonUtils } from 'three/examples/jsm/utils/SkeletonUtils.js';\nexport const $prepared = Symbol('prepared');\nexport const $prepare = Symbol('prepare');\nexport const $preparedGLTF = Symbol('preparedGLTF');\nexport const $clone = Symbol('clone');\n/**\n * Represents the preparation and enhancement of the output of a Three.js\n * GLTFLoader (a Three.js-flavor \"GLTF\"), to make it suitable for optimal,\n * correct viewing in a given presentation context and also make the cloning\n * process more explicit and legible.\n *\n * A GLTFInstance is API-compatible with a Three.js-flavor \"GLTF\", so it should\n * be considered to be interchangeable with the loaded result of a GLTFLoader.\n *\n * This basic implementation only implements trivial preparation and enhancement\n * of a GLTF. These operations are intended to be enhanced by inheriting\n * classes.\n */\nexport class GLTFInstance {\n constructor(preparedGLTF) {\n this[$preparedGLTF] = preparedGLTF;\n }\n /**\n * Prepares a given GLTF for presentation and future cloning. A GLTF that is\n * prepared can safely have this method invoked on it multiple times; it will\n * only be prepared once, including after being cloned.\n */\n static prepare(source) {\n if (source.scene == null) {\n throw new Error('Model does not have a scene');\n }\n if (source[$prepared]) {\n return source;\n }\n const prepared = this[$prepare](source);\n // NOTE: ES5 Symbol polyfill is not compatible with spread operator\n // so {...prepared, [$prepared]: true} does not work\n prepared[$prepared] = true;\n return prepared;\n }\n /**\n * Override in an inheriting class to apply specialty one-time preparations\n * for a given input GLTF.\n */\n static [$prepare](source) {\n // TODO(#195,#1003): We don't currently support multiple scenes, so we don't\n // bother preparing extra scenes for now:\n const { scene } = source;\n const scenes = [scene];\n return Object.assign(Object.assign({}, source), { scene, scenes });\n }\n get parser() {\n return this[$preparedGLTF].parser;\n }\n get animations() {\n return this[$preparedGLTF].animations;\n }\n get scene() {\n return this[$preparedGLTF].scene;\n }\n get scenes() {\n return this[$preparedGLTF].scenes;\n }\n get cameras() {\n return this[$preparedGLTF].cameras;\n }\n get asset() {\n return this[$preparedGLTF].asset;\n }\n get userData() {\n return this[$preparedGLTF].userData;\n }\n /**\n * Creates and returns a copy of this instance.\n */\n clone() {\n const GLTFInstanceConstructor = this.constructor;\n const clonedGLTF = this[$clone]();\n return new GLTFInstanceConstructor(clonedGLTF);\n }\n /**\n * Cleans up any retained memory that might not otherwise be released when\n * this instance is done being used.\n */\n dispose() {\n this.scenes.forEach((scene) => {\n scene.traverse((object) => {\n if (!object.isMesh) {\n return;\n }\n const mesh = object;\n const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material];\n materials.forEach(material => {\n material.dispose();\n });\n mesh.geometry.dispose();\n });\n });\n }\n /**\n * Override in an inheriting class to implement specialized cloning strategies\n */\n [$clone]() {\n const source = this[$preparedGLTF];\n // TODO(#195,#1003): We don't currently support multiple scenes, so we don't\n // bother cloning extra scenes for now:\n const scene = SkeletonUtils.clone(this.scene);\n const scenes = [scene];\n const userData = source.userData ? Object.assign({}, source.userData) : {};\n return Object.assign(Object.assign({}, source), { scene, scenes, userData });\n }\n}\n//# sourceMappingURL=GLTFInstance.js.map","/**\n * @license MIT\n * @see https://github.com/mrdoob/three.js/blob/dev/LICENSE\n */\nexport const alphaChunk = /* glsl */ `\n#ifdef ALPHATEST\n\n if ( diffuseColor.a < ALPHATEST ) discard;\n diffuseColor.a = 1.0;\n\n#endif\n`;\n//# sourceMappingURL=alphatest_fragment.glsl.js.map","const $threeGLTF = Symbol('threeGLTF');\nconst $gltf = Symbol('gltf');\nconst $gltfElementMap = Symbol('gltfElementMap');\nconst $threeObjectMap = Symbol('threeObjectMap');\nconst $parallelTraverseThreeScene = Symbol('parallelTraverseThreeScene');\nconst $correlateOriginalThreeGLTF = Symbol('correlateOriginalThreeGLTF');\nconst $correlateCloneThreeGLTF = Symbol('correlateCloneThreeGLTF');\n/**\n * The Three.js GLTFLoader provides us with an in-memory representation\n * of a glTF in terms of Three.js constructs. It also provides us with a copy\n * of the deserialized glTF without any Three.js decoration, and a mapping of\n * glTF elements to their corresponding Three.js constructs.\n *\n * A CorrelatedSceneGraph exposes a synchronously available mapping of glTF\n * element references to their corresponding Three.js constructs.\n */\nexport class CorrelatedSceneGraph {\n constructor(threeGLTF, gltf, threeObjectMap, gltfElementMap) {\n this[$threeGLTF] = threeGLTF;\n this[$gltf] = gltf;\n this[$gltfElementMap] = gltfElementMap;\n this[$threeObjectMap] = threeObjectMap;\n }\n /**\n * Produce a CorrelatedSceneGraph from a naturally generated Three.js GLTF.\n * Such GLTFs are produced by Three.js' GLTFLoader, and contain cached\n * details that expedite the correlation step.\n *\n * If a CorrelatedSceneGraph is provided as the second argument, re-correlates\n * a cloned Three.js GLTF with a clone of the glTF hierarchy used to produce\n * the upstream Three.js GLTF that the clone was created from. The result\n * CorrelatedSceneGraph is representative of the cloned hierarchy.\n */\n static from(threeGLTF, upstreamCorrelatedSceneGraph) {\n if (upstreamCorrelatedSceneGraph != null) {\n return this[$correlateCloneThreeGLTF](threeGLTF, upstreamCorrelatedSceneGraph);\n }\n else {\n return this[$correlateOriginalThreeGLTF](threeGLTF);\n }\n }\n static [$correlateOriginalThreeGLTF](threeGLTF) {\n const gltf = threeGLTF.parser.json;\n const { associations } = threeGLTF.parser;\n const gltfElementMap = new Map();\n const defaultMaterial = { name: 'Default' };\n const defaultReference = { type: 'materials', index: -1 };\n // NOTE: IE11 does not have Map iterator methods\n associations.forEach((gltfElementReference, threeObject) => {\n // Note: GLTFLoader creates a \"default\" material that has no corresponding\n // glTF element in the case that no materials are specified in the source\n // glTF. In this case we append a default material to allow this to be\n // operated upon.\n if (gltfElementReference == null) {\n if (defaultReference.index < 0) {\n if (gltf.materials == null) {\n gltf.materials = [];\n }\n defaultReference.index = gltf.materials.length;\n gltf.materials.push(defaultMaterial);\n }\n gltfElementReference = defaultReference;\n }\n const { type, index } = gltfElementReference;\n const elementArray = gltf[type] || [];\n const gltfElement = elementArray[index];\n if (gltfElement == null) {\n // TODO: Maybe throw here...\n return;\n }\n let threeObjects = gltfElementMap.get(gltfElement);\n if (threeObjects == null) {\n threeObjects = new Set();\n gltfElementMap.set(gltfElement, threeObjects);\n }\n threeObjects.add(threeObject);\n });\n return new CorrelatedSceneGraph(threeGLTF, gltf, associations, gltfElementMap);\n }\n /**\n * Transfers the association between a raw glTF and a Three.js scene graph\n * to a clone of the Three.js scene graph, resolved as a new\n * CorrelatedsceneGraph instance.\n */\n static [$correlateCloneThreeGLTF](cloneThreeGLTF, upstreamCorrelatedSceneGraph) {\n const originalThreeGLTF = upstreamCorrelatedSceneGraph.threeGLTF;\n const originalGLTF = upstreamCorrelatedSceneGraph.gltf;\n const cloneGLTF = JSON.parse(JSON.stringify(originalGLTF));\n const cloneThreeObjectMap = new Map();\n const cloneGLTFELementMap = new Map();\n for (let i = 0; i < originalThreeGLTF.scenes.length; i++) {\n this[$parallelTraverseThreeScene](originalThreeGLTF.scenes[i], cloneThreeGLTF.scenes[i], (object, cloneObject) => {\n const elementReference = upstreamCorrelatedSceneGraph.threeObjectMap.get(object);\n if (elementReference != null) {\n const { type, index } = elementReference;\n const cloneElement = cloneGLTF[type][index];\n cloneThreeObjectMap.set(cloneObject, { type, index });\n const cloneObjects = cloneGLTFELementMap.get(cloneElement) || new Set();\n cloneObjects.add(cloneObject);\n cloneGLTFELementMap.set(cloneElement, cloneObjects);\n }\n });\n }\n return new CorrelatedSceneGraph(cloneThreeGLTF, cloneGLTF, cloneThreeObjectMap, cloneGLTFELementMap);\n }\n /**\n * Traverses two presumably identical Three.js scenes, and invokes a callback\n * for each Object3D or Material encountered, including the initial scene.\n * Adapted from\n * https://github.com/mrdoob/three.js/blob/7c1424c5819ab622a346dd630ee4e6431388021e/examples/jsm/utils/SkeletonUtils.js#L586-L596\n */\n static [$parallelTraverseThreeScene](sceneOne, sceneTwo, callback) {\n const isMesh = (object) => {\n return object.isMesh;\n };\n const traverse = (a, b) => {\n callback(a, b);\n if (a.isObject3D) {\n if (isMesh(a)) {\n if (Array.isArray(a.material)) {\n for (let i = 0; i < a.material.length; ++i) {\n traverse(a.material[i], b.material[i]);\n }\n }\n else {\n traverse(a.material, b.material);\n }\n }\n for (let i = 0; i < a.children.length; ++i) {\n traverse(a.children[i], b.children[i]);\n }\n }\n };\n traverse(sceneOne, sceneTwo);\n }\n /**\n * The source Three.js GLTF result given to us by a Three.js GLTFLoader.\n */\n get threeGLTF() {\n return this[$threeGLTF];\n }\n /**\n * The in-memory deserialized source glTF.\n */\n get gltf() {\n return this[$gltf];\n }\n /**\n * A Map of glTF element references to arrays of corresponding Three.js\n * object references. Three.js objects are kept in arrays to account for\n * cases where more than one Three.js object corresponds to a single glTF\n * element.\n */\n get gltfElementMap() {\n return this[$gltfElementMap];\n }\n /**\n * A map of individual Three.js objects to corresponding elements in the\n * source glTF.\n */\n get threeObjectMap() {\n return this[$threeObjectMap];\n }\n loadVariant(variantIndex, onUpdate = () => { }) {\n const updatedMaterials = new Set();\n this.threeGLTF.scene.traverse(async (object) => {\n const { gltfExtensions } = object.userData;\n if (!object.isMesh || gltfExtensions == null) {\n return;\n }\n const meshVariantData = gltfExtensions['KHR_materials_variants'];\n if (meshVariantData == null) {\n return;\n }\n let materialIndex = -1;\n for (const mapping of meshVariantData.mappings) {\n if (mapping.variants.indexOf(variantIndex) >= 0) {\n materialIndex = mapping.material;\n break;\n }\n }\n if (materialIndex < 0) {\n return;\n }\n const material = await this.threeGLTF.parser.getDependency('material', materialIndex);\n updatedMaterials.add(materialIndex);\n object.material = material;\n this.threeGLTF.parser.assignFinalMaterial(object);\n onUpdate();\n const gltfElement = this.gltf.materials[materialIndex];\n let threeObjects = this.gltfElementMap.get(gltfElement);\n if (threeObjects == null) {\n threeObjects = new Set();\n this.gltfElementMap.set(gltfElement, threeObjects);\n }\n threeObjects.add(object.material);\n });\n return updatedMaterials;\n }\n}\n//# sourceMappingURL=correlated-scene-graph.js.map","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { BackSide, DoubleSide, FrontSide, Mesh } from 'three';\nimport { $clone, $prepare, $preparedGLTF, GLTFInstance } from '../GLTFInstance.js';\nimport { Renderer } from '../Renderer.js';\nimport { alphaChunk } from '../shader-chunk/alphatest_fragment.glsl.js';\nimport { CorrelatedSceneGraph } from './correlated-scene-graph.js';\nconst $cloneAndPatchMaterial = Symbol('cloneAndPatchMaterial');\nconst $correlatedSceneGraph = Symbol('correlatedSceneGraph');\n/**\n * This specialization of GLTFInstance collects all of the processing needed\n * to prepare a model and to clone it making special considerations for\n * <model-viewer> use cases.\n */\nexport class ModelViewerGLTFInstance extends GLTFInstance {\n /**\n * @override\n */\n static [$prepare](source) {\n const prepared = super[$prepare](source);\n if (prepared[$correlatedSceneGraph] == null) {\n prepared[$correlatedSceneGraph] = CorrelatedSceneGraph.from(prepared);\n }\n const { scene } = prepared;\n const meshesToDuplicate = [];\n scene.traverse((node) => {\n // Set a high renderOrder while we're here to ensure the model\n // always renders on top of the skysphere\n node.renderOrder = 1000;\n // Three.js seems to cull some animated models incorrectly. Since we\n // expect to view our whole scene anyway, we turn off the frustum\n // culling optimization here.\n node.frustumCulled = false;\n // Animations for objects without names target their UUID instead. When\n // objects are cloned, they get new UUIDs which the animation can't\n // find. To fix this, we assign their UUID as their name.\n if (!node.name) {\n node.name = node.uuid;\n }\n if (!node.isMesh) {\n return;\n }\n node.castShadow = true;\n const mesh = node;\n let transparent = false;\n const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material];\n materials.forEach(material => {\n if (material.isMeshStandardMaterial) {\n if (material.transparent && material.side === DoubleSide) {\n transparent = true;\n material.side = FrontSide;\n }\n Renderer.singleton.roughnessMipmapper.generateMipmaps(material);\n }\n });\n if (transparent) {\n meshesToDuplicate.push(mesh);\n }\n });\n // We duplicate transparent, double-sided meshes and render the back face\n // before the front face. This creates perfect triangle sorting for all\n // convex meshes. Sorting artifacts can still appear when you can see\n // through more than two layers of a given mesh, but this can usually be\n // mitigated by the author splitting the mesh into mostly convex regions.\n // The performance cost is not too great as the same shader is reused and\n // the same number of fragments are processed; only the vertex shader is run\n // twice. @see https://threejs.org/examples/webgl_materials_physical_transparency.html\n for (const mesh of meshesToDuplicate) {\n const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material];\n const duplicateMaterials = materials.map((material) => {\n const backMaterial = material.clone();\n backMaterial.side = BackSide;\n return backMaterial;\n });\n const duplicateMaterial = Array.isArray(mesh.material) ?\n duplicateMaterials :\n duplicateMaterials[0];\n const meshBack = new Mesh(mesh.geometry, duplicateMaterial);\n meshBack.renderOrder = -1;\n mesh.add(meshBack);\n }\n return prepared;\n }\n get correlatedSceneGraph() {\n return this[$preparedGLTF][$correlatedSceneGraph];\n }\n /**\n * @override\n */\n [$clone]() {\n const clone = super[$clone]();\n const sourceUUIDToClonedMaterial = new Map();\n clone.scene.traverse((node) => {\n // Materials aren't cloned when cloning meshes; geometry\n // and materials are copied by reference. This is necessary\n // for the same model to be used twice with different\n // environment maps.\n if (node.isMesh) {\n const mesh = node;\n if (Array.isArray(mesh.material)) {\n mesh.material = mesh.material.map((material) => this[$cloneAndPatchMaterial](material, sourceUUIDToClonedMaterial));\n }\n else if (mesh.material != null) {\n mesh.material = this[$cloneAndPatchMaterial](mesh.material, sourceUUIDToClonedMaterial);\n }\n }\n });\n // Cross-correlate the scene graph by relying on information in the\n // current scene graph; without this step, relationships between the\n // Three.js object graph and the glTF scene graph will be lost.\n clone[$correlatedSceneGraph] =\n CorrelatedSceneGraph.from(clone, this.correlatedSceneGraph);\n return clone;\n }\n /**\n * Creates a clone of the given material, and applies a patch to the\n * shader program.\n */\n [$cloneAndPatchMaterial](material, sourceUUIDToClonedMaterial) {\n var _a, _b;\n // If we already cloned this material (determined by tracking the UUID of\n // source materials that have been cloned), then return that previously\n // cloned instance:\n if (sourceUUIDToClonedMaterial.has(material.uuid)) {\n return sourceUUIDToClonedMaterial.get(material.uuid);\n }\n const clone = material.clone();\n // Clone the textures manually since material cloning is shallow. The\n // underlying images are still shared.\n if (material.map != null) {\n clone.map = material.map.clone();\n clone.map.needsUpdate = true;\n }\n if (material.normalMap != null) {\n clone.normalMap = material.normalMap.clone();\n clone.normalMap.needsUpdate = true;\n }\n if (material.emissiveMap != null) {\n clone.emissiveMap = material.emissiveMap.clone();\n clone.emissiveMap.needsUpdate = true;\n }\n if (material.isGLTFSpecularGlossinessMaterial) {\n if (material.specularMap != null) {\n clone.specularMap = (_a = material.specularMap) === null || _a === void 0 ? void 0 : _a.clone();\n clone.specularMap.needsUpdate = true;\n }\n if (material.glossinessMap != null) {\n clone.glossinessMap = (_b = material.glossinessMap) === null || _b === void 0 ? void 0 : _b.clone();\n clone.glossinessMap.needsUpdate = true;\n }\n }\n else {\n // ao, roughness and metalness sometimes share a texture.\n if (material.metalnessMap === material.aoMap) {\n clone.metalnessMap = clone.aoMap;\n }\n else if (material.metalnessMap != null) {\n clone.metalnessMap = material.metalnessMap.clone();\n clone.metalnessMap.needsUpdate = true;\n }\n if (material.roughnessMap === material.aoMap) {\n clone.roughnessMap = clone.aoMap;\n }\n else if (material.roughnessMap === material.metalnessMap) {\n clone.roughnessMap = clone.metalnessMap;\n }\n else if (material.roughnessMap != null) {\n clone.roughnessMap = material.roughnessMap.clone();\n clone.roughnessMap.needsUpdate = true;\n }\n }\n // This allows us to patch three's materials, on top of patches already\n // made, for instance GLTFLoader patches SpecularGlossiness materials.\n // Unfortunately, three's program cache differentiates SpecGloss materials\n // via onBeforeCompile.toString(), so these two functions do the same\n // thing but look different in order to force a proper recompile.\n const oldOnBeforeCompile = material.onBeforeCompile;\n clone.onBeforeCompile = material.isGLTFSpecularGlossinessMaterial ?\n (shader) => {\n oldOnBeforeCompile(shader, undefined);\n shader.fragmentShader = shader.fragmentShader.replace('#include <alphatest_fragment>', alphaChunk);\n } :\n (shader) => {\n shader.fragmentShader = shader.fragmentShader.replace('#include <alphatest_fragment>', alphaChunk);\n oldOnBeforeCompile(shader, undefined);\n };\n // This makes shadows better for non-manifold meshes\n clone.shadowSide = FrontSide;\n // This improves transparent rendering and can be removed whenever\n // https://github.com/mrdoob/three.js/pull/18235 finally lands.\n if (clone.transparent) {\n clone.depthWrite = false;\n }\n // This little hack ignores alpha for opaque materials, in order to comply\n // with the glTF spec.\n if (!clone.alphaTest && !clone.transparent) {\n clone.alphaTest = -0.5;\n }\n sourceUUIDToClonedMaterial.set(material.uuid, clone);\n return clone;\n }\n}\n//# sourceMappingURL=ModelViewerGLTFInstance.js.map","import {\n\tDataTextureLoader,\n\tDataUtils,\n\tFloatType,\n\tHalfFloatType,\n\tLinearEncoding,\n\tLinearFilter,\n\tNearestFilter,\n\tRGBEEncoding,\n\tRGBEFormat,\n\tRGBFormat,\n\tUnsignedByteType\n} from '../../../build/three.module.js';\n\n// https://github.com/mrdoob/three.js/issues/5552\n// http://en.wikipedia.org/wiki/RGBE_image_format\n\nvar RGBELoader = function ( manager ) {\n\n\tDataTextureLoader.call( this, manager );\n\n\tthis.type = UnsignedByteType;\n\n};\n\nRGBELoader.prototype = Object.assign( Object.create( DataTextureLoader.prototype ), {\n\n\tconstructor: RGBELoader,\n\n\t// adapted from http://www.graphics.cornell.edu/~bjw/rgbe.html\n\n\tparse: function ( buffer ) {\n\n\t\tvar\n\t\t\t/* return codes for rgbe routines */\n\t\t\t//RGBE_RETURN_SUCCESS = 0,\n\t\t\tRGBE_RETURN_FAILURE = - 1,\n\n\t\t\t/* default error routine. change this to change error handling */\n\t\t\trgbe_read_error = 1,\n\t\t\trgbe_write_error = 2,\n\t\t\trgbe_format_error = 3,\n\t\t\trgbe_memory_error = 4,\n\t\t\trgbe_error = function ( rgbe_error_code, msg ) {\n\n\t\t\t\tswitch ( rgbe_error_code ) {\n\n\t\t\t\t\tcase rgbe_read_error: console.error( 'THREE.RGBELoader Read Error: ' + ( msg || '' ) );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase rgbe_write_error: console.error( 'THREE.RGBELoader Write Error: ' + ( msg || '' ) );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase rgbe_format_error: console.error( 'THREE.RGBELoader Bad File Format: ' + ( msg || '' ) );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tdefault:\n\t\t\t\t\tcase rgbe_memory_error: console.error( 'THREE.RGBELoader: Error: ' + ( msg || '' ) );\n\n\t\t\t\t}\n\n\t\t\t\treturn RGBE_RETURN_FAILURE;\n\n\t\t\t},\n\n\t\t\t/* offsets to red, green, and blue components in a data (float) pixel */\n\t\t\t//RGBE_DATA_RED = 0,\n\t\t\t//RGBE_DATA_GREEN = 1,\n\t\t\t//RGBE_DATA_BLUE = 2,\n\n\t\t\t/* number of floats per pixel, use 4 since stored in rgba image format */\n\t\t\t//RGBE_DATA_SIZE = 4,\n\n\t\t\t/* flags indicating which fields in an rgbe_header_info are valid */\n\t\t\tRGBE_VALID_PROGRAMTYPE = 1,\n\t\t\tRGBE_VALID_FORMAT = 2,\n\t\t\tRGBE_VALID_DIMENSIONS = 4,\n\n\t\t\tNEWLINE = '\\n',\n\n\t\t\tfgets = function ( buffer, lineLimit, consume ) {\n\n\t\t\t\tlineLimit = ! lineLimit ? 1024 : lineLimit;\n\t\t\t\tvar p = buffer.pos,\n\t\t\t\t\ti = - 1, len = 0, s = '', chunkSize = 128,\n\t\t\t\t\tchunk = String.fromCharCode.apply( null, new Uint16Array( buffer.subarray( p, p + chunkSize ) ) )\n\t\t\t\t;\n\t\t\t\twhile ( ( 0 > ( i = chunk.indexOf( NEWLINE ) ) ) && ( len < lineLimit ) && ( p < buffer.byteLength ) ) {\n\n\t\t\t\t\ts += chunk; len += chunk.length;\n\t\t\t\t\tp += chunkSize;\n\t\t\t\t\tchunk += String.fromCharCode.apply( null, new Uint16Array( buffer.subarray( p, p + chunkSize ) ) );\n\n\t\t\t\t}\n\n\t\t\t\tif ( - 1 < i ) {\n\n\t\t\t\t\t/*for (i=l-1; i>=0; i--) {\n\t\t\t\t\t\tbyteCode = m.charCodeAt(i);\n\t\t\t\t\t\tif (byteCode > 0x7f && byteCode <= 0x7ff) byteLen++;\n\t\t\t\t\t\telse if (byteCode > 0x7ff && byteCode <= 0xffff) byteLen += 2;\n\t\t\t\t\t\tif (byteCode >= 0xDC00 && byteCode <= 0xDFFF) i--; //trail surrogate\n\t\t\t\t\t}*/\n\t\t\t\t\tif ( false !== consume ) buffer.pos += len + i + 1;\n\t\t\t\t\treturn s + chunk.slice( 0, i );\n\n\t\t\t\t}\n\n\t\t\t\treturn false;\n\n\t\t\t},\n\n\t\t\t/* minimal header reading. modify if you want to parse more information */\n\t\t\tRGBE_ReadHeader = function ( buffer ) {\n\n\t\t\t\tvar line, match,\n\n\t\t\t\t\t// regexes to parse header info fields\n\t\t\t\t\tmagic_token_re = /^#\\?(\\S+)/,\n\t\t\t\t\tgamma_re = /^\\s*GAMMA\\s*=\\s*(\\d+(\\.\\d+)?)\\s*$/,\n\t\t\t\t\texposure_re = /^\\s*EXPOSURE\\s*=\\s*(\\d+(\\.\\d+)?)\\s*$/,\n\t\t\t\t\tformat_re = /^\\s*FORMAT=(\\S+)\\s*$/,\n\t\t\t\t\tdimensions_re = /^\\s*\\-Y\\s+(\\d+)\\s+\\+X\\s+(\\d+)\\s*$/,\n\n\t\t\t\t\t// RGBE format header struct\n\t\t\t\t\theader = {\n\n\t\t\t\t\t\tvalid: 0, /* indicate which fields are valid */\n\n\t\t\t\t\t\tstring: '', /* the actual header string */\n\n\t\t\t\t\t\tcomments: '', /* comments found in header */\n\n\t\t\t\t\t\tprogramtype: 'RGBE', /* listed at beginning of file to identify it after \"#?\". defaults to \"RGBE\" */\n\n\t\t\t\t\t\tformat: '', /* RGBE format, default 32-bit_rle_rgbe */\n\n\t\t\t\t\t\tgamma: 1.0, /* image has already been gamma corrected with given gamma. defaults to 1.0 (no correction) */\n\n\t\t\t\t\t\texposure: 1.0, /* a value of 1.0 in an image corresponds to <exposure> watts/steradian/m^2. defaults to 1.0 */\n\n\t\t\t\t\t\twidth: 0, height: 0 /* image dimensions, width/height */\n\n\t\t\t\t\t};\n\n\t\t\t\tif ( buffer.pos >= buffer.byteLength || ! ( line = fgets( buffer ) ) ) {\n\n\t\t\t\t\treturn rgbe_error( rgbe_read_error, 'no header found' );\n\n\t\t\t\t}\n\n\t\t\t\t/* if you want to require the magic token then uncomment the next line */\n\t\t\t\tif ( ! ( match = line.match( magic_token_re ) ) ) {\n\n\t\t\t\t\treturn rgbe_error( rgbe_format_error, 'bad initial token' );\n\n\t\t\t\t}\n\n\t\t\t\theader.valid |= RGBE_VALID_PROGRAMTYPE;\n\t\t\t\theader.programtype = match[ 1 ];\n\t\t\t\theader.string += line + '\\n';\n\n\t\t\t\twhile ( true ) {\n\n\t\t\t\t\tline = fgets( buffer );\n\t\t\t\t\tif ( false === line ) break;\n\t\t\t\t\theader.string += line + '\\n';\n\n\t\t\t\t\tif ( '#' === line.charAt( 0 ) ) {\n\n\t\t\t\t\t\theader.comments += line + '\\n';\n\t\t\t\t\t\tcontinue; // comment line\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( match = line.match( gamma_re ) ) {\n\n\t\t\t\t\t\theader.gamma = parseFloat( match[ 1 ], 10 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( match = line.match( exposure_re ) ) {\n\n\t\t\t\t\t\theader.exposure = parseFloat( match[ 1 ], 10 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( match = line.match( format_re ) ) {\n\n\t\t\t\t\t\theader.valid |= RGBE_VALID_FORMAT;\n\t\t\t\t\t\theader.format = match[ 1 ];//'32-bit_rle_rgbe';\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( match = line.match( dimensions_re ) ) {\n\n\t\t\t\t\t\theader.valid |= RGBE_VALID_DIMENSIONS;\n\t\t\t\t\t\theader.height = parseInt( match[ 1 ], 10 );\n\t\t\t\t\t\theader.width = parseInt( match[ 2 ], 10 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( header.valid & RGBE_VALID_FORMAT ) && ( header.valid & RGBE_VALID_DIMENSIONS ) ) break;\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! ( header.valid & RGBE_VALID_FORMAT ) ) {\n\n\t\t\t\t\treturn rgbe_error( rgbe_format_error, 'missing format specifier' );\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! ( header.valid & RGBE_VALID_DIMENSIONS ) ) {\n\n\t\t\t\t\treturn rgbe_error( rgbe_format_error, 'missing image size specifier' );\n\n\t\t\t\t}\n\n\t\t\t\treturn header;\n\n\t\t\t},\n\n\t\t\tRGBE_ReadPixels_RLE = function ( buffer, w, h ) {\n\n\t\t\t\tvar data_rgba, offset, pos, count, byteValue,\n\t\t\t\t\tscanline_buffer, ptr, ptr_end, i, l, off, isEncodedRun,\n\t\t\t\t\tscanline_width = w, num_scanlines = h, rgbeStart\n\t\t\t\t;\n\n\t\t\t\tif (\n\t\t\t\t\t// run length encoding is not allowed so read flat\n\t\t\t\t\t( ( scanline_width < 8 ) || ( scanline_width > 0x7fff ) ) ||\n\t\t\t\t\t// this file is not run length encoded\n\t\t\t\t\t( ( 2 !== buffer[ 0 ] ) || ( 2 !== buffer[ 1 ] ) || ( buffer[ 2 ] & 0x80 ) )\n\t\t\t\t) {\n\n\t\t\t\t\t// return the flat buffer\n\t\t\t\t\treturn new Uint8Array( buffer );\n\n\t\t\t\t}\n\n\t\t\t\tif ( scanline_width !== ( ( buffer[ 2 ] << 8 ) | buffer[ 3 ] ) ) {\n\n\t\t\t\t\treturn rgbe_error( rgbe_format_error, 'wrong scanline width' );\n\n\t\t\t\t}\n\n\t\t\t\tdata_rgba = new Uint8Array( 4 * w * h );\n\n\t\t\t\tif ( ! data_rgba.length ) {\n\n\t\t\t\t\treturn rgbe_error( rgbe_memory_error, 'unable to allocate buffer space' );\n\n\t\t\t\t}\n\n\t\t\t\toffset = 0; pos = 0; ptr_end = 4 * scanline_width;\n\t\t\t\trgbeStart = new Uint8Array( 4 );\n\t\t\t\tscanline_buffer = new Uint8Array( ptr_end );\n\n\t\t\t\t// read in each successive scanline\n\t\t\t\twhile ( ( num_scanlines > 0 ) && ( pos < buffer.byteLength ) ) {\n\n\t\t\t\t\tif ( pos + 4 > buffer.byteLength ) {\n\n\t\t\t\t\t\treturn rgbe_error( rgbe_read_error );\n\n\t\t\t\t\t}\n\n\t\t\t\t\trgbeStart[ 0 ] = buffer[ pos ++ ];\n\t\t\t\t\trgbeStart[ 1 ] = buffer[ pos ++ ];\n\t\t\t\t\trgbeStart[ 2 ] = buffer[ pos ++ ];\n\t\t\t\t\trgbeStart[ 3 ] = buffer[ pos ++ ];\n\n\t\t\t\t\tif ( ( 2 != rgbeStart[ 0 ] ) || ( 2 != rgbeStart[ 1 ] ) || ( ( ( rgbeStart[ 2 ] << 8 ) | rgbeStart[ 3 ] ) != scanline_width ) ) {\n\n\t\t\t\t\t\treturn rgbe_error( rgbe_format_error, 'bad rgbe scanline format' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// read each of the four channels for the scanline into the buffer\n\t\t\t\t\t// first red, then green, then blue, then exponent\n\t\t\t\t\tptr = 0;\n\t\t\t\t\twhile ( ( ptr < ptr_end ) && ( pos < buffer.byteLength ) ) {\n\n\t\t\t\t\t\tcount = buffer[ pos ++ ];\n\t\t\t\t\t\tisEncodedRun = count > 128;\n\t\t\t\t\t\tif ( isEncodedRun ) count -= 128;\n\n\t\t\t\t\t\tif ( ( 0 === count ) || ( ptr + count > ptr_end ) ) {\n\n\t\t\t\t\t\t\treturn rgbe_error( rgbe_format_error, 'bad scanline data' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( isEncodedRun ) {\n\n\t\t\t\t\t\t\t// a (encoded) run of the same value\n\t\t\t\t\t\t\tbyteValue = buffer[ pos ++ ];\n\t\t\t\t\t\t\tfor ( i = 0; i < count; i ++ ) {\n\n\t\t\t\t\t\t\t\tscanline_buffer[ ptr ++ ] = byteValue;\n\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t//ptr += count;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// a literal-run\n\t\t\t\t\t\t\tscanline_buffer.set( buffer.subarray( pos, pos + count ), ptr );\n\t\t\t\t\t\t\tptr += count; pos += count;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\n\t\t\t\t\t// now convert data from buffer into rgba\n\t\t\t\t\t// first red, then green, then blue, then exponent (alpha)\n\t\t\t\t\tl = scanline_width; //scanline_buffer.byteLength;\n\t\t\t\t\tfor ( i = 0; i < l; i ++ ) {\n\n\t\t\t\t\t\toff = 0;\n\t\t\t\t\t\tdata_rgba[ offset ] = scanline_buffer[ i + off ];\n\t\t\t\t\t\toff += scanline_width; //1;\n\t\t\t\t\t\tdata_rgba[ offset + 1 ] = scanline_buffer[ i + off ];\n\t\t\t\t\t\toff += scanline_width; //1;\n\t\t\t\t\t\tdata_rgba[ offset + 2 ] = scanline_buffer[ i + off ];\n\t\t\t\t\t\toff += scanline_width; //1;\n\t\t\t\t\t\tdata_rgba[ offset + 3 ] = scanline_buffer[ i + off ];\n\t\t\t\t\t\toffset += 4;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tnum_scanlines --;\n\n\t\t\t\t}\n\n\t\t\t\treturn data_rgba;\n\n\t\t\t};\n\n\t\tvar RGBEByteToRGBFloat = function ( sourceArray, sourceOffset, destArray, destOffset ) {\n\n\t\t\tvar e = sourceArray[ sourceOffset + 3 ];\n\t\t\tvar scale = Math.pow( 2.0, e - 128.0 ) / 255.0;\n\n\t\t\tdestArray[ destOffset + 0 ] = sourceArray[ sourceOffset + 0 ] * scale;\n\t\t\tdestArray[ destOffset + 1 ] = sourceArray[ sourceOffset + 1 ] * scale;\n\t\t\tdestArray[ destOffset + 2 ] = sourceArray[ sourceOffset + 2 ] * scale;\n\n\t\t};\n\n\t\tvar RGBEByteToRGBHalf = function ( sourceArray, sourceOffset, destArray, destOffset ) {\n\n\t\t\tvar e = sourceArray[ sourceOffset + 3 ];\n\t\t\tvar scale = Math.pow( 2.0, e - 128.0 ) / 255.0;\n\n\t\t\tdestArray[ destOffset + 0 ] = DataUtils.toHalfFloat( sourceArray[ sourceOffset + 0 ] * scale );\n\t\t\tdestArray[ destOffset + 1 ] = DataUtils.toHalfFloat( sourceArray[ sourceOffset + 1 ] * scale );\n\t\t\tdestArray[ destOffset + 2 ] = DataUtils.toHalfFloat( sourceArray[ sourceOffset + 2 ] * scale );\n\n\t\t};\n\n\t\tvar byteArray = new Uint8Array( buffer );\n\t\tbyteArray.pos = 0;\n\t\tvar rgbe_header_info = RGBE_ReadHeader( byteArray );\n\n\t\tif ( RGBE_RETURN_FAILURE !== rgbe_header_info ) {\n\n\t\t\tvar w = rgbe_header_info.width,\n\t\t\t\th = rgbe_header_info.height,\n\t\t\t\timage_rgba_data = RGBE_ReadPixels_RLE( byteArray.subarray( byteArray.pos ), w, h );\n\n\t\t\tif ( RGBE_RETURN_FAILURE !== image_rgba_data ) {\n\n\t\t\t\tswitch ( this.type ) {\n\n\t\t\t\t\tcase UnsignedByteType:\n\n\t\t\t\t\t\tvar data = image_rgba_data;\n\t\t\t\t\t\tvar format = RGBEFormat; // handled as THREE.RGBAFormat in shaders\n\t\t\t\t\t\tvar type = UnsignedByteType;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase FloatType:\n\n\t\t\t\t\t\tvar numElements = ( image_rgba_data.length / 4 ) * 3;\n\t\t\t\t\t\tvar floatArray = new Float32Array( numElements );\n\n\t\t\t\t\t\tfor ( var j = 0; j < numElements; j ++ ) {\n\n\t\t\t\t\t\t\tRGBEByteToRGBFloat( image_rgba_data, j * 4, floatArray, j * 3 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tvar data = floatArray;\n\t\t\t\t\t\tvar format = RGBFormat;\n\t\t\t\t\t\tvar type = FloatType;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase HalfFloatType:\n\n\t\t\t\t\t\tvar numElements = ( image_rgba_data.length / 4 ) * 3;\n\t\t\t\t\t\tvar halfArray = new Uint16Array( numElements );\n\n\t\t\t\t\t\tfor ( var j = 0; j < numElements; j ++ ) {\n\n\t\t\t\t\t\t\tRGBEByteToRGBHalf( image_rgba_data, j * 4, halfArray, j * 3 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tvar data = halfArray;\n\t\t\t\t\t\tvar format = RGBFormat;\n\t\t\t\t\t\tvar type = HalfFloatType;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.error( 'THREE.RGBELoader: unsupported type: ', this.type );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\treturn {\n\t\t\t\t\twidth: w, height: h,\n\t\t\t\t\tdata: data,\n\t\t\t\t\theader: rgbe_header_info.string,\n\t\t\t\t\tgamma: rgbe_header_info.gamma,\n\t\t\t\t\texposure: rgbe_header_info.exposure,\n\t\t\t\t\tformat: format,\n\t\t\t\t\ttype: type\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\tsetDataType: function ( value ) {\n\n\t\tthis.type = value;\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tfunction onLoadCallback( texture, texData ) {\n\n\t\t\tswitch ( texture.type ) {\n\n\t\t\t\tcase UnsignedByteType:\n\n\t\t\t\t\ttexture.encoding = RGBEEncoding;\n\t\t\t\t\ttexture.minFilter = NearestFilter;\n\t\t\t\t\ttexture.magFilter = NearestFilter;\n\t\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\t\ttexture.flipY = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase FloatType:\n\n\t\t\t\t\ttexture.encoding = LinearEncoding;\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\t\t\t\t\ttexture.magFilter = LinearFilter;\n\t\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\t\ttexture.flipY = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase HalfFloatType:\n\n\t\t\t\t\ttexture.encoding = LinearEncoding;\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\t\t\t\t\ttexture.magFilter = LinearFilter;\n\t\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\t\ttexture.flipY = true;\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}\n\n\t\treturn DataTextureLoader.prototype.load.call( this, url, onLoadCallback, onProgress, onError );\n\n\t}\n\n} );\n\nexport { RGBELoader };\n","/* @license\n * Copyright 2021 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { BackSide, BoxBufferGeometry, Mesh, MeshBasicMaterial, MeshStandardMaterial, PointLight, Scene } from 'three';\nexport default class EnvironmentScene extends Scene {\n constructor() {\n super();\n this.position.y = -3.5;\n const geometry = new BoxBufferGeometry();\n geometry.deleteAttribute('uv');\n const roomMaterial = new MeshStandardMaterial({ metalness: 0, side: BackSide });\n const boxMaterial = new MeshStandardMaterial({ metalness: 0 });\n const mainLight = new PointLight(0xffffff, 500.0, 28, 2);\n mainLight.position.set(0.418, 16.199, 0.300);\n this.add(mainLight);\n const room = new Mesh(geometry, roomMaterial);\n room.position.set(-0.757, 13.219, 0.717);\n room.scale.set(31.713, 28.305, 28.591);\n this.add(room);\n const box1 = new Mesh(geometry, boxMaterial);\n box1.position.set(-10.906, 2.009, 1.846);\n box1.rotation.set(0, -0.195, 0);\n box1.scale.set(2.328, 7.905, 4.651);\n this.add(box1);\n const box2 = new Mesh(geometry, boxMaterial);\n box2.position.set(-5.607, -0.754, -0.758);\n box2.rotation.set(0, 0.994, 0);\n box2.scale.set(1.970, 1.534, 3.955);\n this.add(box2);\n const box3 = new Mesh(geometry, boxMaterial);\n box3.position.set(6.167, 0.857, 7.803);\n box3.rotation.set(0, 0.561, 0);\n box3.scale.set(3.927, 6.285, 3.687);\n this.add(box3);\n const box4 = new Mesh(geometry, boxMaterial);\n box4.position.set(-2.017, 0.018, 6.124);\n box4.rotation.set(0, 0.333, 0);\n box4.scale.set(2.002, 4.566, 2.064);\n this.add(box4);\n const box5 = new Mesh(geometry, boxMaterial);\n box5.position.set(2.291, -0.756, -2.621);\n box5.rotation.set(0, -0.286, 0);\n box5.scale.set(1.546, 1.552, 1.496);\n this.add(box5);\n const box6 = new Mesh(geometry, boxMaterial);\n box6.position.set(-2.193, -0.369, -5.547);\n box6.rotation.set(0, 0.516, 0);\n box6.scale.set(3.875, 3.487, 2.986);\n this.add(box6);\n // -x right\n const light1 = new Mesh(geometry, this.createAreaLightMaterial(50));\n light1.position.set(-16.116, 14.37, 8.208);\n light1.scale.set(0.1, 2.428, 2.739);\n this.add(light1);\n // -x left\n const light2 = new Mesh(geometry, this.createAreaLightMaterial(50));\n light2.position.set(-16.109, 18.021, -8.207);\n light2.scale.set(0.1, 2.425, 2.751);\n this.add(light2);\n // +x\n const light3 = new Mesh(geometry, this.createAreaLightMaterial(17));\n light3.position.set(14.904, 12.198, -1.832);\n light3.scale.set(0.15, 4.265, 6.331);\n this.add(light3);\n // +z\n const light4 = new Mesh(geometry, this.createAreaLightMaterial(43));\n light4.position.set(-0.462, 8.89, 14.520);\n light4.scale.set(4.38, 5.441, 0.088);\n this.add(light4);\n // -z\n const light5 = new Mesh(geometry, this.createAreaLightMaterial(20));\n light5.position.set(3.235, 11.486, -12.541);\n light5.scale.set(2.5, 2.0, 0.1);\n this.add(light5);\n // +y\n const light6 = new Mesh(geometry, this.createAreaLightMaterial(100));\n light6.position.set(0.0, 20.0, 0.0);\n light6.scale.set(1.0, 0.1, 1.0);\n this.add(light6);\n }\n createAreaLightMaterial(intensity) {\n const material = new MeshBasicMaterial();\n material.color.setScalar(intensity);\n return material;\n }\n}\n//# sourceMappingURL=EnvironmentScene.js.map","/* @license\n * Copyright 2021 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { BackSide, BoxBufferGeometry, Mesh, MeshBasicMaterial, MeshStandardMaterial, PointLight, Scene } from 'three';\nexport default class EnvironmentSceneAlt extends Scene {\n constructor() {\n super();\n this.position.y = -3.5;\n const geometry = new BoxBufferGeometry();\n geometry.deleteAttribute('uv');\n const roomMaterial = new MeshStandardMaterial({ metalness: 0, side: BackSide });\n const boxMaterial = new MeshStandardMaterial({ metalness: 0 });\n const mainLight = new PointLight(0xffffff, 500.0, 28, 2);\n mainLight.position.set(0.5, 16.5, 0.5);\n this.add(mainLight);\n const room = new Mesh(geometry, roomMaterial);\n room.position.set(0.0, 13.2, 0.0);\n room.scale.set(31.5, 28.5, 31.5);\n this.add(room);\n const box1 = new Mesh(geometry, boxMaterial);\n box1.position.set(-10.906, -1.0, 1.846);\n box1.rotation.set(0, -0.195, 0);\n box1.scale.set(2.328, 7.905, 4.651);\n this.add(box1);\n const box2 = new Mesh(geometry, boxMaterial);\n box2.position.set(-5.607, -0.754, -0.758);\n box2.rotation.set(0, 0.994, 0);\n box2.scale.set(1.970, 1.534, 3.955);\n this.add(box2);\n const box3 = new Mesh(geometry, boxMaterial);\n box3.position.set(6.167, -0.16, 7.803);\n box3.rotation.set(0, 0.561, 0);\n box3.scale.set(3.927, 6.285, 3.687);\n this.add(box3);\n const box4 = new Mesh(geometry, boxMaterial);\n box4.position.set(-2.017, 0.018, 6.124);\n box4.rotation.set(0, 0.333, 0);\n box4.scale.set(2.002, 4.566, 2.064);\n this.add(box4);\n const box5 = new Mesh(geometry, boxMaterial);\n box5.position.set(2.291, -0.756, -2.621);\n box5.rotation.set(0, -0.286, 0);\n box5.scale.set(1.546, 1.552, 1.496);\n this.add(box5);\n const box6 = new Mesh(geometry, boxMaterial);\n box6.position.set(-2.193, -0.369, -5.547);\n box6.rotation.set(0, 0.516, 0);\n box6.scale.set(3.875, 3.487, 2.986);\n this.add(box6);\n // -x\n const light1 = new Mesh(geometry, this.createAreaLightMaterial(18));\n light1.position.set(-14.0, 9.0, 0.1);\n light1.scale.set(0.1, 5.0, 5.0);\n this.add(light1);\n // +x\n const light3 = new Mesh(geometry, this.createAreaLightMaterial(18));\n light3.position.set(14.0, 9.0, 0.1);\n light3.scale.set(0.1, 5.0, 5.0);\n this.add(light3);\n // +z\n const light4 = new Mesh(geometry, this.createAreaLightMaterial(18));\n light4.position.set(0.0, 9.0, 14.0);\n light4.scale.set(5.0, 5.0, 0.1);\n this.add(light4);\n // -z\n const light5 = new Mesh(geometry, this.createAreaLightMaterial(18));\n light5.position.set(0, 9.0, -14.0);\n light5.scale.set(5.0, 5.0, 0.1);\n this.add(light5);\n // +y\n const light6 = new Mesh(geometry, this.createAreaLightMaterial(18));\n light6.position.set(0.0, 20.0, 0.0);\n light6.scale.set(1.5, 0.1, 1.5);\n this.add(light6);\n }\n createAreaLightMaterial(intensity) {\n const material = new MeshBasicMaterial();\n material.color.setScalar(intensity);\n return material;\n }\n}\n//# sourceMappingURL=EvironmentSceneAlt.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { EquirectangularReflectionMapping, EventDispatcher, GammaEncoding, NearestFilter, PMREMGenerator, RGBEEncoding, TextureLoader } from 'three';\nimport { RGBELoader } from 'three/examples/jsm/loaders/RGBELoader.js';\nimport { deserializeUrl } from '../utilities.js';\nimport EnvironmentScene from './EnvironmentScene.js';\nimport EnvironmentSceneAlt from './EvironmentSceneAlt.js';\nconst GENERATED_SIGMA = 0.04;\nconst HDR_FILE_RE = /\\.hdr(\\.js)?$/;\nconst ldrLoader = new TextureLoader();\nconst hdrLoader = new RGBELoader();\n// Attach a `userData` object for arbitrary data on textures that\n// originate from TextureUtils, similar to Object3D's userData,\n// for help debugging, providing metadata for tests, and semantically\n// describe the type of texture within the context of this application.\nconst userData = {\n url: null,\n};\nexport default class TextureUtils extends EventDispatcher {\n constructor(threeRenderer) {\n super();\n this.generatedEnvironmentMap = null;\n this.generatedEnvironmentMapAlt = null;\n this.skyboxCache = new Map();\n this.environmentMapCache = new Map();\n this.PMREMGenerator = new PMREMGenerator(threeRenderer);\n }\n async load(url, progressCallback = () => { }) {\n try {\n const isHDR = HDR_FILE_RE.test(url);\n const loader = isHDR ? hdrLoader : ldrLoader;\n const texture = await new Promise((resolve, reject) => loader.load(url, resolve, (event) => {\n progressCallback(event.loaded / event.total * 0.9);\n }, reject));\n progressCallback(1.0);\n this.addMetadata(texture, url);\n texture.mapping = EquirectangularReflectionMapping;\n if (isHDR) {\n texture.encoding = RGBEEncoding;\n texture.minFilter = NearestFilter;\n texture.magFilter = NearestFilter;\n texture.flipY = true;\n }\n else {\n texture.encoding = GammaEncoding;\n }\n return texture;\n }\n finally {\n if (progressCallback) {\n progressCallback(1);\n }\n }\n }\n /**\n * Returns a { skybox, environmentMap } object with the targets/textures\n * accordingly. `skybox` is a WebGLRenderCubeTarget, and `environmentMap`\n * is a Texture from a WebGLRenderCubeTarget.\n */\n async generateEnvironmentMapAndSkybox(skyboxUrl = null, environmentMap = null, options = {}) {\n const { progressTracker } = options;\n const updateGenerationProgress = progressTracker != null ? progressTracker.beginActivity() : () => { };\n const useAltEnvironment = environmentMap === 'neutral';\n if (useAltEnvironment === true) {\n environmentMap = null;\n }\n const environmentMapUrl = deserializeUrl(environmentMap);\n try {\n let skyboxLoads = Promise.resolve(null);\n let environmentMapLoads;\n // If we have a skybox URL, attempt to load it as a cubemap\n if (!!skyboxUrl) {\n skyboxLoads = this.loadSkyboxFromUrl(skyboxUrl, progressTracker);\n }\n if (!!environmentMapUrl) {\n // We have an available environment map URL\n environmentMapLoads =\n this.loadEnvironmentMapFromUrl(environmentMapUrl, progressTracker);\n }\n else if (!!skyboxUrl) {\n // Fallback to deriving the environment map from an available skybox\n environmentMapLoads =\n this.loadEnvironmentMapFromUrl(skyboxUrl, progressTracker);\n }\n else {\n // Fallback to generating the environment map\n environmentMapLoads = useAltEnvironment === true ?\n this.loadGeneratedEnvironmentMapAlt() :\n this.loadGeneratedEnvironmentMap();\n }\n let [environmentMap, skybox] = await Promise.all([environmentMapLoads, skyboxLoads]);\n if (environmentMap == null) {\n throw new Error('Failed to load environment map.');\n }\n return { environmentMap, skybox };\n }\n finally {\n updateGenerationProgress(1.0);\n }\n }\n addMetadata(texture, url) {\n if (texture == null) {\n return;\n }\n texture.userData = Object.assign(Object.assign({}, userData), ({\n url: url,\n }));\n }\n /**\n * Loads an equirect Texture from a given URL, for use as a skybox.\n */\n loadSkyboxFromUrl(url, progressTracker) {\n if (!this.skyboxCache.has(url)) {\n const progressCallback = progressTracker ? progressTracker.beginActivity() : () => { };\n const skyboxMapLoads = this.load(url, progressCallback);\n this.skyboxCache.set(url, skyboxMapLoads);\n }\n return this.skyboxCache.get(url);\n }\n /**\n * Loads a WebGLRenderTarget from a given URL. The render target in this\n * case will be assumed to be used as an environment map.\n */\n loadEnvironmentMapFromUrl(url, progressTracker) {\n if (!this.environmentMapCache.has(url)) {\n const environmentMapLoads = this.loadSkyboxFromUrl(url, progressTracker).then((equirect) => {\n const cubeUV = this.PMREMGenerator.fromEquirectangular(equirect);\n this.addMetadata(cubeUV.texture, url);\n return cubeUV;\n });\n this.PMREMGenerator.compileEquirectangularShader();\n this.environmentMapCache.set(url, environmentMapLoads);\n }\n return this.environmentMapCache.get(url);\n }\n /**\n * Loads a dynamically generated environment map.\n */\n loadGeneratedEnvironmentMap() {\n if (this.generatedEnvironmentMap == null) {\n const defaultScene = new EnvironmentScene;\n this.generatedEnvironmentMap =\n this.PMREMGenerator.fromScene(defaultScene, GENERATED_SIGMA);\n this.addMetadata(this.generatedEnvironmentMap.texture, null);\n }\n return Promise.resolve(this.generatedEnvironmentMap);\n }\n /**\n * Loads a dynamically generated environment map, designed to be neutral and\n * color-preserving. Shows less contrast around the different sides of the\n * object.\n */\n loadGeneratedEnvironmentMapAlt() {\n if (this.generatedEnvironmentMapAlt == null) {\n const defaultScene = new EnvironmentSceneAlt;\n this.generatedEnvironmentMapAlt =\n this.PMREMGenerator.fromScene(defaultScene, GENERATED_SIGMA);\n this.addMetadata(this.generatedEnvironmentMapAlt.texture, null);\n }\n return Promise.resolve(this.generatedEnvironmentMapAlt);\n }\n async dispose() {\n const allTargetsLoad = [];\n // NOTE(cdata): We would use for-of iteration on the maps here, but\n // IE11 doesn't have the necessary iterator-returning methods. So,\n // disposal of these render targets is kind of convoluted as a result.\n this.environmentMapCache.forEach((targetLoads) => {\n allTargetsLoad.push(targetLoads);\n });\n this.environmentMapCache.clear();\n for (const targetLoads of allTargetsLoad) {\n try {\n const target = await targetLoads;\n target.dispose();\n }\n catch (e) {\n // Suppress errors, so that all render targets will be disposed\n }\n }\n if (this.generatedEnvironmentMap != null) {\n this.generatedEnvironmentMap.dispose();\n this.generatedEnvironmentMap = null;\n }\n if (this.generatedEnvironmentMapAlt != null) {\n this.generatedEnvironmentMapAlt.dispose();\n this.generatedEnvironmentMapAlt = null;\n }\n }\n}\n//# sourceMappingURL=TextureUtils.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { ACESFilmicToneMapping, EventDispatcher, GammaEncoding, PCFSoftShadowMap, WebGL1Renderer } from 'three';\nimport { RoughnessMipmapper } from 'three/examples/jsm/utils/RoughnessMipmapper';\nimport { USE_OFFSCREEN_CANVAS } from '../constants.js';\nimport { $canvas, $sceneIsReady, $tick, $updateSize, $userInputElement } from '../model-viewer-base.js';\nimport { clamp, isDebugMode, resolveDpr } from '../utilities.js';\nimport { ARRenderer } from './ARRenderer.js';\nimport { CachingGLTFLoader } from './CachingGLTFLoader.js';\nimport { Debugger } from './Debugger.js';\nimport { ModelViewerGLTFInstance } from './gltf-instance/ModelViewerGLTFInstance.js';\nimport TextureUtils from './TextureUtils.js';\n// Between 0 and 1: larger means the average responds faster and is less smooth.\nconst DURATION_DECAY = 0.2;\nconst LOW_FRAME_DURATION_MS = 18;\nconst HIGH_FRAME_DURATION_MS = 26;\nconst MAX_AVG_CHANGE_MS = 2;\nconst SCALE_STEPS = [1, 0.79, 0.62, 0.5, 0.4, 0.31, 0.25];\nconst DEFAULT_LAST_STEP = 3;\n/**\n * Registers canvases with Canvas2DRenderingContexts and renders them\n * all in the same WebGLRenderingContext, spitting out textures to apply\n * to the canvases. Creates a fullscreen WebGL canvas that is not added\n * to the DOM, and on each frame, renders each registered canvas on a portion\n * of the WebGL canvas, and applies the texture on the registered canvas.\n *\n * In the future, can use ImageBitmapRenderingContext instead of\n * Canvas2DRenderingContext if supported for cheaper transfering of\n * the texture.\n */\nexport class Renderer extends EventDispatcher {\n constructor(options) {\n super();\n this.loader = new CachingGLTFLoader(ModelViewerGLTFInstance);\n this.width = 0;\n this.height = 0;\n this.dpr = 1;\n this.debugger = null;\n this.scenes = new Set();\n this.multipleScenesVisible = false;\n this.scaleStep = 0;\n this.lastStep = DEFAULT_LAST_STEP;\n this.avgFrameDuration = (HIGH_FRAME_DURATION_MS + LOW_FRAME_DURATION_MS) / 2;\n this.onWebGLContextLost = (event) => {\n this.dispatchEvent({ type: 'contextlost', sourceEvent: event });\n };\n this.dpr = resolveDpr();\n this.canvasElement = document.createElement('canvas');\n this.canvasElement.id = 'webgl-canvas';\n this.canvas3D = USE_OFFSCREEN_CANVAS ?\n this.canvasElement.transferControlToOffscreen() :\n this.canvasElement;\n this.canvas3D.addEventListener('webglcontextlost', this.onWebGLContextLost);\n try {\n this.threeRenderer = new WebGL1Renderer({\n canvas: this.canvas3D,\n alpha: true,\n antialias: true,\n powerPreference: 'high-performance',\n preserveDrawingBuffer: true\n });\n this.threeRenderer.autoClear = true;\n this.threeRenderer.outputEncoding = GammaEncoding;\n this.threeRenderer.physicallyCorrectLights = true;\n this.threeRenderer.setPixelRatio(1); // handle pixel ratio externally\n this.threeRenderer.shadowMap.enabled = true;\n this.threeRenderer.shadowMap.type = PCFSoftShadowMap;\n this.threeRenderer.shadowMap.autoUpdate = false;\n this.debugger =\n options != null && !!options.debug ? new Debugger(this) : null;\n this.threeRenderer.debug = { checkShaderErrors: !!this.debugger };\n // ACESFilmicToneMapping appears to be the most \"saturated\",\n // and similar to Filament's gltf-viewer.\n this.threeRenderer.toneMapping = ACESFilmicToneMapping;\n }\n catch (error) {\n console.warn(error);\n }\n this.arRenderer = new ARRenderer(this);\n this.textureUtils =\n this.canRender ? new TextureUtils(this.threeRenderer) : null;\n this.roughnessMipmapper = new RoughnessMipmapper(this.threeRenderer);\n CachingGLTFLoader.initializeKTX2Loader(this.threeRenderer);\n this.updateRendererSize();\n this.lastTick = performance.now();\n this.avgFrameDuration = 0;\n }\n static get singleton() {\n return this._singleton;\n }\n static resetSingleton() {\n this._singleton.dispose();\n this._singleton = new Renderer({ debug: isDebugMode() });\n }\n get canRender() {\n return this.threeRenderer != null;\n }\n get scaleFactor() {\n return SCALE_STEPS[this.scaleStep];\n }\n set minScale(scale) {\n let i = 1;\n while (i < SCALE_STEPS.length) {\n if (SCALE_STEPS[i] < scale) {\n break;\n }\n ++i;\n }\n this.lastStep = i - 1;\n }\n /**\n * Updates the renderer's size based on the largest scene and any changes to\n * device pixel ratio.\n */\n updateRendererSize() {\n const dpr = resolveDpr();\n if (dpr !== this.dpr) {\n // If the device pixel ratio has changed due to page zoom, elements\n // specified by % width do not fire a resize event even though their CSS\n // pixel dimensions change, so we force them to update their size here.\n for (const scene of this.scenes) {\n const { element } = scene;\n element[$updateSize](element.getBoundingClientRect());\n }\n }\n // Make the renderer the size of the largest scene\n let width = 0;\n let height = 0;\n for (const scene of this.scenes) {\n width = Math.max(width, scene.width);\n height = Math.max(height, scene.height);\n }\n if (width === this.width && height === this.height && dpr === this.dpr) {\n return;\n }\n this.width = width;\n this.height = height;\n this.dpr = dpr;\n if (this.canRender) {\n this.threeRenderer.setSize(width * dpr, height * dpr, false);\n }\n // Expand the canvas size to make up for shrinking the viewport.\n const scale = this.scaleFactor;\n const widthCSS = width / scale;\n const heightCSS = height / scale;\n // The canvas element must by styled outside of three due to the offscreen\n // canvas not being directly stylable.\n this.canvasElement.style.width = `${widthCSS}px`;\n this.canvasElement.style.height = `${heightCSS}px`;\n // Each scene's canvas must match the renderer size. In general they can be\n // larger than the element that contains them, but the overflow is hidden\n // and only the portion that is shown is copied over.\n for (const scene of this.scenes) {\n const { canvas } = scene;\n canvas.width = Math.round(width * dpr);\n canvas.height = Math.round(height * dpr);\n canvas.style.width = `${widthCSS}px`;\n canvas.style.height = `${heightCSS}px`;\n scene.isDirty = true;\n }\n }\n updateRendererScale() {\n const scaleStep = this.scaleStep;\n if (this.avgFrameDuration > HIGH_FRAME_DURATION_MS &&\n this.scaleStep < this.lastStep) {\n ++this.scaleStep;\n }\n else if (this.avgFrameDuration < LOW_FRAME_DURATION_MS && this.scaleStep > 0) {\n --this.scaleStep;\n }\n if (scaleStep == this.scaleStep) {\n return;\n }\n const scale = this.scaleFactor;\n this.avgFrameDuration =\n (HIGH_FRAME_DURATION_MS + LOW_FRAME_DURATION_MS) / 2;\n const width = this.width / scale;\n const height = this.height / scale;\n this.canvasElement.style.width = `${width}px`;\n this.canvasElement.style.height = `${height}px`;\n for (const scene of this.scenes) {\n const { style } = scene.canvas;\n style.width = `${width}px`;\n style.height = `${height}px`;\n scene.isDirty = true;\n }\n }\n registerScene(scene) {\n this.scenes.add(scene);\n const { canvas } = scene;\n const scale = this.scaleFactor;\n canvas.width = Math.round(this.width * this.dpr);\n canvas.height = Math.round(this.height * this.dpr);\n canvas.style.width = `${this.width / scale}px`;\n canvas.style.height = `${this.height / scale}px`;\n if (this.multipleScenesVisible) {\n canvas.classList.add('show');\n }\n scene.isDirty = true;\n if (this.canRender && this.scenes.size > 0) {\n this.threeRenderer.setAnimationLoop((time) => this.render(time));\n }\n if (this.debugger != null) {\n this.debugger.addScene(scene);\n }\n }\n unregisterScene(scene) {\n this.scenes.delete(scene);\n if (this.canRender && this.scenes.size === 0) {\n this.threeRenderer.setAnimationLoop(null);\n }\n if (this.debugger != null) {\n this.debugger.removeScene(scene);\n }\n }\n displayCanvas(scene) {\n return this.multipleScenesVisible ? scene.element[$canvas] :\n this.canvasElement;\n }\n /**\n * The function enables an optimization, where when there is only a single\n * <model-viewer> element, we can use the renderer's 3D canvas directly for\n * display. Otherwise we need to use the element's 2D canvas and copy the\n * renderer's result into it.\n */\n selectCanvas() {\n let visibleScenes = 0;\n let visibleInput = null;\n for (const scene of this.scenes) {\n const { element } = scene;\n if (element.modelIsVisible) {\n ++visibleScenes;\n visibleInput = element[$userInputElement];\n }\n }\n const multipleScenesVisible = visibleScenes > 1 || USE_OFFSCREEN_CANVAS;\n const { canvasElement } = this;\n if (multipleScenesVisible === this.multipleScenesVisible &&\n (multipleScenesVisible ||\n canvasElement.parentElement === visibleInput)) {\n return;\n }\n this.multipleScenesVisible = multipleScenesVisible;\n if (multipleScenesVisible) {\n canvasElement.classList.remove('show');\n }\n for (const scene of this.scenes) {\n const userInputElement = scene.element[$userInputElement];\n const canvas = scene.element[$canvas];\n if (multipleScenesVisible) {\n canvas.classList.add('show');\n scene.isDirty = true;\n }\n else if (userInputElement === visibleInput) {\n userInputElement.appendChild(canvasElement);\n canvasElement.classList.add('show');\n canvas.classList.remove('show');\n scene.isDirty = true;\n }\n }\n }\n /**\n * Returns an array version of this.scenes where the non-visible ones are\n * first. This allows eager scenes to be rendered before they are visible,\n * without needing the multi-canvas render path.\n */\n orderedScenes() {\n const scenes = [];\n for (const visible of [false, true]) {\n for (const scene of this.scenes) {\n if (scene.element.modelIsVisible === visible) {\n scenes.push(scene);\n }\n }\n }\n return scenes;\n }\n get isPresenting() {\n return this.arRenderer.isPresenting;\n }\n /**\n * This method takes care of updating the element and renderer state based on\n * the time that has passed since the last rendered frame.\n */\n preRender(scene, t, delta) {\n const { element, exposure } = scene;\n element[$tick](t, delta);\n const exposureIsNumber = typeof exposure === 'number' && !self.isNaN(exposure);\n this.threeRenderer.toneMappingExposure = exposureIsNumber ? exposure : 1.0;\n if (scene.isShadowDirty()) {\n this.threeRenderer.shadowMap.needsUpdate = true;\n }\n }\n render(t) {\n const delta = t - this.lastTick;\n this.lastTick = t;\n if (!this.canRender || this.isPresenting) {\n return;\n }\n this.avgFrameDuration += clamp(DURATION_DECAY * (delta - this.avgFrameDuration), -MAX_AVG_CHANGE_MS, MAX_AVG_CHANGE_MS);\n this.selectCanvas();\n this.updateRendererSize();\n this.updateRendererScale();\n const { dpr, scaleFactor } = this;\n for (const scene of this.orderedScenes()) {\n if (!scene.element[$sceneIsReady]()) {\n continue;\n }\n this.preRender(scene, t, delta);\n if (!scene.isDirty) {\n continue;\n }\n scene.isDirty = false;\n ++scene.renderCount;\n if (!scene.element.modelIsVisible && !this.multipleScenesVisible) {\n // Here we are pre-rendering on the visible canvas, so we must mark the\n // visible scene dirty to ensure it overwrites us.\n for (const scene of this.scenes) {\n if (scene.element.modelIsVisible) {\n scene.isDirty = true;\n }\n }\n }\n // We avoid using the Three.js PixelRatio and handle it ourselves here so\n // that we can do proper rounding and avoid white boundary pixels.\n const width = Math.min(Math.ceil(scene.width * scaleFactor * dpr), this.canvas3D.width);\n const height = Math.min(Math.ceil(scene.height * scaleFactor * dpr), this.canvas3D.height);\n // Need to set the render target in order to prevent\n // clearing the depth from a different buffer\n this.threeRenderer.setRenderTarget(null);\n this.threeRenderer.setViewport(0, Math.floor(this.height * dpr) - height, width, height);\n this.threeRenderer.render(scene, scene.getCamera());\n if (this.multipleScenesVisible) {\n if (scene.context == null) {\n scene.createContext();\n }\n if (USE_OFFSCREEN_CANVAS) {\n const contextBitmap = scene.context;\n const bitmap = this.canvas3D.transferToImageBitmap();\n contextBitmap.transferFromImageBitmap(bitmap);\n }\n else {\n const context2D = scene.context;\n context2D.clearRect(0, 0, width, height);\n context2D.drawImage(this.canvas3D, 0, 0, width, height, 0, 0, width, height);\n }\n }\n }\n }\n dispose() {\n if (this.textureUtils != null) {\n this.textureUtils.dispose();\n }\n if (this.threeRenderer != null) {\n this.threeRenderer.dispose();\n }\n this.textureUtils = null;\n this.threeRenderer = null;\n this.scenes.clear();\n this.canvas3D.removeEventListener('webglcontextlost', this.onWebGLContextLost);\n }\n}\nRenderer._singleton = new Renderer({ debug: isDebugMode() });\n//# sourceMappingURL=Renderer.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n/**\n * Converts a base64 string which represents a data url\n * into a Blob of the same contents.\n */\nexport const dataUrlToBlob = async (base64DataUrl) => {\n return new Promise((resolve, reject) => {\n const sliceSize = 512;\n const typeMatch = base64DataUrl.match(/data:(.*);/);\n if (!typeMatch) {\n return reject(new Error(`${base64DataUrl} is not a valid data Url`));\n }\n const type = typeMatch[1];\n const base64 = base64DataUrl.replace(/data:image\\/\\w+;base64,/, '');\n const byteCharacters = atob(base64);\n const byteArrays = [];\n for (let offset = 0; offset < byteCharacters.length; offset += sliceSize) {\n const slice = byteCharacters.slice(offset, offset + sliceSize);\n const byteNumbers = new Array(slice.length);\n for (let i = 0; i < slice.length; i++) {\n byteNumbers[i] = slice.charCodeAt(i);\n }\n const byteArray = new Uint8Array(byteNumbers);\n byteArrays.push(byteArray);\n }\n resolve(new Blob(byteArrays, { type }));\n });\n};\n//# sourceMappingURL=data-conversion.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a, _b;\nimport { clamp } from '../utilities.js';\nconst $ongoingActivities = Symbol('ongoingActivities');\nconst $announceTotalProgress = Symbol('announceTotalProgress');\nconst $eventDelegate = Symbol('eventDelegate');\nconst ACTIVITY_PROGRESS_WEIGHT = 0.5;\n/**\n * ProgressTracker is an event emitter that helps to track the ongoing progress\n * of many simultaneous actions.\n *\n * ProgressTracker reports progress activity in the form of a progress event.\n * The event.detail.totalProgress value indicates the elapsed progress of all\n * activities being tracked by the ProgressTracker.\n *\n * The value of totalProgress is a number that progresses from 0 to 1. The\n * ProgressTracker allows for the lazy accumulation of tracked actions, so the\n * total progress represents a abstract, non-absolute progress towards the\n * completion of all currently tracked events.\n *\n * When all currently tracked activities are finished, the ProgressTracker\n * emits one final progress event and then resets the list of its currently\n * tracked activities. This means that from an observer's perspective,\n * ongoing activities will accumulate and collectively contribute to the notion\n * of total progress until all currently tracked ongoing activities have\n * completed.\n */\nexport class ProgressTracker {\n constructor() {\n // NOTE(cdata): This eventDelegate hack is a quick trick to let us get the\n // EventTarget interface without implementing or requiring a full polyfill. We\n // should remove this once EventTarget is inheritable everywhere.\n this[_a] = document.createDocumentFragment();\n // NOTE(cdata): We declare each of these methods independently here so that we\n // can inherit the correct types from EventTarget's interface. Maybe there is\n // a better way to do this dynamically so that we don't repeat ourselves?\n this.addEventListener = (...args) => this[$eventDelegate].addEventListener(...args);\n this.removeEventListener = (...args) => this[$eventDelegate].removeEventListener(...args);\n this.dispatchEvent = (...args) => this[$eventDelegate].dispatchEvent(...args);\n this[_b] = new Set();\n }\n /**\n * The total number of activities currently being tracked.\n */\n get ongoingActivityCount() {\n return this[$ongoingActivities].size;\n }\n /**\n * Registers a new activity to be tracked by the progress tracker. The method\n * returns a special callback that should be invoked whenever new progress is\n * ready to be reported. The progress should be reported as a value between 0\n * and 1, where 0 would represent the beginning of the action and 1 would\n * represent its completion.\n *\n * There is no built-in notion of a time-out for ongoing activities, so once\n * an ongoing activity is begun, it is up to the consumer of this API to\n * update the progress until that activity is no longer ongoing.\n *\n * Progress is only allowed to move forward for any given activity. If a lower\n * progress is reported than the previously reported progress, it will be\n * ignored.\n */\n beginActivity() {\n const activity = { progress: 0 };\n this[$ongoingActivities].add(activity);\n if (this.ongoingActivityCount === 1) {\n // Announce the first progress event (which should always be 0 / 1\n // total progress):\n this[$announceTotalProgress]();\n }\n return (progress) => {\n let nextProgress;\n nextProgress = Math.max(clamp(progress, 0, 1), activity.progress);\n if (nextProgress !== activity.progress) {\n activity.progress = nextProgress;\n this[$announceTotalProgress]();\n }\n return activity.progress;\n };\n }\n [(_a = $eventDelegate, _b = $ongoingActivities, $announceTotalProgress)]() {\n let totalProgress = 0;\n let statusCount = 0;\n let completedActivities = 0;\n for (const activity of this[$ongoingActivities]) {\n const { progress } = activity;\n const compoundWeight = ACTIVITY_PROGRESS_WEIGHT / Math.pow(2, statusCount++);\n totalProgress += progress * compoundWeight;\n if (progress === 1.0) {\n completedActivities++;\n }\n }\n if (completedActivities === this.ongoingActivityCount) {\n totalProgress = 1.0;\n this[$ongoingActivities].clear();\n }\n this.dispatchEvent(new CustomEvent('progress', { detail: { totalProgress } }));\n }\n}\n//# sourceMappingURL=progress-tracker.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nvar _a, _b, _c, _d, _e, _f, _g, _h, _j, _k;\nimport { property } from 'lit-element';\nimport { UpdatingElement } from 'lit-element/lib/updating-element';\nimport { HAS_INTERSECTION_OBSERVER, HAS_RESIZE_OBSERVER } from './constants.js';\nimport { makeTemplate } from './template.js';\nimport { $evictionPolicy, CachingGLTFLoader } from './three-components/CachingGLTFLoader.js';\nimport { ModelScene } from './three-components/ModelScene.js';\nimport { Renderer } from './three-components/Renderer.js';\nimport { debounce, timePasses } from './utilities.js';\nimport { dataUrlToBlob } from './utilities/data-conversion.js';\nimport { ProgressTracker } from './utilities/progress-tracker.js';\nconst CLEAR_MODEL_TIMEOUT_MS = 1000;\nconst FALLBACK_SIZE_UPDATE_THRESHOLD_MS = 50;\nconst ANNOUNCE_MODEL_VISIBILITY_DEBOUNCE_THRESHOLD = 0;\nconst UNSIZED_MEDIA_WIDTH = 300;\nconst UNSIZED_MEDIA_HEIGHT = 150;\nconst blobCanvas = document.createElement('canvas');\nlet blobContext = null;\nconst $template = Symbol('template');\nconst $fallbackResizeHandler = Symbol('fallbackResizeHandler');\nconst $defaultAriaLabel = Symbol('defaultAriaLabel');\nconst $resizeObserver = Symbol('resizeObserver');\nconst $intersectionObserver = Symbol('intersectionObserver');\nconst $clearModelTimeout = Symbol('clearModelTimeout');\nconst $onContextLost = Symbol('onContextLost');\nexport const $loaded = Symbol('loaded');\nexport const $updateSize = Symbol('updateSize');\nexport const $isElementInViewport = Symbol('isElementInViewport');\nexport const $announceModelVisibility = Symbol('announceModelVisibility');\nexport const $ariaLabel = Symbol('ariaLabel');\nexport const $loadedTime = Symbol('loadedTime');\nexport const $updateSource = Symbol('updateSource');\nexport const $markLoaded = Symbol('markLoaded');\nexport const $container = Symbol('container');\nexport const $userInputElement = Symbol('input');\nexport const $canvas = Symbol('canvas');\nexport const $scene = Symbol('scene');\nexport const $needsRender = Symbol('needsRender');\nexport const $tick = Symbol('tick');\nexport const $onModelLoad = Symbol('onModelLoad');\nexport const $onResize = Symbol('onResize');\nexport const $renderer = Symbol('renderer');\nexport const $progressTracker = Symbol('progressTracker');\nexport const $getLoaded = Symbol('getLoaded');\nexport const $getModelIsVisible = Symbol('getModelIsVisible');\nexport const $shouldAttemptPreload = Symbol('shouldAttemptPreload');\nexport const $sceneIsReady = Symbol('sceneIsReady');\nexport const $hasTransitioned = Symbol('hasTransitioned');\nexport const toVector3D = (v) => {\n return {\n x: v.x,\n y: v.y,\n z: v.z,\n toString() {\n return `${this.x}m ${this.y}m ${this.z}m`;\n }\n };\n};\n/**\n * Definition for a basic <model-viewer> element.\n */\nexport default class ModelViewerElementBase extends UpdatingElement {\n /**\n * Creates a new ModelViewerElement.\n */\n constructor() {\n super();\n this.alt = null;\n this.src = null;\n this[_a] = false;\n this[_b] = false;\n this[_c] = 0;\n this[_d] = null;\n this[_e] = debounce(() => {\n const boundingRect = this.getBoundingClientRect();\n this[$updateSize](boundingRect);\n }, FALLBACK_SIZE_UPDATE_THRESHOLD_MS);\n this[_f] = debounce((oldVisibility) => {\n const newVisibility = this.modelIsVisible;\n if (newVisibility !== oldVisibility) {\n this.dispatchEvent(new CustomEvent('model-visibility', { detail: { visible: newVisibility } }));\n }\n }, ANNOUNCE_MODEL_VISIBILITY_DEBOUNCE_THRESHOLD);\n this[_g] = null;\n this[_h] = null;\n this[_j] = new ProgressTracker();\n this[_k] = (event) => {\n this.dispatchEvent(new CustomEvent('error', { detail: { type: 'webglcontextlost', sourceError: event.sourceEvent } }));\n };\n // NOTE(cdata): It is *very important* to access this template first so that\n // the ShadyCSS template preparation steps happen before element styling in\n // IE11:\n const template = this.constructor.template;\n if (window.ShadyCSS) {\n window.ShadyCSS.styleElement(this, {});\n }\n // NOTE(cdata): The canonical ShadyCSS examples suggest that the Shadow Root\n // should be created after the invocation of ShadyCSS.styleElement\n this.attachShadow({ mode: 'open' });\n const shadowRoot = this.shadowRoot;\n shadowRoot.appendChild(template.content.cloneNode(true));\n this[$container] = shadowRoot.querySelector('.container');\n this[$userInputElement] =\n shadowRoot.querySelector('.userInput');\n this[$canvas] = shadowRoot.querySelector('canvas');\n this[$defaultAriaLabel] =\n this[$userInputElement].getAttribute('aria-label');\n // Because of potential race conditions related to invoking the constructor\n // we only use the bounding rect to set the initial size if the element is\n // already connected to the document:\n let width, height;\n if (this.isConnected) {\n const rect = this.getBoundingClientRect();\n width = rect.width;\n height = rect.height;\n }\n else {\n width = UNSIZED_MEDIA_WIDTH;\n height = UNSIZED_MEDIA_HEIGHT;\n }\n // Create the underlying ModelScene.\n this[$scene] =\n new ModelScene({ canvas: this[$canvas], element: this, width, height });\n this[$scene].addEventListener('model-load', async (event) => {\n this[$markLoaded]();\n this[$onModelLoad]();\n // Give loading async tasks a chance to complete.\n await timePasses();\n this.dispatchEvent(new CustomEvent('load', { detail: { url: event.url } }));\n });\n // Update initial size on microtask timing so that subclasses have a\n // chance to initialize\n Promise.resolve().then(() => {\n this[$updateSize](this.getBoundingClientRect());\n });\n if (HAS_RESIZE_OBSERVER) {\n // Set up a resize observer so we can scale our canvas\n // if our <model-viewer> changes\n this[$resizeObserver] = new ResizeObserver((entries) => {\n // Don't resize anything if in AR mode; otherwise the canvas\n // scaling to fullscreen on entering AR will clobber the flat/2d\n // dimensions of the element.\n if (this[$renderer].isPresenting) {\n return;\n }\n for (let entry of entries) {\n if (entry.target === this) {\n this[$updateSize](entry.contentRect);\n }\n }\n });\n }\n if (HAS_INTERSECTION_OBSERVER) {\n this[$intersectionObserver] = new IntersectionObserver(entries => {\n for (let entry of entries) {\n if (entry.target === this) {\n const oldVisibility = this.modelIsVisible;\n this[$isElementInViewport] = entry.isIntersecting;\n this[$announceModelVisibility](oldVisibility);\n if (this[$isElementInViewport] && !this[$sceneIsReady]()) {\n this[$updateSource]();\n }\n }\n }\n }, {\n root: null,\n // We used to have margin here, but it was causing animated models below\n // the fold to steal the frame budget. Weirder still, it would also\n // cause input events to be swallowed, sometimes for seconds on the\n // model above the fold, but only when the animated model was completely\n // below. Setting this margin to zero fixed it.\n rootMargin: '0px',\n threshold: 0,\n });\n }\n else {\n // If there is no intersection obsever, then all models should be visible\n // at all times:\n this[$isElementInViewport] = true;\n }\n }\n static get is() {\n return 'model-viewer';\n }\n /** @nocollapse */\n static get template() {\n if (!this.hasOwnProperty($template)) {\n this[$template] = makeTemplate(this.is);\n }\n return this[$template];\n }\n /** @export */\n static set modelCacheSize(value) {\n CachingGLTFLoader[$evictionPolicy].evictionThreshold = value;\n }\n /** @export */\n static get modelCacheSize() {\n return CachingGLTFLoader[$evictionPolicy].evictionThreshold;\n }\n /** @export */\n static set minimumRenderScale(value) {\n if (value > 1) {\n console.warn('<model-viewer> minimumRenderScale has been clamped to a maximum value of 1.');\n }\n if (value <= 0) {\n console.warn('<model-viewer> minimumRenderScale has been clamped to a minimum value of 0.25.');\n }\n Renderer.singleton.minScale = value;\n }\n /** @export */\n static get minimumRenderScale() {\n return Renderer.singleton.minScale;\n }\n /** @export */\n get loaded() {\n return this[$getLoaded]();\n }\n get [(_a = $isElementInViewport, _b = $loaded, _c = $loadedTime, _d = $clearModelTimeout, _e = $fallbackResizeHandler, _f = $announceModelVisibility, _g = $resizeObserver, _h = $intersectionObserver, _j = $progressTracker, $renderer)]() {\n return Renderer.singleton;\n }\n /** @export */\n get modelIsVisible() {\n return this[$getModelIsVisible]();\n }\n connectedCallback() {\n super.connectedCallback && super.connectedCallback();\n if (HAS_RESIZE_OBSERVER) {\n this[$resizeObserver].observe(this);\n }\n else {\n self.addEventListener('resize', this[$fallbackResizeHandler]);\n }\n if (HAS_INTERSECTION_OBSERVER) {\n this[$intersectionObserver].observe(this);\n }\n const renderer = this[$renderer];\n renderer.addEventListener('contextlost', this[$onContextLost]);\n renderer.registerScene(this[$scene]);\n if (this[$clearModelTimeout] != null) {\n self.clearTimeout(this[$clearModelTimeout]);\n this[$clearModelTimeout] = null;\n // Force an update in case the model has been evicted from our GLTF cache\n // @see https://lit-element.polymer-project.org/guide/lifecycle#requestupdate\n this.requestUpdate('src', null);\n }\n }\n disconnectedCallback() {\n super.disconnectedCallback && super.disconnectedCallback();\n if (HAS_RESIZE_OBSERVER) {\n this[$resizeObserver].unobserve(this);\n }\n else {\n self.removeEventListener('resize', this[$fallbackResizeHandler]);\n }\n if (HAS_INTERSECTION_OBSERVER) {\n this[$intersectionObserver].unobserve(this);\n }\n const renderer = this[$renderer];\n renderer.removeEventListener('contextlost', this[$onContextLost]);\n renderer.unregisterScene(this[$scene]);\n this[$clearModelTimeout] = self.setTimeout(() => {\n this[$scene].reset();\n }, CLEAR_MODEL_TIMEOUT_MS);\n }\n updated(changedProperties) {\n super.updated(changedProperties);\n // NOTE(cdata): If a property changes from values A -> B -> A in the space\n // of a microtask, LitElement/UpdatingElement will notify of a change even\n // though the value has effectively not changed, so we need to check to make\n // sure that the value has actually changed before changing the loaded flag.\n if (changedProperties.has('src')) {\n if (this.src == null) {\n this[$loaded] = false;\n this[$loadedTime] = 0;\n this[$scene].reset();\n }\n else if (this.src !== this[$scene].url) {\n this[$loaded] = false;\n this[$loadedTime] = 0;\n this[$updateSource]();\n }\n }\n if (changedProperties.has('alt')) {\n const ariaLabel = this.alt == null ? this[$defaultAriaLabel] : this.alt;\n this[$userInputElement].setAttribute('aria-label', ariaLabel);\n }\n }\n /** @export */\n toDataURL(type, encoderOptions) {\n return this[$renderer]\n .displayCanvas(this[$scene])\n .toDataURL(type, encoderOptions);\n }\n /** @export */\n async toBlob(options) {\n const mimeType = options ? options.mimeType : undefined;\n const qualityArgument = options ? options.qualityArgument : undefined;\n const idealAspect = options ? options.idealAspect : undefined;\n const { width, height, fieldOfViewAspect, aspect } = this[$scene];\n const { dpr, scaleFactor } = this[$renderer];\n let outputWidth = width * scaleFactor * dpr;\n let outputHeight = height * scaleFactor * dpr;\n let offsetX = 0;\n let offsetY = 0;\n if (idealAspect === true) {\n if (fieldOfViewAspect > aspect) {\n const oldHeight = outputHeight;\n outputHeight = Math.round(outputWidth / fieldOfViewAspect);\n offsetY = (oldHeight - outputHeight) / 2;\n }\n else {\n const oldWidth = outputWidth;\n outputWidth = Math.round(outputHeight * fieldOfViewAspect);\n offsetX = (oldWidth - outputWidth) / 2;\n }\n }\n blobCanvas.width = outputWidth;\n blobCanvas.height = outputHeight;\n try {\n return new Promise(async (resolve, reject) => {\n if (blobContext == null) {\n blobContext = blobCanvas.getContext('2d');\n }\n blobContext.drawImage(this[$renderer].displayCanvas(this[$scene]), offsetX, offsetY, outputWidth, outputHeight, 0, 0, outputWidth, outputHeight);\n if (blobCanvas.msToBlob) {\n // NOTE: msToBlob only returns image/png\n // so ensure mimeType is not specified (defaults to image/png)\n // or is image/png, otherwise fallback to using toDataURL on IE.\n if (!mimeType || mimeType === 'image/png') {\n return resolve(blobCanvas.msToBlob());\n }\n }\n if (!blobCanvas.toBlob) {\n return resolve(await dataUrlToBlob(blobCanvas.toDataURL(mimeType, qualityArgument)));\n }\n blobCanvas.toBlob((blob) => {\n if (!blob) {\n return reject(new Error('Unable to retrieve canvas blob'));\n }\n resolve(blob);\n }, mimeType, qualityArgument);\n });\n }\n finally {\n this[$updateSize]({ width, height });\n }\n ;\n }\n get [$ariaLabel]() {\n return (this.alt == null || this.alt === 'null') ? this[$defaultAriaLabel] :\n this.alt;\n }\n // NOTE(cdata): Although this may seem extremely redundant, it is required in\n // order to support overloading when TypeScript is compiled to ES5\n // @see https://github.com/Polymer/lit-element/pull/745\n // @see https://github.com/microsoft/TypeScript/issues/338\n [$getLoaded]() {\n return this[$loaded];\n }\n // @see [$getLoaded]\n [$getModelIsVisible]() {\n return this.loaded && this[$isElementInViewport];\n }\n [$hasTransitioned]() {\n return this.modelIsVisible;\n }\n [$shouldAttemptPreload]() {\n return !!this.src && this[$isElementInViewport];\n }\n [$sceneIsReady]() {\n return this[$loaded];\n }\n /**\n * Called on initialization and when the resize observer fires.\n */\n [$updateSize]({ width, height }) {\n this[$container].style.width = `${width}px`;\n this[$container].style.height = `${height}px`;\n this[$onResize]({ width: parseFloat(width), height: parseFloat(height) });\n }\n [$tick](_time, _delta) {\n }\n [$markLoaded]() {\n if (this[$loaded]) {\n return;\n }\n this[$loaded] = true;\n this[$loadedTime] = performance.now();\n }\n [$needsRender]() {\n this[$scene].isDirty = true;\n }\n [$onModelLoad]() {\n }\n [$onResize](e) {\n this[$scene].setSize(e.width, e.height);\n }\n /**\n * Parses the element for an appropriate source URL and\n * sets the views to use the new model based off of the `preload`\n * attribute.\n */\n async [(_k = $onContextLost, $updateSource)]() {\n if (this.loaded || !this[$shouldAttemptPreload]()) {\n return;\n }\n const updateSourceProgress = this[$progressTracker].beginActivity();\n const source = this.src;\n try {\n await this[$scene].setSource(source, (progress) => updateSourceProgress(progress * 0.8));\n const detail = { url: source };\n this.dispatchEvent(new CustomEvent('preload', { detail }));\n }\n catch (error) {\n this.dispatchEvent(new CustomEvent('error', { detail: error }));\n }\n finally {\n updateSourceProgress(0.9);\n requestAnimationFrame(() => {\n requestAnimationFrame(() => {\n updateSourceProgress(1.0);\n });\n });\n }\n }\n}\n__decorate([\n property({ type: String })\n], ModelViewerElementBase.prototype, \"alt\", void 0);\n__decorate([\n property({ type: String })\n], ModelViewerElementBase.prototype, \"src\", void 0);\n//# sourceMappingURL=model-viewer-base.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nimport { property } from 'lit-element';\nimport { $hasTransitioned, $needsRender, $onModelLoad, $renderer, $scene, $tick, $updateSource } from '../model-viewer-base.js';\nconst MILLISECONDS_PER_SECOND = 1000.0;\nconst $changeAnimation = Symbol('changeAnimation');\nconst $paused = Symbol('paused');\nexport const AnimationMixin = (ModelViewerElement) => {\n var _a;\n class AnimationModelViewerElement extends ModelViewerElement {\n constructor() {\n super(...arguments);\n this.autoplay = false;\n this.animationName = undefined;\n this.animationCrossfadeDuration = 300;\n this[_a] = true;\n }\n /**\n * Returns an array\n */\n get availableAnimations() {\n if (this.loaded) {\n return this[$scene].animationNames;\n }\n return [];\n }\n get duration() {\n return this[$scene].duration;\n }\n get paused() {\n return this[$paused];\n }\n get currentTime() {\n return this[$scene].animationTime;\n }\n set currentTime(value) {\n this[$scene].animationTime = value;\n this[$renderer].threeRenderer.shadowMap.needsUpdate = true;\n this[$needsRender]();\n }\n pause() {\n if (this[$paused]) {\n return;\n }\n this[$paused] = true;\n this[$renderer].threeRenderer.shadowMap.autoUpdate = false;\n this.dispatchEvent(new CustomEvent('pause'));\n }\n play() {\n if (this[$paused] && this.availableAnimations.length > 0) {\n this[$paused] = false;\n this[$renderer].threeRenderer.shadowMap.autoUpdate = true;\n if (!this[$scene].hasActiveAnimation) {\n this[$changeAnimation]();\n }\n this.dispatchEvent(new CustomEvent('play'));\n }\n }\n [(_a = $paused, $onModelLoad)]() {\n super[$onModelLoad]();\n this[$paused] = true;\n if (this.autoplay) {\n this[$changeAnimation]();\n this.play();\n }\n }\n [$tick](_time, delta) {\n super[$tick](_time, delta);\n if (this[$paused] || !this[$hasTransitioned]()) {\n return;\n }\n this[$scene].updateAnimation(delta / MILLISECONDS_PER_SECOND);\n this[$needsRender]();\n }\n updated(changedProperties) {\n super.updated(changedProperties);\n if (changedProperties.has('autoplay') && this.autoplay) {\n this.play();\n }\n if (changedProperties.has('animationName')) {\n this[$changeAnimation]();\n }\n }\n async [$updateSource]() {\n // If we are loading a new model, we need to stop the animation of\n // the current one (if any is playing). Otherwise, we might lose\n // the reference to the scene root and running actions start to\n // throw exceptions and/or behave in unexpected ways:\n this[$scene].stopAnimation();\n return super[$updateSource]();\n }\n [$changeAnimation]() {\n this[$scene].playAnimation(this.animationName, this.animationCrossfadeDuration / MILLISECONDS_PER_SECOND);\n // If we are currently paused, we need to force a render so that\n // the scene updates to the first frame of the new animation\n if (this[$paused]) {\n this[$scene].updateAnimation(0);\n this[$needsRender]();\n }\n }\n }\n __decorate([\n property({ type: Boolean })\n ], AnimationModelViewerElement.prototype, \"autoplay\", void 0);\n __decorate([\n property({ type: String, attribute: 'animation-name' })\n ], AnimationModelViewerElement.prototype, \"animationName\", void 0);\n __decorate([\n property({ type: Number, attribute: 'animation-crossfade-duration' })\n ], AnimationModelViewerElement.prototype, \"animationCrossfadeDuration\", void 0);\n return AnimationModelViewerElement;\n};\n//# sourceMappingURL=animation.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { Matrix3, Matrix4, Vector2 } from 'three';\nimport { CSS2DRenderer } from 'three/examples/jsm/renderers/CSS2DRenderer.js';\nimport { $needsRender, $onResize, $scene, $tick, toVector3D } from '../model-viewer-base.js';\nimport { Hotspot } from '../three-components/Hotspot.js';\nconst $annotationRenderer = Symbol('annotationRenderer');\nconst $hotspotMap = Symbol('hotspotMap');\nconst $mutationCallback = Symbol('mutationCallback');\nconst $observer = Symbol('observer');\nconst $addHotspot = Symbol('addHotspot');\nconst $removeHotspot = Symbol('removeHotspot');\n// Used internally by positionAndNormalFromPoint()\nconst pixelPosition = new Vector2();\nconst worldToModel = new Matrix4();\nconst worldToModelNormal = new Matrix3();\n/**\n * AnnotationMixin implements a declarative API to add hotspots and annotations.\n * Child elements of the <model-viewer> element that have a slot name that\n * begins with \"hotspot\" and data-position and data-normal attributes in\n * the format of the camera-target attribute will be added to the scene and\n * track the specified model coordinates.\n */\nexport const AnnotationMixin = (ModelViewerElement) => {\n var _a, _b, _c, _d;\n class AnnotationModelViewerElement extends ModelViewerElement {\n constructor(...args) {\n super(...args);\n this[_a] = new CSS2DRenderer();\n this[_b] = new Map();\n this[_c] = (mutations) => {\n mutations.forEach((mutation) => {\n // NOTE: Be wary that in ShadyDOM cases, the MutationRecord\n // only has addedNodes and removedNodes (and no other details).\n if (!(mutation instanceof MutationRecord) ||\n mutation.type === 'childList') {\n mutation.addedNodes.forEach((node) => {\n this[$addHotspot](node);\n });\n mutation.removedNodes.forEach((node) => {\n this[$removeHotspot](node);\n });\n this[$needsRender]();\n }\n });\n };\n this[_d] = new MutationObserver(this[$mutationCallback]);\n const { domElement } = this[$annotationRenderer];\n const { style } = domElement;\n style.display = 'none';\n style.pointerEvents = 'none';\n style.position = 'absolute';\n style.top = '0';\n this.shadowRoot.querySelector('.default').appendChild(domElement);\n }\n connectedCallback() {\n super.connectedCallback();\n for (let i = 0; i < this.children.length; ++i) {\n this[$addHotspot](this.children[i]);\n }\n const { ShadyDOM } = self;\n if (ShadyDOM == null) {\n this[$observer].observe(this, { childList: true });\n }\n else {\n this[$observer] =\n ShadyDOM.observeChildren(this, this[$mutationCallback]);\n }\n }\n disconnectedCallback() {\n super.disconnectedCallback();\n const { ShadyDOM } = self;\n if (ShadyDOM == null) {\n this[$observer].disconnect();\n }\n else {\n ShadyDOM.unobserveChildren(this[$observer]);\n }\n }\n /**\n * Since the data-position and data-normal attributes are not observed, use\n * this method to move a hotspot. Keep in mind that all hotspots with the\n * same slot name use a single location and the first definition takes\n * precedence, until updated with this method.\n */\n updateHotspot(config) {\n const hotspot = this[$hotspotMap].get(config.name);\n if (hotspot == null) {\n return;\n }\n hotspot.updatePosition(config.position);\n hotspot.updateNormal(config.normal);\n this[$needsRender]();\n }\n /**\n * This method returns the model position and normal of the point on the\n * mesh corresponding to the input pixel coordinates given relative to the\n * model-viewer element. The position and normal are returned as strings in\n * the format suitable for putting in a hotspot's data-position and\n * data-normal attributes. If the mesh is not hit, the result is null.\n */\n positionAndNormalFromPoint(pixelX, pixelY) {\n const scene = this[$scene];\n const { width, height, target } = scene;\n pixelPosition.set(pixelX / width, pixelY / height)\n .multiplyScalar(2)\n .subScalar(1);\n pixelPosition.y *= -1;\n const hit = scene.positionAndNormalFromPoint(pixelPosition);\n if (hit == null) {\n return null;\n }\n worldToModel.copy(target.matrixWorld).invert();\n const position = toVector3D(hit.position.applyMatrix4(worldToModel));\n worldToModelNormal.getNormalMatrix(worldToModel);\n const normal = toVector3D(hit.normal.applyNormalMatrix(worldToModelNormal));\n return { position: position, normal: normal };\n }\n [(_a = $annotationRenderer, _b = $hotspotMap, _c = $mutationCallback, _d = $observer, $tick)](time, delta) {\n super[$tick](time, delta);\n const scene = this[$scene];\n const camera = scene.getCamera();\n if (scene.isDirty) {\n scene.updateHotspots(camera.position);\n this[$annotationRenderer].domElement.style.display = '';\n this[$annotationRenderer].render(scene, camera);\n }\n }\n [$onResize](e) {\n super[$onResize](e);\n this[$annotationRenderer].setSize(e.width, e.height);\n }\n [$addHotspot](node) {\n if (!(node instanceof HTMLElement &&\n node.slot.indexOf('hotspot') === 0)) {\n return;\n }\n let hotspot = this[$hotspotMap].get(node.slot);\n if (hotspot != null) {\n hotspot.increment();\n }\n else {\n hotspot = new Hotspot({\n name: node.slot,\n position: node.dataset.position,\n normal: node.dataset.normal,\n });\n this[$hotspotMap].set(node.slot, hotspot);\n this[$scene].addHotspot(hotspot);\n // This happens automatically in render(), but we do it early so that\n // the slots appear in the shadow DOM and the elements get attached,\n // allowing us to dispatch events on them.\n this[$annotationRenderer].domElement.appendChild(hotspot.element);\n }\n this[$scene].isDirty = true;\n }\n [$removeHotspot](node) {\n if (!(node instanceof HTMLElement)) {\n return;\n }\n const hotspot = this[$hotspotMap].get(node.slot);\n if (!hotspot) {\n return;\n }\n if (hotspot.decrement()) {\n this[$scene].removeHotspot(hotspot);\n this[$hotspotMap].delete(node.slot);\n }\n this[$scene].isDirty = true;\n }\n }\n return AnnotationModelViewerElement;\n};\n//# sourceMappingURL=annotation.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { parseExpressions } from './parsers.js';\n/**\n * For our purposes, an enumeration is a fixed set of CSS-expression-compatible\n * names. When serialized, a selected subset of the members may be specified as\n * whitespace-separated strings. An enumeration deserializer is a function that\n * parses a serialized subset of an enumeration and returns any members that are\n * found as a Set.\n *\n * The following example will produce a deserializer for the days of the\n * week:\n *\n * const deserializeDaysOfTheWeek = enumerationDeserializer([\n * 'Monday',\n * 'Tuesday',\n * 'Wednesday',\n * 'Thursday',\n * 'Friday',\n * 'Saturday',\n * 'Sunday'\n * ]);\n */\nexport const enumerationDeserializer = (allowedNames) => (valueString) => {\n try {\n const expressions = parseExpressions(valueString);\n const names = (expressions.length ? expressions[0].terms : [])\n .filter((valueNode) => valueNode && valueNode.type === 'ident')\n .map(valueNode => valueNode.value)\n .filter(name => allowedNames.indexOf(name) > -1);\n // NOTE(cdata): IE11 does not support constructing a Set directly from\n // an iterable, so we need to manually add all the items:\n const result = new Set();\n for (const name of names) {\n result.add(name);\n }\n return result;\n }\n catch (_error) {\n }\n return new Set();\n};\n//# sourceMappingURL=deserializers.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nimport { property } from 'lit-element';\nimport { IS_AR_QUICKLOOK_CANDIDATE, IS_SCENEVIEWER_CANDIDATE, IS_WEBXR_AR_CANDIDATE } from '../constants.js';\nimport { $loaded, $needsRender, $renderer, $scene, $shouldAttemptPreload, $updateSource } from '../model-viewer-base.js';\nimport { enumerationDeserializer } from '../styles/deserializers.js';\nimport { ARStatus } from '../three-components/ARRenderer.js';\nimport { waitForEvent } from '../utilities.js';\nlet isWebXRBlocked = false;\nlet isSceneViewerBlocked = false;\nconst noArViewerSigil = '#model-viewer-no-ar-fallback';\nconst deserializeARModes = enumerationDeserializer(['quick-look', 'scene-viewer', 'webxr', 'none']);\nconst DEFAULT_AR_MODES = 'webxr scene-viewer quick-look';\nconst ARMode = {\n QUICK_LOOK: 'quick-look',\n SCENE_VIEWER: 'scene-viewer',\n WEBXR: 'webxr',\n NONE: 'none'\n};\nconst $arButtonContainer = Symbol('arButtonContainer');\nconst $enterARWithWebXR = Symbol('enterARWithWebXR');\nexport const $openSceneViewer = Symbol('openSceneViewer');\nexport const $openIOSARQuickLook = Symbol('openIOSARQuickLook');\nconst $canActivateAR = Symbol('canActivateAR');\nconst $arMode = Symbol('arMode');\nconst $arModes = Symbol('arModes');\nconst $arAnchor = Symbol('arAnchor');\nconst $preload = Symbol('preload');\nconst $onARButtonContainerClick = Symbol('onARButtonContainerClick');\nconst $onARStatus = Symbol('onARStatus');\nconst $onARTap = Symbol('onARTap');\nconst $selectARMode = Symbol('selectARMode');\nexport const ARMixin = (ModelViewerElement) => {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j;\n class ARModelViewerElement extends ModelViewerElement {\n constructor() {\n super(...arguments);\n this.ar = false;\n this.arScale = 'auto';\n this.arPlacement = 'floor';\n this.arModes = DEFAULT_AR_MODES;\n this.iosSrc = null;\n this[_a] = false;\n // TODO: Add this to the shadow root as part of this mixin's\n // implementation:\n this[_b] = this.shadowRoot.querySelector('.ar-button');\n this[_c] = document.createElement('a');\n this[_d] = new Set();\n this[_e] = ARMode.NONE;\n this[_f] = false;\n this[_g] = (event) => {\n event.preventDefault();\n this.activateAR();\n };\n this[_h] = ({ status }) => {\n if (status === ARStatus.NOT_PRESENTING ||\n this[$renderer].arRenderer.presentedScene === this[$scene]) {\n this.setAttribute('ar-status', status);\n this.dispatchEvent(new CustomEvent('ar-status', { detail: { status } }));\n }\n };\n this[_j] = (event) => {\n if (event.data == '_apple_ar_quicklook_button_tapped') {\n this.dispatchEvent(new CustomEvent('quick-look-button-tapped'));\n }\n };\n }\n get canActivateAR() {\n return this[$arMode] !== ARMode.NONE;\n }\n connectedCallback() {\n super.connectedCallback();\n this[$renderer].arRenderer.addEventListener('status', this[$onARStatus]);\n this.setAttribute('ar-status', ARStatus.NOT_PRESENTING);\n this[$arAnchor].addEventListener('message', this[$onARTap]);\n }\n disconnectedCallback() {\n super.disconnectedCallback();\n this[$renderer].arRenderer.removeEventListener('status', this[$onARStatus]);\n this[$arAnchor].removeEventListener('message', this[$onARTap]);\n }\n async update(changedProperties) {\n super.update(changedProperties);\n if (changedProperties.has('arScale')) {\n this[$scene].canScale = this.arScale !== 'fixed';\n }\n if (changedProperties.has('arPlacement')) {\n this[$scene].setShadowIntensity(this[$scene].shadowIntensity);\n this[$needsRender]();\n }\n if (!changedProperties.has('ar') && !changedProperties.has('arModes') &&\n !changedProperties.has('iosSrc')) {\n return;\n }\n if (changedProperties.has('arModes')) {\n this[$arModes] = deserializeARModes(this.arModes);\n }\n this[$selectARMode]();\n }\n /**\n * Activates AR. Note that for any mode that is not WebXR-based, this\n * method most likely has to be called synchronous from a user\n * interaction handler. Otherwise, attempts to activate modes that\n * require user interaction will most likely be ignored.\n */\n async activateAR() {\n switch (this[$arMode]) {\n case ARMode.QUICK_LOOK:\n this[$openIOSARQuickLook]();\n break;\n case ARMode.WEBXR:\n await this[$enterARWithWebXR]();\n break;\n case ARMode.SCENE_VIEWER:\n this[$openSceneViewer]();\n break;\n default:\n console.warn('No AR Mode can be activated. This is probably due to missing \\\nconfiguration or device capabilities');\n break;\n }\n }\n async [(_a = $canActivateAR, _b = $arButtonContainer, _c = $arAnchor, _d = $arModes, _e = $arMode, _f = $preload, _g = $onARButtonContainerClick, _h = $onARStatus, _j = $onARTap, $selectARMode)]() {\n this[$arMode] = ARMode.NONE;\n if (this.ar) {\n const arModes = [];\n this[$arModes].forEach((value) => {\n arModes.push(value);\n });\n for (const value of arModes) {\n if (value === 'webxr' && IS_WEBXR_AR_CANDIDATE && !isWebXRBlocked &&\n await this[$renderer].arRenderer.supportsPresentation()) {\n this[$arMode] = ARMode.WEBXR;\n break;\n }\n else if (value === 'scene-viewer' && IS_SCENEVIEWER_CANDIDATE &&\n !isSceneViewerBlocked) {\n this[$arMode] = ARMode.SCENE_VIEWER;\n break;\n }\n else if (value === 'quick-look' && !!this.iosSrc &&\n IS_AR_QUICKLOOK_CANDIDATE) {\n this[$arMode] = ARMode.QUICK_LOOK;\n break;\n }\n }\n }\n if (this.canActivateAR) {\n this[$arButtonContainer].classList.add('enabled');\n this[$arButtonContainer].addEventListener('click', this[$onARButtonContainerClick]);\n }\n else if (this[$arButtonContainer].classList.contains('enabled')) {\n this[$arButtonContainer].removeEventListener('click', this[$onARButtonContainerClick]);\n this[$arButtonContainer].classList.remove('enabled');\n // If AR went from working to not, notify the element.\n const status = ARStatus.FAILED;\n this.setAttribute('ar-status', status);\n this.dispatchEvent(new CustomEvent('ar-status', { detail: { status } }));\n }\n }\n async [$enterARWithWebXR]() {\n console.log('Attempting to present in AR...');\n if (!this[$loaded]) {\n this[$preload] = true;\n this[$updateSource]();\n await waitForEvent(this, 'load');\n this[$preload] = false;\n }\n try {\n this[$arButtonContainer].removeEventListener('click', this[$onARButtonContainerClick]);\n const { arRenderer } = this[$renderer];\n arRenderer.placeOnWall = this.arPlacement === 'wall';\n await arRenderer.present(this[$scene]);\n }\n catch (error) {\n console.warn('Error while trying to present to AR');\n console.error(error);\n await this[$renderer].arRenderer.stopPresenting();\n isWebXRBlocked = true;\n await this[$selectARMode]();\n this.activateAR();\n }\n finally {\n this[$selectARMode]();\n }\n }\n [$shouldAttemptPreload]() {\n return super[$shouldAttemptPreload]() || this[$preload];\n }\n /**\n * Takes a URL and a title string, and attempts to launch Scene Viewer on\n * the current device.\n */\n [$openSceneViewer]() {\n const location = self.location.toString();\n const locationUrl = new URL(location);\n const modelUrl = new URL(this.src, location);\n const params = new URLSearchParams(modelUrl.search);\n locationUrl.hash = noArViewerSigil;\n // modelUrl can contain title/link/sound etc.\n params.set('mode', 'ar_only');\n if (!params.has('disable_occlusion')) {\n params.set('disable_occlusion', 'true');\n }\n if (this.arScale === 'fixed') {\n params.set('resizable', 'false');\n }\n if (this.arPlacement === 'wall') {\n params.set('enable_vertical_placement', 'true');\n }\n if (params.has('sound')) {\n const soundUrl = new URL(params.get('sound'), location);\n params.set('sound', soundUrl.toString());\n }\n if (params.has('link')) {\n const linkUrl = new URL(params.get('link'), location);\n params.set('link', linkUrl.toString());\n }\n const intent = `intent://arvr.google.com/scene-viewer/1.0?${params\n .toString() + '&file=' + encodeURIComponent(modelUrl.toString())}#Intent;scheme=https;package=com.google.ar.core;action=android.intent.action.VIEW;S.browser_fallback_url=${encodeURIComponent(locationUrl.toString())};end;`;\n const undoHashChange = () => {\n if (self.location.hash === noArViewerSigil) {\n isSceneViewerBlocked = true;\n // The new history will be the current URL with a new hash.\n // Go back one step so that we reset to the expected URL.\n // NOTE(cdata): this should not invoke any browser-level navigation\n // because hash-only changes modify the URL in-place without\n // navigating:\n self.history.back();\n this[$selectARMode]();\n // Would be nice to activateAR() here, but webXR fails due to not\n // seeing a user activation.\n }\n };\n self.addEventListener('hashchange', undoHashChange, { once: true });\n this[$arAnchor].setAttribute('href', intent);\n this[$arAnchor].click();\n }\n /**\n * Takes a URL to a USDZ file and sets the appropriate fields so that Safari\n * iOS can intent to their AR Quick Look.\n */\n [$openIOSARQuickLook]() {\n const modelUrl = new URL(this.iosSrc, self.location.toString());\n if (this.arScale === 'fixed') {\n if (modelUrl.hash) {\n modelUrl.hash += '&';\n }\n modelUrl.hash += 'allowsContentScaling=0';\n }\n const anchor = this[$arAnchor];\n anchor.setAttribute('rel', 'ar');\n const img = document.createElement('img');\n anchor.appendChild(img);\n anchor.setAttribute('href', modelUrl.toString());\n anchor.click();\n anchor.removeChild(img);\n }\n }\n __decorate([\n property({ type: Boolean, attribute: 'ar' })\n ], ARModelViewerElement.prototype, \"ar\", void 0);\n __decorate([\n property({ type: String, attribute: 'ar-scale' })\n ], ARModelViewerElement.prototype, \"arScale\", void 0);\n __decorate([\n property({ type: String, attribute: 'ar-placement' })\n ], ARModelViewerElement.prototype, \"arPlacement\", void 0);\n __decorate([\n property({ type: String, attribute: 'ar-modes' })\n ], ARModelViewerElement.prototype, \"arModes\", void 0);\n __decorate([\n property({ type: String, attribute: 'ios-src' })\n ], ARModelViewerElement.prototype, \"iosSrc\", void 0);\n return ARModelViewerElement;\n};\n//# sourceMappingURL=ar.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a, _b, _c;\nimport { normalizeUnit } from './conversions';\nimport { numberNode, ZERO } from './parsers';\nconst $evaluate = Symbol('evaluate');\nconst $lastValue = Symbol('lastValue');\n/**\n * An Evaluator is used to derive a computed style from part (or all) of a CSS\n * expression AST. This construct is particularly useful for complex ASTs\n * containing function calls such as calc, var and env. Such styles could be\n * costly to re-evaluate on every frame (and in some cases we may try to do\n * that). The Evaluator construct allows us to mark sub-trees of the AST as\n * constant, so that only the dynamic parts are re-evaluated. It also separates\n * one-time AST preparation work from work that necessarily has to happen upon\n * each evaluation.\n */\nexport class Evaluator {\n constructor() {\n this[_a] = null;\n }\n /**\n * An Evaluatable is a NumberNode or an Evaluator that evaluates a NumberNode\n * as the result of invoking its evaluate method. This is mainly used to\n * ensure that CSS function nodes are cast to the corresponding Evaluators\n * that will resolve the result of the function, but is also used to ensure\n * that a percentage nested at arbitrary depth in the expression will always\n * be evaluated against the correct basis.\n */\n static evaluatableFor(node, basis = ZERO) {\n if (node instanceof Evaluator) {\n return node;\n }\n if (node.type === 'number') {\n if (node.unit === '%') {\n return new PercentageEvaluator(node, basis);\n }\n return node;\n }\n switch (node.name.value) {\n case 'calc':\n return new CalcEvaluator(node, basis);\n case 'env':\n return new EnvEvaluator(node);\n }\n return ZERO;\n }\n /**\n * If the input is an Evaluator, returns the result of evaluating it.\n * Otherwise, returns the input.\n *\n * This is a helper to aide in resolving a NumberNode without conditionally\n * checking if the Evaluatable is an Evaluator everywhere.\n */\n static evaluate(evaluatable) {\n if (evaluatable instanceof Evaluator) {\n return evaluatable.evaluate();\n }\n return evaluatable;\n }\n /**\n * If the input is an Evaluator, returns the value of its isConstant property.\n * Returns true for all other input values.\n */\n static isConstant(evaluatable) {\n if (evaluatable instanceof Evaluator) {\n return evaluatable.isConstant;\n }\n return true;\n }\n /**\n * This method applies a set of structured intrinsic metadata to an evaluated\n * result from a parsed CSS-like string of expressions. Intrinsics provide\n * sufficient metadata (e.g., basis values, analogs for keywords) such that\n * omitted values in the input string can be backfilled, and keywords can be\n * converted to concrete numbers.\n *\n * The result of applying intrinsics is a tuple of NumberNode values whose\n * units match the units used by the basis of the intrinsics.\n *\n * The following is a high-level description of how intrinsics are applied:\n *\n * 1. Determine the value of 'auto' for the current term\n * 2. If there is no corresponding input value for this term, substitute the\n * 'auto' value.\n * 3. If the term is an IdentNode, treat it as a keyword and perform the\n * appropriate substitution.\n * 4. If the term is still null, fallback to the 'auto' value\n * 5. If the term is a percentage, apply it to the basis and return that\n * value\n * 6. Normalize the unit of the term\n * 7. If the term's unit does not match the basis unit, return the basis\n * value\n * 8. Return the term as is\n */\n static applyIntrinsics(evaluated, intrinsics) {\n const { basis, keywords } = intrinsics;\n const { auto } = keywords;\n return basis.map((basisNode, index) => {\n // Use an auto value if we have it, otherwise the auto value is the basis:\n const autoSubstituteNode = auto[index] == null ? basisNode : auto[index];\n // If the evaluated nodes do not have a node at the current\n // index, fallback to the \"auto\" substitute right away:\n let evaluatedNode = evaluated[index] ? evaluated[index] : autoSubstituteNode;\n // Any ident node is considered a keyword:\n if (evaluatedNode.type === 'ident') {\n const keyword = evaluatedNode.value;\n // Substitute any keywords for concrete values first:\n if (keyword in keywords) {\n evaluatedNode = keywords[keyword][index];\n }\n }\n // If we don't have a NumberNode at this point, fall back to whatever\n // is specified for auto:\n if (evaluatedNode == null || evaluatedNode.type === 'ident') {\n evaluatedNode = autoSubstituteNode;\n }\n // For percentages, we always apply the percentage to the basis value:\n if (evaluatedNode.unit === '%') {\n return numberNode(evaluatedNode.number / 100 * basisNode.number, basisNode.unit);\n }\n // Otherwise, normalize whatever we have:\n evaluatedNode = normalizeUnit(evaluatedNode, basisNode);\n // If the normalized units do not match, return the basis as a fallback:\n if (evaluatedNode.unit !== basisNode.unit) {\n return basisNode;\n }\n // Finally, return the evaluated node with intrinsics applied:\n return evaluatedNode;\n });\n }\n /**\n * If true, the Evaluator will only evaluate its AST one time. If false, the\n * Evaluator will re-evaluate the AST each time that the public evaluate\n * method is invoked.\n */\n get isConstant() {\n return false;\n }\n /**\n * Evaluate the Evaluator and return the result. If the Evaluator is constant,\n * the corresponding AST will only be evaluated once, and the result of\n * evaluating it the first time will be returned on all subsequent\n * evaluations.\n */\n evaluate() {\n if (!this.isConstant || this[$lastValue] == null) {\n this[$lastValue] = this[$evaluate]();\n }\n return this[$lastValue];\n }\n}\n_a = $lastValue;\nconst $percentage = Symbol('percentage');\nconst $basis = Symbol('basis');\n/**\n * A PercentageEvaluator scales a given basis value by a given percentage value.\n * The evaluated result is always considered to be constant.\n */\nexport class PercentageEvaluator extends Evaluator {\n constructor(percentage, basis) {\n super();\n this[$percentage] = percentage;\n this[$basis] = basis;\n }\n get isConstant() {\n return true;\n }\n [$evaluate]() {\n return numberNode(this[$percentage].number / 100 * this[$basis].number, this[$basis].unit);\n }\n}\nconst $identNode = Symbol('identNode');\n/**\n * Evaluator for CSS-like env() functions. Currently, only one environment\n * variable is accepted as an argument for such functions: window-scroll-y.\n *\n * The env() Evaluator is explicitly dynamic because it always refers to\n * external state that changes as the user scrolls, so it should always be\n * re-evaluated to ensure we get the most recent value.\n *\n * Some important notes about this feature include:\n *\n * - There is no such thing as a \"window-scroll-y\" CSS environment variable in\n * any stable browser at the time that this comment is being written.\n * - The actual CSS env() function accepts a second argument as a fallback for\n * the case that the specified first argument isn't set; our syntax does not\n * support this second argument.\n *\n * @see https://developer.mozilla.org/en-US/docs/Web/CSS/env\n */\nexport class EnvEvaluator extends Evaluator {\n constructor(envFunction) {\n super();\n this[_b] = null;\n const identNode = envFunction.arguments.length ? envFunction.arguments[0].terms[0] : null;\n if (identNode != null && identNode.type === 'ident') {\n this[$identNode] = identNode;\n }\n }\n get isConstant() {\n return false;\n }\n ;\n [(_b = $identNode, $evaluate)]() {\n if (this[$identNode] != null) {\n switch (this[$identNode].value) {\n case 'window-scroll-y':\n const verticalScrollPosition = window.pageYOffset;\n const verticalScrollMax = Math.max(document.body.scrollHeight, document.body.offsetHeight, document.documentElement.clientHeight, document.documentElement.scrollHeight, document.documentElement.offsetHeight);\n const scrollY = verticalScrollPosition /\n (verticalScrollMax - window.innerHeight) ||\n 0;\n return { type: 'number', number: scrollY, unit: null };\n }\n }\n return ZERO;\n }\n}\nconst IS_MULTIPLICATION_RE = /[\\*\\/]/;\nconst $evaluator = Symbol('evalutor');\n/**\n * Evaluator for CSS-like calc() functions. Our implementation of calc()\n * evaluation currently support nested function calls, an unlimited number of\n * terms, and all four algebraic operators (+, -, * and /).\n *\n * The Evaluator is marked as constant unless the calc expression contains an\n * internal env expression at any depth, in which case it will be marked as\n * dynamic.\n *\n * @see https://www.w3.org/TR/css-values-3/#calc-syntax\n * @see https://developer.mozilla.org/en-US/docs/Web/CSS/calc\n */\nexport class CalcEvaluator extends Evaluator {\n constructor(calcFunction, basis = ZERO) {\n super();\n this[_c] = null;\n if (calcFunction.arguments.length !== 1) {\n return;\n }\n const terms = calcFunction.arguments[0].terms.slice();\n const secondOrderTerms = [];\n while (terms.length) {\n const term = terms.shift();\n if (secondOrderTerms.length > 0) {\n const previousTerm = secondOrderTerms[secondOrderTerms.length - 1];\n if (previousTerm.type === 'operator' &&\n IS_MULTIPLICATION_RE.test(previousTerm.value)) {\n const operator = secondOrderTerms.pop();\n const leftValue = secondOrderTerms.pop();\n if (leftValue == null) {\n return;\n }\n secondOrderTerms.push(new OperatorEvaluator(operator, Evaluator.evaluatableFor(leftValue, basis), Evaluator.evaluatableFor(term, basis)));\n continue;\n }\n }\n secondOrderTerms.push(term.type === 'operator' ? term :\n Evaluator.evaluatableFor(term, basis));\n }\n while (secondOrderTerms.length > 2) {\n const [left, operator, right] = secondOrderTerms.splice(0, 3);\n if (operator.type !== 'operator') {\n return;\n }\n secondOrderTerms.unshift(new OperatorEvaluator(operator, Evaluator.evaluatableFor(left, basis), Evaluator.evaluatableFor(right, basis)));\n }\n // There should only be one combined evaluator at this point:\n if (secondOrderTerms.length === 1) {\n this[$evaluator] = secondOrderTerms[0];\n }\n }\n get isConstant() {\n return this[$evaluator] == null || Evaluator.isConstant(this[$evaluator]);\n }\n [(_c = $evaluator, $evaluate)]() {\n return this[$evaluator] != null ? Evaluator.evaluate(this[$evaluator]) :\n ZERO;\n }\n}\nconst $operator = Symbol('operator');\nconst $left = Symbol('left');\nconst $right = Symbol('right');\n/**\n * An Evaluator for the operators found inside CSS calc() functions.\n * The evaluator accepts an operator and left/right operands. The operands can\n * be any valid expression term typically allowed inside a CSS calc function.\n *\n * As detail of this implementation, the only supported unit types are angles\n * expressed as radians or degrees, and lengths expressed as meters, centimeters\n * or millimeters.\n *\n * @see https://developer.mozilla.org/en-US/docs/Web/CSS/calc\n */\nexport class OperatorEvaluator extends Evaluator {\n constructor(operator, left, right) {\n super();\n this[$operator] = operator;\n this[$left] = left;\n this[$right] = right;\n }\n get isConstant() {\n return Evaluator.isConstant(this[$left]) &&\n Evaluator.isConstant(this[$right]);\n }\n [$evaluate]() {\n const leftNode = normalizeUnit(Evaluator.evaluate(this[$left]));\n const rightNode = normalizeUnit(Evaluator.evaluate(this[$right]));\n const { number: leftValue, unit: leftUnit } = leftNode;\n const { number: rightValue, unit: rightUnit } = rightNode;\n // Disallow operations for mismatched normalized units e.g., m and rad:\n if (rightUnit != null && leftUnit != null && rightUnit != leftUnit) {\n return ZERO;\n }\n // NOTE(cdata): rules for calc type checking are defined here\n // https://drafts.csswg.org/css-values-3/#calc-type-checking\n // This is a simplification and may not hold up once we begin to support\n // additional unit types:\n const unit = leftUnit || rightUnit;\n let value;\n switch (this[$operator].value) {\n case '+':\n value = leftValue + rightValue;\n break;\n case '-':\n value = leftValue - rightValue;\n break;\n case '/':\n value = leftValue / rightValue;\n break;\n case '*':\n value = leftValue * rightValue;\n break;\n default:\n return ZERO;\n }\n return { type: 'number', number: value, unit };\n }\n}\nconst $evaluatables = Symbol('evaluatables');\nconst $intrinsics = Symbol('intrinsics');\n/**\n * A VectorEvaluator evaluates a series of numeric terms that usually represent\n * a data structure such as a multi-dimensional vector or a spherical\n *\n * The form of the evaluator's result is determined by the Intrinsics that are\n * given to it when it is constructed. For example, spherical intrinsics would\n * establish two angle terms and a length term, so the result of evaluating the\n * evaluator that is configured with spherical intrinsics is a three element\n * array where the first two elements represent angles in radians and the third\n * element representing a length in meters.\n */\nexport class StyleEvaluator extends Evaluator {\n constructor(expressions, intrinsics) {\n super();\n this[$intrinsics] = intrinsics;\n const firstExpression = expressions[0];\n const terms = firstExpression != null ? firstExpression.terms : [];\n this[$evaluatables] =\n intrinsics.basis.map((basisNode, index) => {\n const term = terms[index];\n if (term == null) {\n return { type: 'ident', value: 'auto' };\n }\n if (term.type === 'ident') {\n return term;\n }\n return Evaluator.evaluatableFor(term, basisNode);\n });\n }\n get isConstant() {\n for (const evaluatable of this[$evaluatables]) {\n if (!Evaluator.isConstant(evaluatable)) {\n return false;\n }\n }\n return true;\n }\n [$evaluate]() {\n const evaluated = this[$evaluatables].map(evaluatable => Evaluator.evaluate(evaluatable));\n return Evaluator.applyIntrinsics(evaluated, this[$intrinsics])\n .map(numberNode => numberNode.number);\n }\n}\n//# sourceMappingURL=evaluators.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a, _b, _c, _d;\nimport { ASTWalker } from './parsers';\nconst $instances = Symbol('instances');\nconst $activateListener = Symbol('activateListener');\nconst $deactivateListener = Symbol('deactivateListener');\nconst $notifyInstances = Symbol('notifyInstances');\nconst $notify = Symbol('notify');\nconst $scrollCallback = Symbol('callback');\n/**\n * This internal helper is intended to work as a reference-counting manager of\n * scroll event listeners. Only one scroll listener is ever registered for all\n * instances of the class, and when the last ScrollObserver \"disconnects\", that\n * event listener is removed. This spares us from thrashing\n * the {add,remove}EventListener API (the binding cost of these methods has been\n * known to show up in performance anlyses) as well as potential memory leaks.\n */\nclass ScrollObserver {\n constructor(callback) {\n this[$scrollCallback] = callback;\n }\n static [$notifyInstances]() {\n for (const instance of ScrollObserver[$instances]) {\n instance[$notify]();\n }\n }\n static [(_a = $instances, $activateListener)]() {\n window.addEventListener('scroll', this[$notifyInstances], { passive: true });\n }\n static [$deactivateListener]() {\n window.removeEventListener('scroll', this[$notifyInstances]);\n }\n /**\n * Listen for scroll events. The configured callback (passed to the\n * constructor) will be invoked for subsequent global scroll events.\n */\n observe() {\n if (ScrollObserver[$instances].size === 0) {\n ScrollObserver[$activateListener]();\n }\n ScrollObserver[$instances].add(this);\n }\n /**\n * Stop listening for scroll events.\n */\n disconnect() {\n ScrollObserver[$instances].delete(this);\n if (ScrollObserver[$instances].size === 0) {\n ScrollObserver[$deactivateListener]();\n }\n }\n [$notify]() {\n this[$scrollCallback]();\n }\n ;\n}\nScrollObserver[_a] = new Set();\nconst $computeStyleCallback = Symbol('computeStyleCallback');\nconst $astWalker = Symbol('astWalker');\nconst $dependencies = Symbol('dependencies');\nconst $onScroll = Symbol('onScroll');\n/**\n * The StyleEffector is configured with a callback that will be invoked at the\n * optimal time that some array of CSS expression ASTs ought to be evaluated.\n *\n * For example, our CSS-like expression syntax supports usage of the env()\n * function to incorporate the current top-level scroll position into a CSS\n * expression: env(window-scroll-y).\n *\n * This \"environment variable\" will change dynamically as the user scrolls the\n * page. If an AST contains such a usage of env(), we would have to evaluate the\n * AST on every frame in order to be sure that the computed style stays up to\n * date.\n *\n * The StyleEffector spares us from evaluating the expressions on every frame by\n * correlating specific parts of an AST with observers of the external effects\n * that they refer to (if any). So, if the AST contains env(window-scroll-y),\n * the StyleEffector manages the lifetime of a global scroll event listener and\n * notifies the user at the optimal time to evaluate the computed style.\n */\nexport class StyleEffector {\n constructor(callback) {\n this[_b] = {};\n this[_c] = new ASTWalker(['function']);\n this[_d] = () => {\n this[$computeStyleCallback]({ relatedState: 'window-scroll' });\n };\n this[$computeStyleCallback] = callback;\n }\n /**\n * Sets the expressions that govern when the StyleEffector callback will be\n * invoked.\n */\n observeEffectsFor(ast) {\n const newDependencies = {};\n const oldDependencies = this[$dependencies];\n this[$astWalker].walk(ast, functionNode => {\n const { name } = functionNode;\n const firstArgument = functionNode.arguments[0];\n const firstTerm = firstArgument.terms[0];\n if (name.value !== 'env' || firstTerm == null ||\n firstTerm.type !== 'ident') {\n return;\n }\n switch (firstTerm.value) {\n case 'window-scroll-y':\n if (newDependencies['window-scroll'] == null) {\n const observer = 'window-scroll' in oldDependencies ?\n oldDependencies['window-scroll'] :\n new ScrollObserver(this[$onScroll]);\n observer.observe();\n delete oldDependencies['window-scroll'];\n newDependencies['window-scroll'] = observer;\n }\n break;\n }\n });\n for (const environmentState in oldDependencies) {\n const observer = oldDependencies[environmentState];\n observer.disconnect();\n }\n this[$dependencies] = newDependencies;\n }\n /**\n * Disposes of the StyleEffector by disconnecting all observers of external\n * effects.\n */\n dispose() {\n for (const environmentState in this[$dependencies]) {\n const observer = this[$dependencies][environmentState];\n observer.disconnect();\n }\n }\n}\n_b = $dependencies, _c = $astWalker, _d = $onScroll;\n//# sourceMappingURL=style-effector.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { StyleEvaluator } from './styles/evaluators';\nimport { parseExpressions } from './styles/parsers';\nimport { StyleEffector } from './styles/style-effector';\n/**\n * The @style decorator is responsible for coordinating the conversion of a\n * CSS-like string property value into numbers that can be applied to\n * lower-level constructs. It also can optionally manage the lifecycle of a\n * StyleEffector which allows automatic updates for styles that use env() or\n * var() functions.\n *\n * The decorator is configured with Intrinsics and the property key for a\n * method that handles updates. The named update handler is invoked with the\n * result of parsing and evaluating the raw property string value. The format of\n * the evaluated result is derived from the basis of the configured Intrinsics,\n * and is always an array of numbers of fixed length.\n *\n * NOTE: This decorator depends on the property updating mechanism defined by\n * UpdatingElement as exported by the lit-element module. That means it *must*\n * be used in conjunction with the @property decorator, or equivalent\n * JavaScript.\n *\n * Supported configurations are:\n *\n * - `intrinsics`: An Intrinsics struct that describes how to interpret a\n * serialized style attribute. For more detail on intrinsics see\n * ./styles/evaluators.ts\n * - `updateHandler`: A string or Symbol that is the key of a method to be\n * invoked with the result of parsing and evaluating a serialized style string.\n * - `observeEffects`: Optional, if set to true then styles that use env() will\n * cause their update handlers to be invoked every time the corresponding\n * environment variable changes (even if the style attribute itself remains\n * static).\n */\nexport const style = (config) => {\n const observeEffects = config.observeEffects || false;\n const getIntrinsics = config.intrinsics instanceof Function ?\n config.intrinsics :\n (() => config.intrinsics);\n return (proto, propertyName) => {\n const originalUpdated = proto.updated;\n const originalConnectedCallback = proto.connectedCallback;\n const originalDisconnectedCallback = proto.disconnectedCallback;\n const $styleEffector = Symbol(`${propertyName}StyleEffector`);\n const $styleEvaluator = Symbol(`${propertyName}StyleEvaluator`);\n const $updateEvaluator = Symbol(`${propertyName}UpdateEvaluator`);\n const $evaluateAndSync = Symbol(`${propertyName}EvaluateAndSync`);\n Object.defineProperties(proto, {\n [$styleEffector]: { value: null, writable: true },\n [$styleEvaluator]: { value: null, writable: true },\n [$updateEvaluator]: {\n value: function () {\n const ast = parseExpressions(this[propertyName]);\n this[$styleEvaluator] =\n new StyleEvaluator(ast, getIntrinsics(this));\n if (this[$styleEffector] == null && observeEffects) {\n this[$styleEffector] =\n new StyleEffector(() => this[$evaluateAndSync]());\n }\n if (this[$styleEffector] != null) {\n this[$styleEffector].observeEffectsFor(ast);\n }\n }\n },\n [$evaluateAndSync]: {\n value: function () {\n if (this[$styleEvaluator] == null) {\n return;\n }\n const result = this[$styleEvaluator].evaluate();\n // @see https://github.com/microsoft/TypeScript/pull/30769\n // @see https://github.com/Microsoft/TypeScript/issues/1863\n this[config.updateHandler](result);\n }\n },\n updated: {\n value: function (changedProperties) {\n // Always invoke updates to styles first. This gives a class that\n // uses this decorator the opportunity to override the effect, or\n // respond to it, in its own implementation of `updated`.\n if (changedProperties.has(propertyName)) {\n this[$updateEvaluator]();\n this[$evaluateAndSync]();\n }\n originalUpdated.call(this, changedProperties);\n }\n },\n connectedCallback: {\n value: function () {\n originalConnectedCallback.call(this);\n this.requestUpdate(propertyName, this[propertyName]);\n }\n },\n disconnectedCallback: {\n value: function () {\n originalDisconnectedCallback.call(this);\n if (this[$styleEffector] != null) {\n this[$styleEffector].dispose();\n this[$styleEffector] = null;\n }\n }\n }\n });\n };\n};\n//# sourceMappingURL=decorators.js.map","/* @license\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { Euler, EventDispatcher, Spherical } from 'three';\nimport { clamp } from '../utilities.js';\nimport { Damper, SETTLING_TIME } from './Damper.js';\nexport const DEFAULT_OPTIONS = Object.freeze({\n minimumRadius: 0,\n maximumRadius: Infinity,\n minimumPolarAngle: Math.PI / 8,\n maximumPolarAngle: Math.PI - Math.PI / 8,\n minimumAzimuthalAngle: -Infinity,\n maximumAzimuthalAngle: Infinity,\n minimumFieldOfView: 10,\n maximumFieldOfView: 45,\n interactionPolicy: 'always-allow',\n touchAction: 'pan-y'\n});\n// Constants\nconst TOUCH_EVENT_RE = /^touch(start|end|move)$/;\nconst KEYBOARD_ORBIT_INCREMENT = Math.PI / 8;\nconst ZOOM_SENSITIVITY = 0.04;\nexport const KeyCode = {\n PAGE_UP: 33,\n PAGE_DOWN: 34,\n LEFT: 37,\n UP: 38,\n RIGHT: 39,\n DOWN: 40\n};\nexport const ChangeSource = {\n USER_INTERACTION: 'user-interaction',\n NONE: 'none'\n};\n/**\n * SmoothControls is a Three.js helper for adding delightful pointer and\n * keyboard-based input to a staged Three.js scene. Its API is very similar to\n * OrbitControls, but it offers more opinionated (subjectively more delightful)\n * defaults, easy extensibility and subjectively better out-of-the-box keyboard\n * support.\n *\n * One important change compared to OrbitControls is that the `update` method\n * of SmoothControls must be invoked on every frame, otherwise the controls\n * will not have an effect.\n *\n * Another notable difference compared to OrbitControls is that SmoothControls\n * does not currently support panning (but probably will in a future revision).\n *\n * Like OrbitControls, SmoothControls assumes that the orientation of the camera\n * has been set in terms of position, rotation and scale, so it is important to\n * ensure that the camera's matrixWorld is in sync before using SmoothControls.\n */\nexport class SmoothControls extends EventDispatcher {\n constructor(camera, element) {\n super();\n this.camera = camera;\n this.element = element;\n this.sensitivity = 1;\n this._interactionEnabled = false;\n this._disableZoom = false;\n this.isUserChange = false;\n this.isUserPointing = false;\n // Internal orbital position state\n this.spherical = new Spherical();\n this.goalSpherical = new Spherical();\n this.thetaDamper = new Damper();\n this.phiDamper = new Damper();\n this.radiusDamper = new Damper();\n this.logFov = Math.log(DEFAULT_OPTIONS.maximumFieldOfView);\n this.goalLogFov = this.logFov;\n this.fovDamper = new Damper();\n // Pointer state\n this.pointerIsDown = false;\n this.lastPointerPosition = {\n clientX: 0,\n clientY: 0,\n };\n this.touchMode = 'rotate';\n this.touchDecided = false;\n this.onPointerMove = (event) => {\n if (!this.pointerIsDown || !this.canInteract) {\n return;\n }\n // NOTE(cdata): We test event.type as some browsers do not have a global\n // TouchEvent contructor.\n if (TOUCH_EVENT_RE.test(event.type)) {\n const { touches } = event;\n switch (this.touchMode) {\n case 'zoom':\n if (this.lastTouches.length > 1 && touches.length > 1) {\n const lastTouchDistance = this.twoTouchDistance(this.lastTouches[0], this.lastTouches[1]);\n const touchDistance = this.twoTouchDistance(touches[0], touches[1]);\n const deltaZoom = ZOOM_SENSITIVITY * (lastTouchDistance - touchDistance) / 10.0;\n this.userAdjustOrbit(0, 0, deltaZoom);\n }\n break;\n case 'rotate':\n const { touchAction } = this._options;\n if (!this.touchDecided && touchAction !== 'none') {\n this.touchDecided = true;\n const { clientX, clientY } = touches[0];\n const dx = Math.abs(clientX - this.lastPointerPosition.clientX);\n const dy = Math.abs(clientY - this.lastPointerPosition.clientY);\n // If motion is mostly vertical, assume scrolling is the intent.\n if ((touchAction === 'pan-y' && dy > dx) ||\n (touchAction === 'pan-x' && dx > dy)) {\n this.touchMode = 'scroll';\n return;\n }\n }\n this.handleSinglePointerMove(touches[0]);\n break;\n case 'scroll':\n return;\n }\n this.lastTouches = touches;\n }\n else {\n this.handleSinglePointerMove(event);\n }\n if (event.cancelable) {\n event.preventDefault();\n }\n ;\n };\n this.onPointerDown = (event) => {\n this.pointerIsDown = true;\n this.isUserPointing = false;\n if (TOUCH_EVENT_RE.test(event.type)) {\n const { touches } = event;\n this.touchDecided = false;\n switch (touches.length) {\n default:\n case 1:\n this.touchMode = 'rotate';\n this.handleSinglePointerDown(touches[0]);\n break;\n case 2:\n this.touchMode = this._disableZoom ? 'scroll' : 'zoom';\n break;\n }\n this.lastTouches = touches;\n }\n else {\n this.handleSinglePointerDown(event);\n }\n };\n this.onPointerUp = (_event) => {\n this.element.style.cursor = 'grab';\n this.pointerIsDown = false;\n if (this.isUserPointing) {\n this.dispatchEvent({ type: 'pointer-change-end', pointer: Object.assign({}, this.lastPointerPosition) });\n }\n };\n this.onWheel = (event) => {\n if (!this.canInteract) {\n return;\n }\n const deltaZoom = event.deltaY *\n (event.deltaMode == 1 ? 18 : 1) * ZOOM_SENSITIVITY / 30;\n this.userAdjustOrbit(0, 0, deltaZoom);\n if (event.cancelable) {\n event.preventDefault();\n }\n };\n this.onKeyDown = (event) => {\n // We track if the key is actually one we respond to, so as not to\n // accidentally clober unrelated key inputs when the <model-viewer> has\n // focus.\n let relevantKey = false;\n switch (event.keyCode) {\n case KeyCode.PAGE_UP:\n relevantKey = true;\n this.userAdjustOrbit(0, 0, ZOOM_SENSITIVITY);\n break;\n case KeyCode.PAGE_DOWN:\n relevantKey = true;\n this.userAdjustOrbit(0, 0, -1 * ZOOM_SENSITIVITY);\n break;\n case KeyCode.UP:\n relevantKey = true;\n this.userAdjustOrbit(0, -KEYBOARD_ORBIT_INCREMENT, 0);\n break;\n case KeyCode.DOWN:\n relevantKey = true;\n this.userAdjustOrbit(0, KEYBOARD_ORBIT_INCREMENT, 0);\n break;\n case KeyCode.LEFT:\n relevantKey = true;\n this.userAdjustOrbit(-KEYBOARD_ORBIT_INCREMENT, 0, 0);\n break;\n case KeyCode.RIGHT:\n relevantKey = true;\n this.userAdjustOrbit(KEYBOARD_ORBIT_INCREMENT, 0, 0);\n break;\n }\n if (relevantKey && event.cancelable) {\n event.preventDefault();\n }\n };\n this._options = Object.assign({}, DEFAULT_OPTIONS);\n this.setOrbit(0, Math.PI / 2, 1);\n this.setFieldOfView(100);\n this.jumpToGoal();\n }\n get interactionEnabled() {\n return this._interactionEnabled;\n }\n enableInteraction() {\n if (this._interactionEnabled === false) {\n const { element } = this;\n element.addEventListener('mousemove', this.onPointerMove);\n element.addEventListener('mousedown', this.onPointerDown);\n if (!this._disableZoom) {\n element.addEventListener('wheel', this.onWheel);\n }\n element.addEventListener('keydown', this.onKeyDown);\n element.addEventListener('touchstart', this.onPointerDown, { passive: true });\n element.addEventListener('touchmove', this.onPointerMove);\n self.addEventListener('mouseup', this.onPointerUp);\n self.addEventListener('touchend', this.onPointerUp);\n this.element.style.cursor = 'grab';\n this._interactionEnabled = true;\n }\n }\n disableInteraction() {\n if (this._interactionEnabled === true) {\n const { element } = this;\n element.removeEventListener('mousemove', this.onPointerMove);\n element.removeEventListener('mousedown', this.onPointerDown);\n if (!this._disableZoom) {\n element.removeEventListener('wheel', this.onWheel);\n }\n element.removeEventListener('keydown', this.onKeyDown);\n element.removeEventListener('touchstart', this.onPointerDown);\n element.removeEventListener('touchmove', this.onPointerMove);\n self.removeEventListener('mouseup', this.onPointerUp);\n self.removeEventListener('touchend', this.onPointerUp);\n element.style.cursor = '';\n this._interactionEnabled = false;\n }\n }\n /**\n * The options that are currently configured for the controls instance.\n */\n get options() {\n return this._options;\n }\n set disableZoom(disable) {\n if (this._disableZoom != disable) {\n this._disableZoom = disable;\n if (disable === true) {\n this.element.removeEventListener('wheel', this.onWheel);\n }\n else {\n this.element.addEventListener('wheel', this.onWheel);\n }\n }\n }\n /**\n * Copy the spherical values that represent the current camera orbital\n * position relative to the configured target into a provided Spherical\n * instance. If no Spherical is provided, a new Spherical will be allocated\n * to copy the values into. The Spherical that values are copied into is\n * returned.\n */\n getCameraSpherical(target = new Spherical()) {\n return target.copy(this.spherical);\n }\n /**\n * Returns the camera's current vertical field of view in degrees.\n */\n getFieldOfView() {\n return this.camera.fov;\n }\n /**\n * Configure the _options of the controls. Configured _options will be\n * merged with whatever _options have already been configured for this\n * controls instance.\n */\n applyOptions(_options) {\n Object.assign(this._options, _options);\n // Re-evaluates clamping based on potentially new values for min/max\n // polar, azimuth and radius:\n this.setOrbit();\n this.setFieldOfView(Math.exp(this.goalLogFov));\n }\n /**\n * Sets the near and far planes of the camera.\n */\n updateNearFar(nearPlane, farPlane) {\n this.camera.near = Math.max(nearPlane, farPlane / 1000);\n this.camera.far = farPlane;\n this.camera.updateProjectionMatrix();\n }\n /**\n * Sets the aspect ratio of the camera\n */\n updateAspect(aspect) {\n this.camera.aspect = aspect;\n this.camera.updateProjectionMatrix();\n }\n /**\n * Set the absolute orbital goal of the camera. The change will be\n * applied over a number of frames depending on configured acceleration and\n * dampening _options.\n *\n * Returns true if invoking the method will result in the camera changing\n * position and/or rotation, otherwise false.\n */\n setOrbit(goalTheta = this.goalSpherical.theta, goalPhi = this.goalSpherical.phi, goalRadius = this.goalSpherical.radius) {\n const { minimumAzimuthalAngle, maximumAzimuthalAngle, minimumPolarAngle, maximumPolarAngle, minimumRadius, maximumRadius } = this._options;\n const { theta, phi, radius } = this.goalSpherical;\n const nextTheta = clamp(goalTheta, minimumAzimuthalAngle, maximumAzimuthalAngle);\n if (!isFinite(minimumAzimuthalAngle) &&\n !isFinite(maximumAzimuthalAngle)) {\n this.spherical.theta =\n this.wrapAngle(this.spherical.theta - nextTheta) + nextTheta;\n }\n const nextPhi = clamp(goalPhi, minimumPolarAngle, maximumPolarAngle);\n const nextRadius = clamp(goalRadius, minimumRadius, maximumRadius);\n if (nextTheta === theta && nextPhi === phi && nextRadius === radius) {\n return false;\n }\n this.goalSpherical.theta = nextTheta;\n this.goalSpherical.phi = nextPhi;\n this.goalSpherical.radius = nextRadius;\n this.goalSpherical.makeSafe();\n this.isUserChange = false;\n return true;\n }\n /**\n * Subset of setOrbit() above, which only sets the camera's radius.\n */\n setRadius(radius) {\n this.goalSpherical.radius = radius;\n this.setOrbit();\n }\n /**\n * Sets the goal field of view for the camera\n */\n setFieldOfView(fov) {\n const { minimumFieldOfView, maximumFieldOfView } = this._options;\n fov = clamp(fov, minimumFieldOfView, maximumFieldOfView);\n this.goalLogFov = Math.log(fov);\n }\n /**\n * Adjust the orbital position of the camera relative to its current orbital\n * position. Does not let the theta goal get more than pi ahead of the current\n * theta, which ensures interpolation continues in the direction of the delta.\n * The deltaZoom parameter adjusts both the field of view and the orbit radius\n * such that they progress across their allowed ranges in sync.\n */\n adjustOrbit(deltaTheta, deltaPhi, deltaZoom) {\n const { theta, phi, radius } = this.goalSpherical;\n const { minimumRadius, maximumRadius, minimumFieldOfView, maximumFieldOfView } = this._options;\n const dTheta = this.spherical.theta - theta;\n const dThetaLimit = Math.PI - 0.001;\n const goalTheta = theta - clamp(deltaTheta, -dThetaLimit - dTheta, dThetaLimit - dTheta);\n const goalPhi = phi - deltaPhi;\n const deltaRatio = deltaZoom === 0 ?\n 0 :\n deltaZoom > 0 ? (maximumRadius - radius) /\n (Math.log(maximumFieldOfView) - this.goalLogFov) :\n (radius - minimumRadius) /\n (this.goalLogFov - Math.log(minimumFieldOfView));\n const goalRadius = radius +\n deltaZoom *\n Math.min(isFinite(deltaRatio) ? deltaRatio : Infinity, maximumRadius - minimumRadius);\n this.setOrbit(goalTheta, goalPhi, goalRadius);\n if (deltaZoom !== 0) {\n const goalLogFov = this.goalLogFov + deltaZoom;\n this.setFieldOfView(Math.exp(goalLogFov));\n }\n }\n /**\n * Move the camera instantly instead of accelerating toward the goal\n * parameters.\n */\n jumpToGoal() {\n this.update(0, SETTLING_TIME);\n }\n /**\n * Update controls. In most cases, this will result in the camera\n * interpolating its position and rotation until it lines up with the\n * designated goal orbital position.\n *\n * Time and delta are measured in milliseconds.\n */\n update(_time, delta) {\n if (this.isStationary()) {\n return;\n }\n const { maximumPolarAngle, maximumRadius } = this._options;\n const dTheta = this.spherical.theta - this.goalSpherical.theta;\n if (Math.abs(dTheta) > Math.PI &&\n !isFinite(this._options.minimumAzimuthalAngle) &&\n !isFinite(this._options.maximumAzimuthalAngle)) {\n this.spherical.theta -= Math.sign(dTheta) * 2 * Math.PI;\n }\n this.spherical.theta = this.thetaDamper.update(this.spherical.theta, this.goalSpherical.theta, delta, Math.PI);\n this.spherical.phi = this.phiDamper.update(this.spherical.phi, this.goalSpherical.phi, delta, maximumPolarAngle);\n this.spherical.radius = this.radiusDamper.update(this.spherical.radius, this.goalSpherical.radius, delta, maximumRadius);\n this.logFov = this.fovDamper.update(this.logFov, this.goalLogFov, delta, 1);\n this.moveCamera();\n }\n isStationary() {\n return this.goalSpherical.theta === this.spherical.theta &&\n this.goalSpherical.phi === this.spherical.phi &&\n this.goalSpherical.radius === this.spherical.radius &&\n this.goalLogFov === this.logFov;\n }\n moveCamera() {\n // Derive the new camera position from the updated spherical:\n this.spherical.makeSafe();\n this.camera.position.setFromSpherical(this.spherical);\n this.camera.setRotationFromEuler(new Euler(this.spherical.phi - Math.PI / 2, this.spherical.theta, 0, 'YXZ'));\n if (this.camera.fov !== Math.exp(this.logFov)) {\n this.camera.fov = Math.exp(this.logFov);\n this.camera.updateProjectionMatrix();\n }\n const source = this.isUserChange ? ChangeSource.USER_INTERACTION : ChangeSource.NONE;\n this.dispatchEvent({ type: 'change', source });\n }\n get canInteract() {\n if (this._options.interactionPolicy == 'allow-when-focused') {\n const rootNode = this.element.getRootNode();\n return rootNode.activeElement === this.element;\n }\n return this._options.interactionPolicy === 'always-allow';\n }\n userAdjustOrbit(deltaTheta, deltaPhi, deltaZoom) {\n this.adjustOrbit(deltaTheta * this.sensitivity, deltaPhi * this.sensitivity, deltaZoom);\n this.isUserChange = true;\n // Always make sure that an initial event is triggered in case there is\n // contention between user interaction and imperative changes. This initial\n // event will give external observers that chance to observe that\n // interaction occurred at all:\n this.dispatchEvent({ type: 'change', source: ChangeSource.USER_INTERACTION });\n }\n // Wraps to bewteen -pi and pi\n wrapAngle(radians) {\n const normalized = (radians + Math.PI) / (2 * Math.PI);\n const wrapped = normalized - Math.floor(normalized);\n return wrapped * 2 * Math.PI - Math.PI;\n }\n pixelLengthToSphericalAngle(pixelLength) {\n return 2 * Math.PI * pixelLength / this.element.clientHeight;\n }\n twoTouchDistance(touchOne, touchTwo) {\n const { clientX: xOne, clientY: yOne } = touchOne;\n const { clientX: xTwo, clientY: yTwo } = touchTwo;\n const xDelta = xTwo - xOne;\n const yDelta = yTwo - yOne;\n return Math.sqrt(xDelta * xDelta + yDelta * yDelta);\n }\n handleSinglePointerMove(pointer) {\n const { clientX, clientY } = pointer;\n const deltaTheta = this.pixelLengthToSphericalAngle(clientX - this.lastPointerPosition.clientX);\n const deltaPhi = this.pixelLengthToSphericalAngle(clientY - this.lastPointerPosition.clientY);\n this.lastPointerPosition.clientX = clientX;\n this.lastPointerPosition.clientY = clientY;\n if (this.isUserPointing === false) {\n this.isUserPointing = true;\n this.dispatchEvent({ type: 'pointer-change-start', pointer: Object.assign({}, pointer) });\n }\n this.userAdjustOrbit(deltaTheta, deltaPhi, 0);\n }\n handleSinglePointerDown(pointer) {\n this.lastPointerPosition.clientX = pointer.clientX;\n this.lastPointerPosition.clientY = pointer.clientY;\n this.element.style.cursor = 'grabbing';\n }\n}\n//# sourceMappingURL=SmoothControls.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n// Adapted from https://gist.github.com/gre/1650294\nexport const easeInOutQuad = (t) => t < .5 ? 2 * t * t : -1 + (4 - 2 * t) * t;\n/**\n * Creates a TimingFunction that uses a given ease to interpolate between\n * two configured number values.\n */\nexport const interpolate = (start, end, ease = easeInOutQuad) => (time) => start + (end - start) * ease(time);\n/**\n * Creates a TimingFunction that interpolates through a weighted list\n * of other TimingFunctions (\"tracks\"). Tracks are interpolated in order, and\n * allocated a percentage of the total time based on their relative weight.\n */\nexport const sequence = (tracks, weights) => {\n const totalWeight = weights.reduce((total, weight) => total + weight, 0);\n const ratios = weights.map(weight => weight / totalWeight);\n return (time) => {\n let start = 0;\n let ratio = Infinity;\n let track = () => 0;\n for (let i = 0; i < ratios.length; ++i) {\n ratio = ratios[i];\n track = tracks[i];\n if (time <= (start + ratio)) {\n break;\n }\n start += ratio;\n }\n return track((time - start) / ratio);\n };\n};\n/**\n * Creates a \"timeline\" TimingFunction out of an initial value and a series of\n * Keyframes. The timeline function accepts value from 0-1 and returns the\n * current value based on keyframe interpolation across the total number of\n * frames. Frames are only used to indicate the relative length of each keyframe\n * transition, so interpolated values will be computed for fractional frames.\n */\nexport const timeline = (initialValue, keyframes) => {\n const tracks = [];\n const weights = [];\n let lastValue = initialValue;\n for (let i = 0; i < keyframes.length; ++i) {\n const keyframe = keyframes[i];\n const { value, frames } = keyframe;\n const ease = keyframe.ease || easeInOutQuad;\n const track = interpolate(lastValue, value, ease);\n tracks.push(track);\n weights.push(frames);\n lastValue = value;\n }\n return sequence(tracks, weights);\n};\n//# sourceMappingURL=animation.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nimport { property } from 'lit-element';\nimport { Spherical, Vector3 } from 'three';\nimport { style } from '../decorators.js';\nimport { $ariaLabel, $container, $hasTransitioned, $loadedTime, $needsRender, $onModelLoad, $onResize, $renderer, $scene, $tick, $userInputElement, toVector3D } from '../model-viewer-base.js';\nimport { degreesToRadians, normalizeUnit } from '../styles/conversions.js';\nimport { StyleEvaluator } from '../styles/evaluators.js';\nimport { numberNode, parseExpressions } from '../styles/parsers.js';\nimport { SAFE_RADIUS_RATIO } from '../three-components/ModelScene.js';\nimport { ChangeSource, SmoothControls } from '../three-components/SmoothControls.js';\nimport { timeline } from '../utilities/animation.js';\n// NOTE(cdata): The following \"animation\" timing functions are deliberately\n// being used in favor of CSS animations. In Safari 12.1 and 13, CSS animations\n// would cause the interaction prompt to glitch unexpectedly\n// @see https://github.com/google/model-viewer/issues/839\nconst PROMPT_ANIMATION_TIME = 5000;\n// For timing purposes, a \"frame\" is a timing agnostic relative unit of time\n// and a \"value\" is a target value for the keyframe.\nconst wiggle = timeline(0, [\n { frames: 5, value: -1 },\n { frames: 1, value: -1 },\n { frames: 8, value: 1 },\n { frames: 1, value: 1 },\n { frames: 5, value: 0 },\n { frames: 18, value: 0 }\n]);\nconst fade = timeline(0, [\n { frames: 1, value: 1 },\n { frames: 5, value: 1 },\n { frames: 1, value: 0 },\n { frames: 6, value: 0 }\n]);\nexport const DEFAULT_CAMERA_ORBIT = '0deg 75deg 105%';\nconst DEFAULT_CAMERA_TARGET = 'auto auto auto';\nconst DEFAULT_FIELD_OF_VIEW = 'auto';\nconst MINIMUM_RADIUS_RATIO = 1.1 * SAFE_RADIUS_RATIO;\nconst AZIMUTHAL_QUADRANT_LABELS = ['front', 'right', 'back', 'left'];\nconst POLAR_TRIENT_LABELS = ['upper-', '', 'lower-'];\nexport const DEFAULT_INTERACTION_PROMPT_THRESHOLD = 3000;\nexport const INTERACTION_PROMPT = 'Use mouse, touch or arrow keys to control the camera!';\nexport const InteractionPromptStrategy = {\n AUTO: 'auto',\n WHEN_FOCUSED: 'when-focused',\n NONE: 'none'\n};\nexport const InteractionPromptStyle = {\n BASIC: 'basic',\n WIGGLE: 'wiggle'\n};\nexport const InteractionPolicy = {\n ALWAYS_ALLOW: 'always-allow',\n WHEN_FOCUSED: 'allow-when-focused'\n};\nexport const TouchAction = {\n PAN_Y: 'pan-y',\n PAN_X: 'pan-x',\n NONE: 'none'\n};\nexport const fieldOfViewIntrinsics = (element) => {\n return {\n basis: [numberNode(element[$zoomAdjustedFieldOfView] * Math.PI / 180, 'rad')],\n keywords: { auto: [null] }\n };\n};\nconst minFieldOfViewIntrinsics = {\n basis: [degreesToRadians(numberNode(25, 'deg'))],\n keywords: { auto: [null] }\n};\nconst maxFieldOfViewIntrinsics = (element) => {\n const scene = element[$scene];\n return {\n basis: [degreesToRadians(numberNode(45, 'deg'))],\n keywords: { auto: [numberNode(scene.framedFieldOfView, 'deg')] }\n };\n};\nexport const cameraOrbitIntrinsics = (() => {\n const defaultTerms = parseExpressions(DEFAULT_CAMERA_ORBIT)[0]\n .terms;\n const theta = normalizeUnit(defaultTerms[0]);\n const phi = normalizeUnit(defaultTerms[1]);\n return (element) => {\n const radius = element[$scene].idealCameraDistance;\n return {\n basis: [theta, phi, numberNode(radius, 'm')],\n keywords: { auto: [null, null, numberNode(105, '%')] }\n };\n };\n})();\nconst minCameraOrbitIntrinsics = (element) => {\n const radius = MINIMUM_RADIUS_RATIO * element[$scene].idealCameraDistance;\n return {\n basis: [\n numberNode(-Infinity, 'rad'),\n numberNode(Math.PI / 8, 'rad'),\n numberNode(radius, 'm')\n ],\n keywords: { auto: [null, null, null] }\n };\n};\nconst maxCameraOrbitIntrinsics = (element) => {\n const orbitIntrinsics = cameraOrbitIntrinsics(element);\n const evaluator = new StyleEvaluator([], orbitIntrinsics);\n const defaultRadius = evaluator.evaluate()[2];\n return {\n basis: [\n numberNode(Infinity, 'rad'),\n numberNode(Math.PI - Math.PI / 8, 'rad'),\n numberNode(defaultRadius, 'm')\n ],\n keywords: { auto: [null, null, null] }\n };\n};\nexport const cameraTargetIntrinsics = (element) => {\n const center = element[$scene].boundingBox.getCenter(new Vector3);\n return {\n basis: [\n numberNode(center.x, 'm'),\n numberNode(center.y, 'm'),\n numberNode(center.z, 'm')\n ],\n keywords: { auto: [null, null, null] }\n };\n};\nconst HALF_PI = Math.PI / 2.0;\nconst THIRD_PI = Math.PI / 3.0;\nconst QUARTER_PI = HALF_PI / 2.0;\nconst TAU = 2.0 * Math.PI;\nexport const $controls = Symbol('controls');\nexport const $promptElement = Symbol('promptElement');\nexport const $promptAnimatedContainer = Symbol('promptAnimatedContainer');\nexport const $idealCameraDistance = Symbol('idealCameraDistance');\nconst $deferInteractionPrompt = Symbol('deferInteractionPrompt');\nconst $updateAria = Symbol('updateAria');\nconst $updateCameraForRadius = Symbol('updateCameraForRadius');\nconst $onBlur = Symbol('onBlur');\nconst $onFocus = Symbol('onFocus');\nconst $onChange = Symbol('onChange');\nconst $onPointerChange = Symbol('onPointerChange');\nconst $waitingToPromptUser = Symbol('waitingToPromptUser');\nconst $userHasInteracted = Symbol('userHasInteracted');\nconst $promptElementVisibleTime = Symbol('promptElementVisibleTime');\nconst $lastPromptOffset = Symbol('lastPromptOffset');\nconst $focusedTime = Symbol('focusedTime');\nconst $zoomAdjustedFieldOfView = Symbol('zoomAdjustedFieldOfView');\nconst $lastSpherical = Symbol('lastSpherical');\nconst $jumpCamera = Symbol('jumpCamera');\nconst $initialized = Symbol('initialized');\nconst $maintainThetaPhi = Symbol('maintainThetaPhi');\nconst $syncCameraOrbit = Symbol('syncCameraOrbit');\nconst $syncFieldOfView = Symbol('syncFieldOfView');\nconst $syncCameraTarget = Symbol('syncCameraTarget');\nconst $syncMinCameraOrbit = Symbol('syncMinCameraOrbit');\nconst $syncMaxCameraOrbit = Symbol('syncMaxCameraOrbit');\nconst $syncMinFieldOfView = Symbol('syncMinFieldOfView');\nconst $syncMaxFieldOfView = Symbol('syncMaxFieldOfView');\nexport const ControlsMixin = (ModelViewerElement) => {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s;\n class ControlsModelViewerElement extends ModelViewerElement {\n constructor() {\n super(...arguments);\n this.cameraControls = false;\n this.cameraOrbit = DEFAULT_CAMERA_ORBIT;\n this.cameraTarget = DEFAULT_CAMERA_TARGET;\n this.fieldOfView = DEFAULT_FIELD_OF_VIEW;\n this.minCameraOrbit = 'auto';\n this.maxCameraOrbit = 'auto';\n this.minFieldOfView = 'auto';\n this.maxFieldOfView = 'auto';\n this.interactionPromptThreshold = DEFAULT_INTERACTION_PROMPT_THRESHOLD;\n this.interactionPromptStyle = InteractionPromptStyle.WIGGLE;\n this.interactionPrompt = InteractionPromptStrategy.AUTO;\n this.interactionPolicy = InteractionPolicy.ALWAYS_ALLOW;\n this.orbitSensitivity = 1;\n this.touchAction = TouchAction.PAN_Y;\n this.disableZoom = false;\n this.bounds = 'legacy';\n this[_a] = this.shadowRoot.querySelector('.interaction-prompt');\n this[_b] = this.shadowRoot.querySelector('.interaction-prompt > .animated-container');\n this[_c] = Infinity;\n this[_d] = 0;\n this[_e] = Infinity;\n this[_f] = false;\n this[_g] = false;\n this[_h] = new SmoothControls(this[$scene].camera, this[$userInputElement]);\n this[_j] = 0;\n this[_k] = new Spherical();\n this[_l] = false;\n this[_m] = false;\n this[_o] = false;\n this[_p] = () => {\n const input = this[$userInputElement];\n if (!isFinite(this[$focusedTime])) {\n this[$focusedTime] = performance.now();\n }\n // NOTE(cdata): On every re-focus, we switch the aria-label back to\n // the original, non-prompt label if appropriate. If the user has\n // already interacted, they no longer need to hear the prompt.\n // Otherwise, they will hear it again after the idle prompt threshold\n // has been crossed.\n const ariaLabel = this[$ariaLabel];\n if (input.getAttribute('aria-label') !== ariaLabel) {\n input.setAttribute('aria-label', ariaLabel);\n }\n if (this.interactionPrompt === InteractionPromptStrategy.WHEN_FOCUSED &&\n !this[$userHasInteracted]) {\n this[$waitingToPromptUser] = true;\n }\n };\n this[_q] = () => {\n if (this.interactionPrompt !== InteractionPromptStrategy.WHEN_FOCUSED) {\n return;\n }\n this[$waitingToPromptUser] = false;\n this[$promptElement].classList.remove('visible');\n this[$promptElementVisibleTime] = Infinity;\n this[$focusedTime] = Infinity;\n };\n this[_r] = ({ source }) => {\n this[$updateAria]();\n this[$needsRender]();\n if (source === ChangeSource.USER_INTERACTION) {\n this[$userHasInteracted] = true;\n this[$deferInteractionPrompt]();\n }\n this.dispatchEvent(new CustomEvent('camera-change', { detail: { source } }));\n };\n this[_s] = (event) => {\n if (event.type === 'pointer-change-start') {\n this[$container].classList.add('pointer-tumbling');\n }\n else {\n this[$container].classList.remove('pointer-tumbling');\n }\n };\n }\n getCameraOrbit() {\n const { theta, phi, radius } = this[$lastSpherical];\n return {\n theta,\n phi,\n radius,\n toString() {\n return `${this.theta}rad ${this.phi}rad ${this.radius}m`;\n }\n };\n }\n getCameraTarget() {\n return toVector3D(this[$renderer].isPresenting ? this[$renderer].arRenderer.target :\n this[$scene].getTarget());\n }\n getFieldOfView() {\n return this[$controls].getFieldOfView();\n }\n // Provided so user code does not have to parse these from attributes.\n getMinimumFieldOfView() {\n return this[$controls].options.minimumFieldOfView;\n }\n getMaximumFieldOfView() {\n return this[$controls].options.maximumFieldOfView;\n }\n jumpCameraToGoal() {\n this[$jumpCamera] = true;\n this.requestUpdate($jumpCamera, false);\n }\n resetInteractionPrompt() {\n this[$lastPromptOffset] = 0;\n this[$promptElementVisibleTime] = Infinity;\n this[$userHasInteracted] = false;\n this[$waitingToPromptUser] =\n this.interactionPrompt === InteractionPromptStrategy.AUTO &&\n this.cameraControls;\n }\n connectedCallback() {\n super.connectedCallback();\n this[$controls].addEventListener('change', this[$onChange]);\n this[$controls].addEventListener('pointer-change-start', this[$onPointerChange]);\n this[$controls].addEventListener('pointer-change-end', this[$onPointerChange]);\n }\n disconnectedCallback() {\n super.disconnectedCallback();\n this[$controls].removeEventListener('change', this[$onChange]);\n this[$controls].removeEventListener('pointer-change-start', this[$onPointerChange]);\n this[$controls].removeEventListener('pointer-change-end', this[$onPointerChange]);\n }\n updated(changedProperties) {\n super.updated(changedProperties);\n const controls = this[$controls];\n const input = this[$userInputElement];\n if (changedProperties.has('cameraControls')) {\n if (this.cameraControls) {\n controls.enableInteraction();\n if (this.interactionPrompt === InteractionPromptStrategy.AUTO) {\n this[$waitingToPromptUser] = true;\n }\n input.addEventListener('focus', this[$onFocus]);\n input.addEventListener('blur', this[$onBlur]);\n }\n else {\n input.removeEventListener('focus', this[$onFocus]);\n input.removeEventListener('blur', this[$onBlur]);\n controls.disableInteraction();\n this[$deferInteractionPrompt]();\n }\n }\n if (changedProperties.has('disableZoom')) {\n controls.disableZoom = this.disableZoom;\n }\n if (changedProperties.has('bounds')) {\n this[$scene].tightBounds = this.bounds === 'tight';\n }\n if (changedProperties.has('interactionPrompt') ||\n changedProperties.has('cameraControls') ||\n changedProperties.has('src')) {\n if (this.interactionPrompt === InteractionPromptStrategy.AUTO &&\n this.cameraControls && !this[$userHasInteracted]) {\n this[$waitingToPromptUser] = true;\n }\n else {\n this[$deferInteractionPrompt]();\n }\n }\n if (changedProperties.has('interactionPromptStyle')) {\n this[$promptElement].classList.toggle('wiggle', this.interactionPromptStyle === InteractionPromptStyle.WIGGLE);\n }\n if (changedProperties.has('interactionPolicy')) {\n const interactionPolicy = this.interactionPolicy;\n controls.applyOptions({ interactionPolicy });\n }\n if (changedProperties.has('touchAction')) {\n const touchAction = this.touchAction;\n controls.applyOptions({ touchAction });\n }\n if (changedProperties.has('orbitSensitivity')) {\n controls.sensitivity = this.orbitSensitivity;\n }\n if (this[$jumpCamera] === true) {\n Promise.resolve().then(() => {\n controls.jumpToGoal();\n this[$scene].jumpToGoal();\n this[$jumpCamera] = false;\n });\n }\n }\n async updateFraming() {\n const scene = this[$scene];\n const oldFramedFieldOfView = scene.framedFieldOfView;\n await this.requestUpdate('cameraTarget');\n scene.updateFraming(this.bounds === 'tight' ? scene.getTarget() : undefined);\n scene.frameModel();\n const newFramedFieldOfView = scene.framedFieldOfView;\n const zoom = this[$controls].getFieldOfView() / oldFramedFieldOfView;\n this[$zoomAdjustedFieldOfView] = newFramedFieldOfView * zoom;\n this[$maintainThetaPhi] = true;\n this.requestUpdate('maxFieldOfView');\n this.requestUpdate('fieldOfView');\n this.requestUpdate('minCameraOrbit');\n this.requestUpdate('maxCameraOrbit');\n await this.requestUpdate('cameraOrbit');\n }\n [(_a = $promptElement, _b = $promptAnimatedContainer, _c = $focusedTime, _d = $lastPromptOffset, _e = $promptElementVisibleTime, _f = $userHasInteracted, _g = $waitingToPromptUser, _h = $controls, _j = $zoomAdjustedFieldOfView, _k = $lastSpherical, _l = $jumpCamera, _m = $initialized, _o = $maintainThetaPhi, $syncFieldOfView)](style) {\n this[$controls].setFieldOfView(style[0] * 180 / Math.PI);\n }\n [$syncCameraOrbit](style) {\n if (this[$maintainThetaPhi]) {\n const { theta, phi } = this.getCameraOrbit();\n style[0] = theta;\n style[1] = phi;\n this[$maintainThetaPhi] = false;\n }\n this[$controls].setOrbit(style[0], style[1], style[2]);\n }\n [$syncMinCameraOrbit](style) {\n this[$controls].applyOptions({\n minimumAzimuthalAngle: style[0],\n minimumPolarAngle: style[1],\n minimumRadius: style[2]\n });\n this.jumpCameraToGoal();\n }\n [$syncMaxCameraOrbit](style) {\n this[$controls].applyOptions({\n maximumAzimuthalAngle: style[0],\n maximumPolarAngle: style[1],\n maximumRadius: style[2]\n });\n this[$updateCameraForRadius](style[2]);\n this.jumpCameraToGoal();\n }\n [$syncMinFieldOfView](style) {\n this[$controls].applyOptions({ minimumFieldOfView: style[0] * 180 / Math.PI });\n this.jumpCameraToGoal();\n }\n [$syncMaxFieldOfView](style) {\n this[$controls].applyOptions({ maximumFieldOfView: style[0] * 180 / Math.PI });\n this.jumpCameraToGoal();\n }\n [$syncCameraTarget](style) {\n const [x, y, z] = style;\n this[$scene].setTarget(x, y, z);\n this[$renderer].arRenderer.updateTarget();\n }\n [$tick](time, delta) {\n super[$tick](time, delta);\n if (this[$renderer].isPresenting || !this[$hasTransitioned]()) {\n return;\n }\n const now = performance.now();\n if (this[$waitingToPromptUser]) {\n const thresholdTime = this.interactionPrompt === InteractionPromptStrategy.AUTO ?\n this[$loadedTime] :\n this[$focusedTime];\n if (this.loaded &&\n now > thresholdTime + this.interactionPromptThreshold) {\n this[$userInputElement].setAttribute('aria-label', INTERACTION_PROMPT);\n this[$waitingToPromptUser] = false;\n this[$promptElementVisibleTime] = now;\n this[$promptElement].classList.add('visible');\n }\n }\n if (isFinite(this[$promptElementVisibleTime]) &&\n this.interactionPromptStyle === InteractionPromptStyle.WIGGLE) {\n const scene = this[$scene];\n const animationTime = ((now - this[$promptElementVisibleTime]) / PROMPT_ANIMATION_TIME) %\n 1;\n const offset = wiggle(animationTime);\n const opacity = fade(animationTime);\n this[$promptAnimatedContainer].style.opacity = `${opacity}`;\n if (offset !== this[$lastPromptOffset]) {\n const xOffset = offset * scene.width * 0.05;\n const deltaTheta = (offset - this[$lastPromptOffset]) * Math.PI / 16;\n this[$promptAnimatedContainer].style.transform =\n `translateX(${xOffset}px)`;\n this[$controls].adjustOrbit(deltaTheta, 0, 0);\n this[$lastPromptOffset] = offset;\n }\n }\n this[$controls].update(time, delta);\n this[$scene].updateTarget(delta);\n }\n [$deferInteractionPrompt]() {\n // Effectively cancel the timer waiting for user interaction:\n this[$waitingToPromptUser] = false;\n this[$promptElement].classList.remove('visible');\n this[$promptElementVisibleTime] = Infinity;\n }\n /**\n * Updates the camera's near and far planes to enclose the scene when\n * orbiting at the supplied radius.\n */\n [$updateCameraForRadius](radius) {\n const { idealCameraDistance } = this[$scene];\n const maximumRadius = Math.max(idealCameraDistance, radius);\n const near = 0;\n const far = 2 * maximumRadius;\n this[$controls].updateNearFar(near, far);\n }\n [$updateAria]() {\n // NOTE(cdata): It is possible that we might want to record the\n // last spherical when the label actually changed. Right now, the\n // side-effect the current implementation is that we will only\n // announce the first view change that occurs after the element\n // becomes focused.\n const { theta: lastTheta, phi: lastPhi } = this[$lastSpherical];\n const { theta, phi } = this[$controls].getCameraSpherical(this[$lastSpherical]);\n const rootNode = this.getRootNode();\n // Only change the aria-label if <model-viewer> is currently focused:\n if (rootNode != null && rootNode.activeElement === this) {\n const lastAzimuthalQuadrant = (4 + Math.floor(((lastTheta % TAU) + QUARTER_PI) / HALF_PI)) % 4;\n const azimuthalQuadrant = (4 + Math.floor(((theta % TAU) + QUARTER_PI) / HALF_PI)) % 4;\n const lastPolarTrient = Math.floor(lastPhi / THIRD_PI);\n const polarTrient = Math.floor(phi / THIRD_PI);\n if (azimuthalQuadrant !== lastAzimuthalQuadrant ||\n polarTrient !== lastPolarTrient) {\n const azimuthalQuadrantLabel = AZIMUTHAL_QUADRANT_LABELS[azimuthalQuadrant];\n const polarTrientLabel = POLAR_TRIENT_LABELS[polarTrient];\n const ariaLabel = `View from stage ${polarTrientLabel}${azimuthalQuadrantLabel}`;\n this[$userInputElement].setAttribute('aria-label', ariaLabel);\n }\n }\n }\n [$onResize](event) {\n const controls = this[$controls];\n const oldFramedFieldOfView = this[$scene].framedFieldOfView;\n // The super of $onResize will update the scene's framedFieldOfView, so we\n // compare the before and after to calculate the proper zoom.\n super[$onResize](event);\n const newFramedFieldOfView = this[$scene].framedFieldOfView;\n const zoom = controls.getFieldOfView() / oldFramedFieldOfView;\n this[$zoomAdjustedFieldOfView] = newFramedFieldOfView * zoom;\n controls.updateAspect(this[$scene].aspect);\n this.requestUpdate('maxFieldOfView', this.maxFieldOfView);\n this.requestUpdate('fieldOfView', this.fieldOfView);\n this.jumpCameraToGoal();\n }\n [$onModelLoad]() {\n super[$onModelLoad]();\n const { framedFieldOfView } = this[$scene];\n this[$zoomAdjustedFieldOfView] = framedFieldOfView;\n if (this[$initialized]) {\n this[$maintainThetaPhi] = true;\n }\n else {\n this[$initialized] = true;\n }\n this.requestUpdate('maxFieldOfView', this.maxFieldOfView);\n this.requestUpdate('fieldOfView', this.fieldOfView);\n this.requestUpdate('minCameraOrbit', this.minCameraOrbit);\n this.requestUpdate('maxCameraOrbit', this.maxCameraOrbit);\n this.requestUpdate('cameraOrbit', this.cameraOrbit);\n this.requestUpdate('cameraTarget', this.cameraTarget);\n this.jumpCameraToGoal();\n }\n }\n _p = $onFocus, _q = $onBlur, _r = $onChange, _s = $onPointerChange;\n __decorate([\n property({ type: Boolean, attribute: 'camera-controls' })\n ], ControlsModelViewerElement.prototype, \"cameraControls\", void 0);\n __decorate([\n style({\n intrinsics: cameraOrbitIntrinsics,\n observeEffects: true,\n updateHandler: $syncCameraOrbit\n }),\n property({ type: String, attribute: 'camera-orbit', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"cameraOrbit\", void 0);\n __decorate([\n style({\n intrinsics: cameraTargetIntrinsics,\n observeEffects: true,\n updateHandler: $syncCameraTarget\n }),\n property({ type: String, attribute: 'camera-target', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"cameraTarget\", void 0);\n __decorate([\n style({\n intrinsics: fieldOfViewIntrinsics,\n observeEffects: true,\n updateHandler: $syncFieldOfView\n }),\n property({ type: String, attribute: 'field-of-view', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"fieldOfView\", void 0);\n __decorate([\n style({\n intrinsics: minCameraOrbitIntrinsics,\n updateHandler: $syncMinCameraOrbit\n }),\n property({ type: String, attribute: 'min-camera-orbit', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"minCameraOrbit\", void 0);\n __decorate([\n style({\n intrinsics: maxCameraOrbitIntrinsics,\n updateHandler: $syncMaxCameraOrbit\n }),\n property({ type: String, attribute: 'max-camera-orbit', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"maxCameraOrbit\", void 0);\n __decorate([\n style({\n intrinsics: minFieldOfViewIntrinsics,\n updateHandler: $syncMinFieldOfView\n }),\n property({ type: String, attribute: 'min-field-of-view', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"minFieldOfView\", void 0);\n __decorate([\n style({\n intrinsics: maxFieldOfViewIntrinsics,\n updateHandler: $syncMaxFieldOfView\n }),\n property({ type: String, attribute: 'max-field-of-view', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"maxFieldOfView\", void 0);\n __decorate([\n property({ type: Number, attribute: 'interaction-prompt-threshold' })\n ], ControlsModelViewerElement.prototype, \"interactionPromptThreshold\", void 0);\n __decorate([\n property({ type: String, attribute: 'interaction-prompt-style' })\n ], ControlsModelViewerElement.prototype, \"interactionPromptStyle\", void 0);\n __decorate([\n property({ type: String, attribute: 'interaction-prompt' })\n ], ControlsModelViewerElement.prototype, \"interactionPrompt\", void 0);\n __decorate([\n property({ type: String, attribute: 'interaction-policy' })\n ], ControlsModelViewerElement.prototype, \"interactionPolicy\", void 0);\n __decorate([\n property({ type: Number, attribute: 'orbit-sensitivity' })\n ], ControlsModelViewerElement.prototype, \"orbitSensitivity\", void 0);\n __decorate([\n property({ type: String, attribute: 'touch-action' })\n ], ControlsModelViewerElement.prototype, \"touchAction\", void 0);\n __decorate([\n property({ type: Boolean, attribute: 'disable-zoom' })\n ], ControlsModelViewerElement.prototype, \"disableZoom\", void 0);\n __decorate([\n property({ type: String, attribute: 'bounds' })\n ], ControlsModelViewerElement.prototype, \"bounds\", void 0);\n return ControlsModelViewerElement;\n};\n//# sourceMappingURL=controls.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nimport { property } from 'lit-element';\nimport { $needsRender, $onModelLoad, $progressTracker, $renderer, $scene, $shouldAttemptPreload } from '../model-viewer-base.js';\nimport { deserializeUrl } from '../utilities.js';\nexport const BASE_OPACITY = 0.1;\nconst DEFAULT_SHADOW_INTENSITY = 0.0;\nconst DEFAULT_SHADOW_SOFTNESS = 1.0;\nconst DEFAULT_EXPOSURE = 1.0;\nconst $currentEnvironmentMap = Symbol('currentEnvironmentMap');\nconst $applyEnvironmentMap = Symbol('applyEnvironmentMap');\nconst $updateEnvironment = Symbol('updateEnvironment');\nconst $cancelEnvironmentUpdate = Symbol('cancelEnvironmentUpdate');\nconst $onPreload = Symbol('onPreload');\nexport const EnvironmentMixin = (ModelViewerElement) => {\n var _a, _b, _c;\n class EnvironmentModelViewerElement extends ModelViewerElement {\n constructor() {\n super(...arguments);\n this.environmentImage = null;\n this.skyboxImage = null;\n this.shadowIntensity = DEFAULT_SHADOW_INTENSITY;\n this.shadowSoftness = DEFAULT_SHADOW_SOFTNESS;\n this.exposure = DEFAULT_EXPOSURE;\n this[_a] = null;\n this[_b] = null;\n this[_c] = (event) => {\n if (event.element === this) {\n this[$updateEnvironment]();\n }\n };\n }\n connectedCallback() {\n super.connectedCallback();\n this[$renderer].loader.addEventListener('preload', this[$onPreload]);\n }\n disconnectedCallback() {\n super.disconnectedCallback();\n this[$renderer].loader.removeEventListener('preload', this[$onPreload]);\n }\n updated(changedProperties) {\n super.updated(changedProperties);\n if (changedProperties.has('shadowIntensity')) {\n this[$scene].setShadowIntensity(this.shadowIntensity * BASE_OPACITY);\n this[$needsRender]();\n }\n if (changedProperties.has('shadowSoftness')) {\n this[$scene].setShadowSoftness(this.shadowSoftness);\n this[$needsRender]();\n }\n if (changedProperties.has('exposure')) {\n this[$scene].exposure = this.exposure;\n this[$needsRender]();\n }\n if ((changedProperties.has('environmentImage') ||\n changedProperties.has('skyboxImage')) &&\n this[$shouldAttemptPreload]()) {\n this[$updateEnvironment]();\n }\n }\n [(_a = $currentEnvironmentMap, _b = $cancelEnvironmentUpdate, _c = $onPreload, $onModelLoad)]() {\n super[$onModelLoad]();\n if (this[$currentEnvironmentMap] != null) {\n this[$applyEnvironmentMap](this[$currentEnvironmentMap]);\n }\n }\n async [$updateEnvironment]() {\n const { skyboxImage, environmentImage } = this;\n if (this[$cancelEnvironmentUpdate] != null) {\n this[$cancelEnvironmentUpdate]();\n this[$cancelEnvironmentUpdate] = null;\n }\n const { textureUtils } = this[$renderer];\n if (textureUtils == null) {\n return;\n }\n try {\n const { environmentMap, skybox } = await new Promise(async (resolve, reject) => {\n const texturesLoad = textureUtils.generateEnvironmentMapAndSkybox(deserializeUrl(skyboxImage), environmentImage, { progressTracker: this[$progressTracker] });\n this[$cancelEnvironmentUpdate] = () => reject(texturesLoad);\n resolve(await texturesLoad);\n });\n const environment = environmentMap.texture;\n if (skybox != null) {\n // When using the same environment and skybox, use the environment as\n // it gives HDR filtering.\n this[$scene].background = skybox.userData.url ===\n environment.userData.url ?\n environment :\n skybox;\n }\n else {\n this[$scene].background = null;\n }\n this[$applyEnvironmentMap](environmentMap.texture);\n this[$scene].dispatchEvent({ type: 'envmap-update' });\n }\n catch (errorOrPromise) {\n if (errorOrPromise instanceof Error) {\n this[$applyEnvironmentMap](null);\n throw errorOrPromise;\n }\n }\n }\n /**\n * Sets the Model to use the provided environment map,\n * or `null` if the Model should remove its' environment map.\n */\n [$applyEnvironmentMap](environmentMap) {\n this[$currentEnvironmentMap] = environmentMap;\n this[$scene].environment = this[$currentEnvironmentMap];\n this.dispatchEvent(new CustomEvent('environment-change'));\n this[$needsRender]();\n }\n }\n __decorate([\n property({ type: String, attribute: 'environment-image' })\n ], EnvironmentModelViewerElement.prototype, \"environmentImage\", void 0);\n __decorate([\n property({ type: String, attribute: 'skybox-image' })\n ], EnvironmentModelViewerElement.prototype, \"skyboxImage\", void 0);\n __decorate([\n property({ type: Number, attribute: 'shadow-intensity' })\n ], EnvironmentModelViewerElement.prototype, \"shadowIntensity\", void 0);\n __decorate([\n property({ type: Number, attribute: 'shadow-softness' })\n ], EnvironmentModelViewerElement.prototype, \"shadowSoftness\", void 0);\n __decorate([\n property({\n type: Number,\n })\n ], EnvironmentModelViewerElement.prototype, \"exposure\", void 0);\n return EnvironmentModelViewerElement;\n};\n//# sourceMappingURL=environment.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a, _b;\nimport { EventDispatcher } from 'three';\nimport { debounce, getFirstMapKey } from '../../utilities.js';\nexport const INITIAL_STATUS_ANNOUNCEMENT = 'This page includes one or more 3D models that are loading';\nexport const FINISHED_LOADING_ANNOUNCEMENT = 'All 3D models in the page have loaded';\nconst UPDATE_STATUS_DEBOUNCE_MS = 100;\nconst $modelViewerStatusInstance = Symbol('modelViewerStatusInstance');\nconst $updateStatus = Symbol('updateStatus');\n/**\n * The LoadingStatusAnnouncer manages announcements of loading status across\n * all <model-viewer> elements in the document at any given time. As new\n * <model-viewer> elements are connected to the document, they are registered\n * with a LoadingStatusAnnouncer singleton. As they are disconnected, the are\n * also unregistered. Announcements are made to indicate the following\n * conditions:\n *\n * 1. There are <model-viewer> elements that have yet to finish loading\n * 2. All <model-viewer> elements in the page have finished attempting to load\n */\nexport class LoadingStatusAnnouncer extends EventDispatcher {\n constructor() {\n super();\n /**\n * The \"status\" instance is the <model-viewer> instance currently designated\n * to announce the loading status of all <model-viewer> elements in the\n * document at any given time. It might change as <model-viewer> elements are\n * attached or detached over time.\n */\n this[_a] = null;\n this.registeredInstanceStatuses = new Map();\n this.loadingPromises = [];\n /**\n * This element is a node that floats around the document as the status\n * instance changes (see above). It is a singleton that represents the loading\n * status for all <model-viewer> elements currently in the page. It has its\n * role attribute set to \"status\", which causes screen readers to announce\n * any changes to its text content.\n *\n * @see https://www.w3.org/TR/wai-aria-1.1/#status\n */\n this.statusElement = document.createElement('p');\n this.statusUpdateInProgress = false;\n this[_b] = debounce(() => this.updateStatus(), UPDATE_STATUS_DEBOUNCE_MS);\n const { statusElement } = this;\n const { style } = statusElement;\n statusElement.setAttribute('role', 'status');\n statusElement.classList.add('screen-reader-only');\n style.top = style.left = '0';\n style.pointerEvents = 'none';\n }\n /**\n * Register a <model-viewer> element with the announcer. If it is not yet\n * loaded, its loading status will be tracked by the announcer.\n */\n registerInstance(modelViewer) {\n if (this.registeredInstanceStatuses.has(modelViewer)) {\n return;\n }\n let onUnregistered = () => { };\n const loadShouldBeMeasured = modelViewer.loaded === false && !!modelViewer.src;\n const loadAttemptCompletes = new Promise((resolve) => {\n if (!loadShouldBeMeasured) {\n resolve();\n return;\n }\n const resolveHandler = () => {\n resolve();\n modelViewer.removeEventListener('load', resolveHandler);\n modelViewer.removeEventListener('error', resolveHandler);\n };\n modelViewer.addEventListener('load', resolveHandler);\n modelViewer.addEventListener('error', resolveHandler);\n onUnregistered = resolveHandler;\n });\n this.registeredInstanceStatuses.set(modelViewer, { onUnregistered });\n this.loadingPromises.push(loadAttemptCompletes);\n if (this.modelViewerStatusInstance == null) {\n this.modelViewerStatusInstance = modelViewer;\n }\n }\n /**\n * Unregister a <model-viewer> element with the announcer. Its loading status\n * will no longer be tracked by the announcer.\n */\n unregisterInstance(modelViewer) {\n if (!this.registeredInstanceStatuses.has(modelViewer)) {\n return;\n }\n const statuses = this.registeredInstanceStatuses;\n const instanceStatus = statuses.get(modelViewer);\n statuses.delete(modelViewer);\n instanceStatus.onUnregistered();\n if (this.modelViewerStatusInstance === modelViewer) {\n this.modelViewerStatusInstance = statuses.size > 0 ?\n getFirstMapKey(statuses) :\n null;\n }\n }\n get modelViewerStatusInstance() {\n return this[$modelViewerStatusInstance];\n }\n set modelViewerStatusInstance(value) {\n const currentInstance = this[$modelViewerStatusInstance];\n if (currentInstance === value) {\n return;\n }\n const { statusElement } = this;\n if (value != null && value.shadowRoot != null) {\n value.shadowRoot.appendChild(statusElement);\n }\n else if (statusElement.parentNode != null) {\n statusElement.parentNode.removeChild(statusElement);\n }\n this[$modelViewerStatusInstance] = value;\n this[$updateStatus]();\n }\n async updateStatus() {\n if (this.statusUpdateInProgress || this.loadingPromises.length === 0) {\n return;\n }\n this.statusElement.textContent = INITIAL_STATUS_ANNOUNCEMENT;\n this.statusUpdateInProgress = true;\n this.dispatchEvent({ type: 'initial-status-announced' });\n while (this.loadingPromises.length) {\n const { loadingPromises } = this;\n this.loadingPromises = [];\n await Promise.all(loadingPromises);\n }\n this.statusElement.textContent = FINISHED_LOADING_ANNOUNCEMENT;\n this.statusUpdateInProgress = false;\n this.dispatchEvent({ type: 'finished-loading-announced' });\n }\n}\n_a = $modelViewerStatusInstance, _b = $updateStatus;\n//# sourceMappingURL=status-announcer.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nimport { property } from 'lit-element';\nimport { $announceModelVisibility, $ariaLabel, $getModelIsVisible, $hasTransitioned, $isElementInViewport, $progressTracker, $scene, $sceneIsReady, $shouldAttemptPreload, $updateSource, $userInputElement, toVector3D } from '../model-viewer-base.js';\nimport { $loader, CachingGLTFLoader } from '../three-components/CachingGLTFLoader.js';\nimport { Renderer } from '../three-components/Renderer.js';\nimport { throttle } from '../utilities.js';\nimport { LoadingStatusAnnouncer } from './loading/status-announcer.js';\nexport const POSTER_TRANSITION_TIME = 300;\nexport const PROGRESS_BAR_UPDATE_THRESHOLD = 100;\nconst PROGRESS_MASK_BASE_OPACITY = 0.2;\nconst DEFAULT_DRACO_DECODER_LOCATION = 'https://www.gstatic.com/draco/versioned/decoders/1.3.6/';\nconst DEFAULT_KTX2_TRANSCODER_LOCATION = 'https://www.gstatic.com/basis-universal/versioned/2020-12-21-ef70ddd/';\nconst SPACE_KEY = 32;\nconst ENTER_KEY = 13;\nconst RevealStrategy = {\n AUTO: 'auto',\n INTERACTION: 'interaction',\n MANUAL: 'manual'\n};\nconst LoadingStrategy = {\n AUTO: 'auto',\n LAZY: 'lazy',\n EAGER: 'eager'\n};\nconst PosterDismissalSource = {\n INTERACTION: 'interaction'\n};\nconst loadingStatusAnnouncer = new LoadingStatusAnnouncer();\nexport const $defaultProgressBarElement = Symbol('defaultProgressBarElement');\nexport const $defaultProgressMaskElement = Symbol('defaultProgressMaskElement');\nexport const $posterContainerElement = Symbol('posterContainerElement');\nexport const $defaultPosterElement = Symbol('defaultPosterElement');\nconst $posterDismissalSource = Symbol('posterDismissalSource');\nconst $hidePoster = Symbol('hidePoster');\nconst $modelIsRevealed = Symbol('modelIsRevealed');\nconst $updateProgressBar = Symbol('updateProgressBar');\nconst $lastReportedProgress = Symbol('lastReportedProgress');\nconst $transitioned = Symbol('transitioned');\nconst $ariaLabelCallToAction = Symbol('ariaLabelCallToAction');\nconst $onClick = Symbol('onClick');\nconst $onKeydown = Symbol('onKeydown');\nconst $onProgress = Symbol('onProgress');\n/**\n * LoadingMixin implements features related to lazy loading, as well as\n * presentation details related to the pre-load / pre-render presentation of a\n * <model-viewer>\n *\n * This mixin implements support for models with DRACO-compressed meshes.\n * The DRACO decoder will be loaded on-demand if a glTF that uses the DRACO mesh\n * compression extension is encountered.\n *\n * By default, the DRACO decoder will be loaded from a Google CDN. It is\n * possible to customize where the decoder is loaded from by defining a global\n * configuration option for `<model-viewer>` like so:\n *\n * ```html\n * <script>\n * ModelViewerElement = self.ModelViewerElement || {};\n * ModelViewerElement.dracoDecoderLocation =\n * 'http://example.com/location/of/draco/decoder/files/';\n * </script>\n * ```\n *\n * Note that the above configuration strategy must be performed *before* the\n * first `<model-viewer>` element is created in the browser. The configuration\n * can be done anywhere, but the easiest way to ensure it is done at the right\n * time is to do it in the `<head>` of the HTML document. This is the\n * recommended way to set the location because it is most compatible with\n * scenarios where the `<model-viewer>` library is lazily loaded.\n *\n * If you absolutely have to set the DRACO decoder location *after* the first\n * `<model-viewer>` element is created, you can do it this way:\n *\n * ```html\n * <script>\n * const ModelViewerElement = customElements.get('model-viewer');\n * ModelViewerElement.dracoDecoderLocation =\n * 'http://example.com/location/of/draco/decoder/files/';\n * </script>\n * ```\n *\n * Note that the above configuration approach will not work until *after*\n * `<model-viewer>` is defined in the browser. Also note that this configuration\n * *must* be set *before* the first DRACO model is fully loaded.\n *\n * It is recommended that users who intend to take advantage of DRACO mesh\n * compression consider whether or not it is acceptable for their use case to\n * have code side-loaded from a Google CDN. If it is not acceptable, then the\n * location must be customized before loading any DRACO models in order to cause\n * the decoder to be loaded from an alternative, acceptable location.\n */\nexport const LoadingMixin = (ModelViewerElement) => {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o;\n class LoadingModelViewerElement extends ModelViewerElement {\n constructor(...args) {\n super(...args);\n /**\n * A URL pointing to the image to use as a poster in scenarios where the\n * <model-viewer> is not ready to reveal a rendered model to the viewer.\n */\n this.poster = null;\n /**\n * An enumerable attribute describing under what conditions the\n * <model-viewer> should reveal a model to the viewer.\n *\n * The default value is \"auto\". The only supported alternative values are\n * \"interaction\" and \"manual\".\n */\n this.reveal = RevealStrategy.AUTO;\n /**\n * An enumerable attribute describing under what conditions the\n * <model-viewer> should preload a model.\n *\n * The default value is \"auto\". The only supported alternative values are\n * \"lazy\" and \"eager\". Auto is equivalent to lazy, which loads the model\n * when it is near the viewport for reveal = \"auto\", and when interacted\n * with for reveal = \"interaction\". Eager loads the model immediately.\n */\n this.loading = LoadingStrategy.AUTO;\n this[_a] = false;\n this[_b] = false;\n this[_c] = 0;\n this[_d] = null;\n // TODO: Add this to the shadow root as part of this mixin's\n // implementation:\n this[_e] = this.shadowRoot.querySelector('.slot.poster');\n this[_f] = this.shadowRoot.querySelector('#default-poster');\n this[_g] = this.shadowRoot.querySelector('#default-progress-bar > .bar');\n this[_h] = this.shadowRoot.querySelector('#default-progress-bar > .mask');\n this[_j] = this[$defaultPosterElement].getAttribute('aria-label');\n this[_k] = throttle((progress) => {\n const parentNode = this[$defaultProgressBarElement].parentNode;\n requestAnimationFrame(() => {\n this[$defaultProgressMaskElement].style.opacity =\n `${(1.0 - progress) * PROGRESS_MASK_BASE_OPACITY}`;\n this[$defaultProgressBarElement].style.transform =\n `scaleX(${progress})`;\n if (progress === 0) {\n // NOTE(cdata): We remove and re-append the progress bar in this\n // condition so that the progress bar does not appear to\n // transition backwards from the right when we reset to 0 (or\n // otherwise <1) progress after having already reached 1 progress\n // previously.\n parentNode.removeChild(this[$defaultProgressBarElement]);\n parentNode.appendChild(this[$defaultProgressBarElement]);\n }\n // NOTE(cdata): IE11 does not properly respect the second parameter\n // of classList.toggle, which this implementation originally used.\n // @see https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/11865865/\n if (progress === 1.0) {\n this[$defaultProgressBarElement].classList.add('hide');\n }\n else {\n this[$defaultProgressBarElement].classList.remove('hide');\n }\n });\n }, PROGRESS_BAR_UPDATE_THRESHOLD);\n this[_l] = () => {\n if (this.reveal === RevealStrategy.MANUAL) {\n return;\n }\n this.dismissPoster();\n };\n this[_m] = (event) => {\n if (this.reveal === RevealStrategy.MANUAL) {\n return;\n }\n switch (event.keyCode) {\n // NOTE(cdata): Links and buttons can typically be activated with\n // both spacebar and enter to produce a synthetic click action\n case SPACE_KEY:\n case ENTER_KEY:\n this.dismissPoster();\n break;\n default:\n break;\n }\n };\n this[_o] = (event) => {\n const progress = event.detail.totalProgress;\n this[$lastReportedProgress] =\n Math.max(progress, this[$lastReportedProgress]);\n if (progress === 1.0) {\n this[$updateProgressBar].flush();\n if (this[$sceneIsReady]() &&\n (this[$posterDismissalSource] != null ||\n this.reveal === RevealStrategy.AUTO)) {\n this[$hidePoster]();\n }\n }\n this[$updateProgressBar](progress);\n this.dispatchEvent(new CustomEvent('progress', { detail: { totalProgress: progress } }));\n };\n const ModelViewerElement = self.ModelViewerElement || {};\n const dracoDecoderLocation = ModelViewerElement.dracoDecoderLocation ||\n DEFAULT_DRACO_DECODER_LOCATION;\n CachingGLTFLoader.setDRACODecoderLocation(dracoDecoderLocation);\n const ktx2TranscoderLocation = ModelViewerElement.ktx2TranscoderLocation ||\n DEFAULT_KTX2_TRANSCODER_LOCATION;\n CachingGLTFLoader.setKTX2TranscoderLocation(ktx2TranscoderLocation);\n }\n static set dracoDecoderLocation(value) {\n CachingGLTFLoader.setDRACODecoderLocation(value);\n }\n static get dracoDecoderLocation() {\n return CachingGLTFLoader.getDRACODecoderLocation();\n }\n static set ktx2TranscoderLocation(value) {\n CachingGLTFLoader.setKTX2TranscoderLocation(value);\n }\n static get ktx2TranscoderLocation() {\n return CachingGLTFLoader.getKTX2TranscoderLocation();\n }\n /**\n * If provided, the callback will be passed each resource URL before a\n * request is sent. The callback may return the original URL, or a new URL\n * to override loading behavior. This behavior can be used to load assets\n * from .ZIP files, drag-and-drop APIs, and Data URIs.\n */\n static mapURLs(callback) {\n Renderer.singleton.loader[$loader].manager.setURLModifier(callback);\n }\n /**\n * Dismisses the poster, causing the model to load and render if\n * necessary. This is currently effectively the same as interacting with\n * the poster via user input.\n */\n dismissPoster() {\n if (this[$sceneIsReady]()) {\n this[$hidePoster]();\n }\n else {\n this[$posterDismissalSource] = PosterDismissalSource.INTERACTION;\n this[$updateSource]();\n }\n }\n /**\n * Displays the poster, hiding the 3D model. If this is called after the 3D\n * model has been revealed, then it will behave as though\n * reveal='interaction', being dismissed either by a user click or a call to\n * dismissPoster().\n */\n showPoster() {\n const posterContainerElement = this[$posterContainerElement];\n const defaultPosterElement = this[$defaultPosterElement];\n defaultPosterElement.removeAttribute('tabindex');\n defaultPosterElement.removeAttribute('aria-hidden');\n posterContainerElement.classList.add('show');\n const oldVisibility = this.modelIsVisible;\n this[$modelIsRevealed] = false;\n this[$announceModelVisibility](oldVisibility);\n this[$transitioned] = false;\n }\n /**\n * Returns the model's bounding box dimensions in meters, independent of\n * turntable rotation.\n */\n getDimensions() {\n return toVector3D(this[$scene].size);\n }\n connectedCallback() {\n super.connectedCallback();\n // Fired when a user first clicks the model element. Used to\n // change the visibility of a poster image, or start loading\n // a model.\n this[$posterContainerElement].addEventListener('click', this[$onClick]);\n this[$posterContainerElement].addEventListener('keydown', this[$onKeydown]);\n this[$progressTracker].addEventListener('progress', this[$onProgress]);\n loadingStatusAnnouncer.registerInstance(this);\n }\n disconnectedCallback() {\n super.disconnectedCallback();\n this[$posterContainerElement].removeEventListener('click', this[$onClick]);\n this[$posterContainerElement].removeEventListener('keydown', this[$onKeydown]);\n this[$progressTracker].removeEventListener('progress', this[$onProgress]);\n loadingStatusAnnouncer.unregisterInstance(this);\n }\n async updated(changedProperties) {\n super.updated(changedProperties);\n if (changedProperties.has('poster') && this.poster != null) {\n this[$defaultPosterElement].style.backgroundImage =\n `url(${this.poster})`;\n }\n if (changedProperties.has('alt')) {\n this[$defaultPosterElement].setAttribute('aria-label', `${this[$ariaLabel]}. ${this[$ariaLabelCallToAction]}`);\n }\n if (changedProperties.has('reveal') || changedProperties.has('loaded')) {\n if (!this[$sceneIsReady]()) {\n this[$updateSource]();\n }\n }\n }\n [(_a = $modelIsRevealed, _b = $transitioned, _c = $lastReportedProgress, _d = $posterDismissalSource, _e = $posterContainerElement, _f = $defaultPosterElement, _g = $defaultProgressBarElement, _h = $defaultProgressMaskElement, _j = $ariaLabelCallToAction, _k = $updateProgressBar, _l = $onClick, _m = $onKeydown, _o = $onProgress, $shouldAttemptPreload)]() {\n return !!this.src &&\n (this[$posterDismissalSource] != null ||\n this.loading === LoadingStrategy.EAGER ||\n (this.reveal === RevealStrategy.AUTO && this[$isElementInViewport]));\n }\n [$sceneIsReady]() {\n const { src } = this;\n return !!src && super[$sceneIsReady]() &&\n this[$lastReportedProgress] === 1.0;\n }\n [$hidePoster]() {\n this[$posterDismissalSource] = null;\n const posterContainerElement = this[$posterContainerElement];\n const defaultPosterElement = this[$defaultPosterElement];\n if (posterContainerElement.classList.contains('show')) {\n posterContainerElement.classList.remove('show');\n const oldVisibility = this.modelIsVisible;\n this[$modelIsRevealed] = true;\n this[$announceModelVisibility](oldVisibility);\n // We might need to forward focus to our internal canvas, but that\n // cannot happen until the poster has completely transitioned away\n posterContainerElement.addEventListener('transitionend', () => {\n requestAnimationFrame(() => {\n this[$transitioned] = true;\n const root = this.getRootNode();\n // If the <model-viewer> is still focused, forward the focus to\n // the canvas that has just been revealed\n if (root &&\n root.activeElement === this) {\n this[$userInputElement].focus();\n }\n // Ensure that the poster is no longer focusable or visible to\n // screen readers\n defaultPosterElement.setAttribute('aria-hidden', 'true');\n defaultPosterElement.tabIndex = -1;\n this.dispatchEvent(new CustomEvent('poster-dismissed'));\n });\n }, { once: true });\n }\n }\n [$getModelIsVisible]() {\n return super[$getModelIsVisible]() && this[$modelIsRevealed];\n }\n [$hasTransitioned]() {\n return super[$hasTransitioned]() && this[$transitioned];\n }\n async [$updateSource]() {\n this[$lastReportedProgress] = 0;\n if (this[$scene].currentGLTF == null || this.src == null ||\n !this[$shouldAttemptPreload]()) {\n // Don't show the poster when switching models.\n this.showPoster();\n }\n await super[$updateSource]();\n }\n }\n __decorate([\n property({ type: String })\n ], LoadingModelViewerElement.prototype, \"poster\", void 0);\n __decorate([\n property({ type: String })\n ], LoadingModelViewerElement.prototype, \"reveal\", void 0);\n __decorate([\n property({ type: String })\n ], LoadingModelViewerElement.prototype, \"loading\", void 0);\n return LoadingModelViewerElement;\n};\n//# sourceMappingURL=loading.js.map","import {\n\tBufferAttribute,\n\tClampToEdgeWrapping,\n\tDoubleSide,\n\tInterpolateDiscrete,\n\tInterpolateLinear,\n\tLinearFilter,\n\tLinearMipmapLinearFilter,\n\tLinearMipmapNearestFilter,\n\tMathUtils,\n\tMatrix4,\n\tMirroredRepeatWrapping,\n\tNearestFilter,\n\tNearestMipmapLinearFilter,\n\tNearestMipmapNearestFilter,\n\tPropertyBinding,\n\tRGBAFormat,\n\tRGBFormat,\n\tRepeatWrapping,\n\tScene,\n\tVector3\n} from '../../../build/three.module.js';\n\nvar GLTFExporter = ( function () {\n\n\tfunction GLTFExporter() {\n\n\t\tthis.pluginCallbacks = [];\n\n\t\tthis.register( function ( writer ) {\n\n\t\t\treturn new GLTFLightExtension( writer );\n\n\t\t} );\n\n\t\tthis.register( function ( writer ) {\n\n\t\t\treturn new GLTFMaterialsUnlitExtension( writer );\n\n\t\t} );\n\n\t\tthis.register( function ( writer ) {\n\n\t\t\treturn new GLTFMaterialsPBRSpecularGlossiness( writer );\n\n\t\t} );\n\n\t}\n\n\tGLTFExporter.prototype = {\n\n\t\tconstructor: GLTFExporter,\n\n\t\tregister: function ( callback ) {\n\n\t\t\tif ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {\n\n\t\t\t\tthis.pluginCallbacks.push( callback );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t},\n\n\t\tunregister: function ( callback ) {\n\n\t\t\tif ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {\n\n\t\t\t\tthis.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t},\n\n\t\t/**\n\t\t * Parse scenes and generate GLTF output\n\t\t * @param {Scene or [THREE.Scenes]} input Scene or Array of THREE.Scenes\n\t\t * @param {Function} onDone Callback on completed\n\t\t * @param {Object} options options\n\t\t */\n\t\tparse: function ( input, onDone, options ) {\n\n\t\t\tvar writer = new GLTFWriter();\n\t\t\tvar plugins = [];\n\n\t\t\tfor ( var i = 0, il = this.pluginCallbacks.length; i < il; i ++ ) {\n\n\t\t\t\tplugins.push( this.pluginCallbacks[ i ]( writer ) );\n\n\t\t\t}\n\n\t\t\twriter.setPlugins( plugins );\n\t\t\twriter.write( input, onDone, options );\n\n\t\t}\n\n\t};\n\n\t//------------------------------------------------------------------------------\n\t// Constants\n\t//------------------------------------------------------------------------------\n\n\tvar WEBGL_CONSTANTS = {\n\t\tPOINTS: 0x0000,\n\t\tLINES: 0x0001,\n\t\tLINE_LOOP: 0x0002,\n\t\tLINE_STRIP: 0x0003,\n\t\tTRIANGLES: 0x0004,\n\t\tTRIANGLE_STRIP: 0x0005,\n\t\tTRIANGLE_FAN: 0x0006,\n\n\t\tUNSIGNED_BYTE: 0x1401,\n\t\tUNSIGNED_SHORT: 0x1403,\n\t\tFLOAT: 0x1406,\n\t\tUNSIGNED_INT: 0x1405,\n\t\tARRAY_BUFFER: 0x8892,\n\t\tELEMENT_ARRAY_BUFFER: 0x8893,\n\n\t\tNEAREST: 0x2600,\n\t\tLINEAR: 0x2601,\n\t\tNEAREST_MIPMAP_NEAREST: 0x2700,\n\t\tLINEAR_MIPMAP_NEAREST: 0x2701,\n\t\tNEAREST_MIPMAP_LINEAR: 0x2702,\n\t\tLINEAR_MIPMAP_LINEAR: 0x2703,\n\n\t\tCLAMP_TO_EDGE: 33071,\n\t\tMIRRORED_REPEAT: 33648,\n\t\tREPEAT: 10497\n\t};\n\n\tvar THREE_TO_WEBGL = {};\n\n\tTHREE_TO_WEBGL[ NearestFilter ] = WEBGL_CONSTANTS.NEAREST;\n\tTHREE_TO_WEBGL[ NearestMipmapNearestFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_NEAREST;\n\tTHREE_TO_WEBGL[ NearestMipmapLinearFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_LINEAR;\n\tTHREE_TO_WEBGL[ LinearFilter ] = WEBGL_CONSTANTS.LINEAR;\n\tTHREE_TO_WEBGL[ LinearMipmapNearestFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_NEAREST;\n\tTHREE_TO_WEBGL[ LinearMipmapLinearFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_LINEAR;\n\n\tTHREE_TO_WEBGL[ ClampToEdgeWrapping ] = WEBGL_CONSTANTS.CLAMP_TO_EDGE;\n\tTHREE_TO_WEBGL[ RepeatWrapping ] = WEBGL_CONSTANTS.REPEAT;\n\tTHREE_TO_WEBGL[ MirroredRepeatWrapping ] = WEBGL_CONSTANTS.MIRRORED_REPEAT;\n\n\tvar PATH_PROPERTIES = {\n\t\tscale: 'scale',\n\t\tposition: 'translation',\n\t\tquaternion: 'rotation',\n\t\tmorphTargetInfluences: 'weights'\n\t};\n\n\t// GLB constants\n\t// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#glb-file-format-specification\n\n\tvar GLB_HEADER_BYTES = 12;\n\tvar GLB_HEADER_MAGIC = 0x46546C67;\n\tvar GLB_VERSION = 2;\n\n\tvar GLB_CHUNK_PREFIX_BYTES = 8;\n\tvar GLB_CHUNK_TYPE_JSON = 0x4E4F534A;\n\tvar GLB_CHUNK_TYPE_BIN = 0x004E4942;\n\n\t//------------------------------------------------------------------------------\n\t// Utility functions\n\t//------------------------------------------------------------------------------\n\n\t/**\n\t * Compare two arrays\n\t * @param {Array} array1 Array 1 to compare\n\t * @param {Array} array2 Array 2 to compare\n\t * @return {Boolean} Returns true if both arrays are equal\n\t */\n\tfunction equalArray( array1, array2 ) {\n\n\t\treturn ( array1.length === array2.length ) && array1.every( function ( element, index ) {\n\n\t\t\treturn element === array2[ index ];\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Converts a string to an ArrayBuffer.\n\t * @param {string} text\n\t * @return {ArrayBuffer}\n\t */\n\tfunction stringToArrayBuffer( text ) {\n\n\t\tif ( window.TextEncoder !== undefined ) {\n\n\t\t\treturn new TextEncoder().encode( text ).buffer;\n\n\t\t}\n\n\t\tvar array = new Uint8Array( new ArrayBuffer( text.length ) );\n\n\t\tfor ( var i = 0, il = text.length; i < il; i ++ ) {\n\n\t\t\tvar value = text.charCodeAt( i );\n\n\t\t\t// Replacing multi-byte character with space(0x20).\n\t\t\tarray[ i ] = value > 0xFF ? 0x20 : value;\n\n\t\t}\n\n\t\treturn array.buffer;\n\n\t}\n\n\t/**\n\t * Is identity matrix\n\t *\n\t * @param {Matrix4} matrix\n\t * @returns {Boolean} Returns true, if parameter is identity matrix\n\t */\n\tfunction isIdentityMatrix( matrix ) {\n\n\t\treturn equalArray( matrix.elements, [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ] );\n\n\t}\n\n\t/**\n\t * Get the min and max vectors from the given attribute\n\t * @param {BufferAttribute} attribute Attribute to find the min/max in range from start to start + count\n\t * @param {Integer} start\n\t * @param {Integer} count\n\t * @return {Object} Object containing the `min` and `max` values (As an array of attribute.itemSize components)\n\t */\n\tfunction getMinMax( attribute, start, count ) {\n\n\t\tvar output = {\n\n\t\t\tmin: new Array( attribute.itemSize ).fill( Number.POSITIVE_INFINITY ),\n\t\t\tmax: new Array( attribute.itemSize ).fill( Number.NEGATIVE_INFINITY )\n\n\t\t};\n\n\t\tfor ( var i = start; i < start + count; i ++ ) {\n\n\t\t\tfor ( var a = 0; a < attribute.itemSize; a ++ ) {\n\n\t\t\t\tvar value;\n\n\t\t\t\tif ( attribute.itemSize > 4 ) {\n\n\t\t\t\t\t // no support for interleaved data for itemSize > 4\n\n\t\t\t\t\tvalue = attribute.array[ i * attribute.itemSize + a ];\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( a === 0 ) value = attribute.getX( i );\n\t\t\t\t\telse if ( a === 1 ) value = attribute.getY( i );\n\t\t\t\t\telse if ( a === 2 ) value = attribute.getZ( i );\n\t\t\t\t\telse if ( a === 3 ) value = attribute.getW( i );\n\n\t\t\t\t}\n\n\t\t\t\toutput.min[ a ] = Math.min( output.min[ a ], value );\n\t\t\t\toutput.max[ a ] = Math.max( output.max[ a ], value );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\t/**\n\t * Get the required size + padding for a buffer, rounded to the next 4-byte boundary.\n\t * https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment\n\t *\n\t * @param {Integer} bufferSize The size the original buffer.\n\t * @returns {Integer} new buffer size with required padding.\n\t *\n\t */\n\tfunction getPaddedBufferSize( bufferSize ) {\n\n\t\treturn Math.ceil( bufferSize / 4 ) * 4;\n\n\t}\n\n\t/**\n\t * Returns a buffer aligned to 4-byte boundary.\n\t *\n\t * @param {ArrayBuffer} arrayBuffer Buffer to pad\n\t * @param {Integer} paddingByte (Optional)\n\t * @returns {ArrayBuffer} The same buffer if it's already aligned to 4-byte boundary or a new buffer\n\t */\n\tfunction getPaddedArrayBuffer( arrayBuffer, paddingByte ) {\n\n\t\tpaddingByte = paddingByte || 0;\n\n\t\tvar paddedLength = getPaddedBufferSize( arrayBuffer.byteLength );\n\n\t\tif ( paddedLength !== arrayBuffer.byteLength ) {\n\n\t\t\tvar array = new Uint8Array( paddedLength );\n\t\t\tarray.set( new Uint8Array( arrayBuffer ) );\n\n\t\t\tif ( paddingByte !== 0 ) {\n\n\t\t\t\tfor ( var i = arrayBuffer.byteLength; i < paddedLength; i ++ ) {\n\n\t\t\t\t\tarray[ i ] = paddingByte;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn array.buffer;\n\n\t\t}\n\n\t\treturn arrayBuffer;\n\n\t}\n\n\tvar cachedCanvas = null;\n\n\t/**\n\t * Writer\n\t */\n\tfunction GLTFWriter() {\n\n\t\tthis.plugins = [];\n\n\t\tthis.options = {};\n\t\tthis.pending = [];\n\t\tthis.buffers = [];\n\n\t\tthis.byteOffset = 0;\n\t\tthis.buffers = [];\n\t\tthis.nodeMap = new Map();\n\t\tthis.skins = [];\n\t\tthis.extensionsUsed = {};\n\n\t\tthis.uids = new Map();\n\t\tthis.uid = 0;\n\n\t\tthis.json = {\n\t\t\tasset: {\n\t\t\t\tversion: '2.0',\n\t\t\t\tgenerator: 'THREE.GLTFExporter'\n\t\t\t}\n\t\t};\n\n\t\tthis.cache = {\n\t\t\tmeshes: new Map(),\n\t\t\tattributes: new Map(),\n\t\t\tattributesNormalized: new Map(),\n\t\t\tmaterials: new Map(),\n\t\t\ttextures: new Map(),\n\t\t\timages: new Map()\n\t\t};\n\n\t}\n\n\tGLTFWriter.prototype = {\n\n\t\tconstructor: GLTFWriter,\n\n\t\tsetPlugins: function ( plugins ) {\n\n\t\t\tthis.plugins = plugins;\n\n\t\t},\n\n\t\t/**\n\t\t * Parse scenes and generate GLTF output\n\t\t * @param {Scene or [THREE.Scenes]} input Scene or Array of THREE.Scenes\n\t\t * @param {Function} onDone Callback on completed\n\t\t * @param {Object} options options\n\t\t */\n\t\twrite: function ( input, onDone, options ) {\n\n\t\t\tthis.options = Object.assign( {}, {\n\t\t\t\t// default options\n\t\t\t\tbinary: false,\n\t\t\t\ttrs: false,\n\t\t\t\tonlyVisible: true,\n\t\t\t\ttruncateDrawRange: true,\n\t\t\t\tembedImages: true,\n\t\t\t\tmaxTextureSize: Infinity,\n\t\t\t\tanimations: [],\n\t\t\t\tincludeCustomExtensions: false\n\t\t\t}, options );\n\n\t\t\tif ( this.options.animations.length > 0 ) {\n\n\t\t\t\t// Only TRS properties, and not matrices, may be targeted by animation.\n\t\t\t\tthis.options.trs = true;\n\n\t\t\t}\n\n\t\t\tthis.processInput( input );\n\n\t\t\tvar writer = this;\n\n\t\t\tPromise.all( this.pending ).then( function () {\n\n\t\t\t\tvar buffers = writer.buffers;\n\t\t\t\tvar json = writer.json;\n\t\t\t\tvar options = writer.options;\n\t\t\t\tvar extensionsUsed = writer.extensionsUsed;\n\n\t\t\t\t// Merge buffers.\n\t\t\t\tvar blob = new Blob( buffers, { type: 'application/octet-stream' } );\n\n\t\t\t\t// Declare extensions.\n\t\t\t\tvar extensionsUsedList = Object.keys( extensionsUsed );\n\n\t\t\t\tif ( extensionsUsedList.length > 0 ) json.extensionsUsed = extensionsUsedList;\n\n\t\t\t\t// Update bytelength of the single buffer.\n\t\t\t\tif ( json.buffers && json.buffers.length > 0 ) json.buffers[ 0 ].byteLength = blob.size;\n\n\t\t\t\tif ( options.binary === true ) {\n\n\t\t\t\t\t// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#glb-file-format-specification\n\n\t\t\t\t\tvar reader = new window.FileReader();\n\t\t\t\t\treader.readAsArrayBuffer( blob );\n\t\t\t\t\treader.onloadend = function () {\n\n\t\t\t\t\t\t// Binary chunk.\n\t\t\t\t\t\tvar binaryChunk = getPaddedArrayBuffer( reader.result );\n\t\t\t\t\t\tvar binaryChunkPrefix = new DataView( new ArrayBuffer( GLB_CHUNK_PREFIX_BYTES ) );\n\t\t\t\t\t\tbinaryChunkPrefix.setUint32( 0, binaryChunk.byteLength, true );\n\t\t\t\t\t\tbinaryChunkPrefix.setUint32( 4, GLB_CHUNK_TYPE_BIN, true );\n\n\t\t\t\t\t\t// JSON chunk.\n\t\t\t\t\t\tvar jsonChunk = getPaddedArrayBuffer( stringToArrayBuffer( JSON.stringify( json ) ), 0x20 );\n\t\t\t\t\t\tvar jsonChunkPrefix = new DataView( new ArrayBuffer( GLB_CHUNK_PREFIX_BYTES ) );\n\t\t\t\t\t\tjsonChunkPrefix.setUint32( 0, jsonChunk.byteLength, true );\n\t\t\t\t\t\tjsonChunkPrefix.setUint32( 4, GLB_CHUNK_TYPE_JSON, true );\n\n\t\t\t\t\t\t// GLB header.\n\t\t\t\t\t\tvar header = new ArrayBuffer( GLB_HEADER_BYTES );\n\t\t\t\t\t\tvar headerView = new DataView( header );\n\t\t\t\t\t\theaderView.setUint32( 0, GLB_HEADER_MAGIC, true );\n\t\t\t\t\t\theaderView.setUint32( 4, GLB_VERSION, true );\n\t\t\t\t\t\tvar totalByteLength = GLB_HEADER_BYTES\n\t\t\t\t\t\t\t+ jsonChunkPrefix.byteLength + jsonChunk.byteLength\n\t\t\t\t\t\t\t+ binaryChunkPrefix.byteLength + binaryChunk.byteLength;\n\t\t\t\t\t\theaderView.setUint32( 8, totalByteLength, true );\n\n\t\t\t\t\t\tvar glbBlob = new Blob( [\n\t\t\t\t\t\t\theader,\n\t\t\t\t\t\t\tjsonChunkPrefix,\n\t\t\t\t\t\t\tjsonChunk,\n\t\t\t\t\t\t\tbinaryChunkPrefix,\n\t\t\t\t\t\t\tbinaryChunk\n\t\t\t\t\t\t], { type: 'application/octet-stream' } );\n\n\t\t\t\t\t\tvar glbReader = new window.FileReader();\n\t\t\t\t\t\tglbReader.readAsArrayBuffer( glbBlob );\n\t\t\t\t\t\tglbReader.onloadend = function () {\n\n\t\t\t\t\t\t\tonDone( glbReader.result );\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( json.buffers && json.buffers.length > 0 ) {\n\n\t\t\t\t\t\tvar reader = new window.FileReader();\n\t\t\t\t\t\treader.readAsDataURL( blob );\n\t\t\t\t\t\treader.onloadend = function () {\n\n\t\t\t\t\t\t\tvar base64data = reader.result;\n\t\t\t\t\t\t\tjson.buffers[ 0 ].uri = base64data;\n\t\t\t\t\t\t\tonDone( json );\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tonDone( json );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t},\n\n\t\t/**\n\t\t * Serializes a userData.\n\t\t *\n\t\t * @param {THREE.Object3D|THREE.Material} object\n\t\t * @param {Object} objectDef\n\t\t */\n\t\tserializeUserData: function ( object, objectDef ) {\n\n\t\t\tif ( Object.keys( object.userData ).length === 0 ) return;\n\n\t\t\tvar options = this.options;\n\t\t\tvar extensionsUsed = this.extensionsUsed;\n\n\t\t\ttry {\n\n\t\t\t\tvar json = JSON.parse( JSON.stringify( object.userData ) );\n\n\t\t\t\tif ( options.includeCustomExtensions && json.gltfExtensions ) {\n\n\t\t\t\t\tif ( objectDef.extensions === undefined ) objectDef.extensions = {};\n\n\t\t\t\t\tfor ( var extensionName in json.gltfExtensions ) {\n\n\t\t\t\t\t\tobjectDef.extensions[ extensionName ] = json.gltfExtensions[ extensionName ];\n\t\t\t\t\t\textensionsUsed[ extensionName ] = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tdelete json.gltfExtensions;\n\n\t\t\t\t}\n\n\t\t\t\tif ( Object.keys( json ).length > 0 ) objectDef.extras = json;\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFExporter: userData of \\'' + object.name + '\\' ' +\n\t\t\t\t\t'won\\'t be serialized because of JSON.stringify error - ' + error.message );\n\n\t\t\t}\n\n\t\t},\n\n\t\t/**\n\t\t * Assign and return a temporal unique id for an object\n\t\t * especially which doesn't have .uuid\n\t\t * @param {Object} object\n\t\t * @return {Integer}\n\t\t */\n\t\tgetUID: function ( object ) {\n\n\t\t\tif ( ! this.uids.has( object ) ) this.uids.set( object, this.uid ++ );\n\n\t\t\treturn this.uids.get( object );\n\n\t\t},\n\n\t\t/**\n\t\t * Checks if normal attribute values are normalized.\n\t\t *\n\t\t * @param {BufferAttribute} normal\n\t\t * @returns {Boolean}\n\t\t */\n\t\tisNormalizedNormalAttribute: function ( normal ) {\n\n\t\t\tvar cache = this.cache;\n\n\t\t\tif ( cache.attributesNormalized.has( normal ) ) return false;\n\n\t\t\tvar v = new Vector3();\n\n\t\t\tfor ( var i = 0, il = normal.count; i < il; i ++ ) {\n\n\t\t\t\t// 0.0005 is from glTF-validator\n\t\t\t\tif ( Math.abs( v.fromBufferAttribute( normal, i ).length() - 1.0 ) > 0.0005 ) return false;\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t},\n\n\t\t/**\n\t\t * Creates normalized normal buffer attribute.\n\t\t *\n\t\t * @param {BufferAttribute} normal\n\t\t * @returns {BufferAttribute}\n\t\t *\n\t\t */\n\t\tcreateNormalizedNormalAttribute: function ( normal ) {\n\n\t\t\tvar cache = this.cache;\n\n\t\t\tif ( cache.attributesNormalized.has( normal ) )\treturn cache.attributesNormalized.get( normal );\n\n\t\t\tvar attribute = normal.clone();\n\t\t\tvar v = new Vector3();\n\n\t\t\tfor ( var i = 0, il = attribute.count; i < il; i ++ ) {\n\n\t\t\t\tv.fromBufferAttribute( attribute, i );\n\n\t\t\t\tif ( v.x === 0 && v.y === 0 && v.z === 0 ) {\n\n\t\t\t\t\t// if values can't be normalized set (1, 0, 0)\n\t\t\t\t\tv.setX( 1.0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tv.normalize();\n\n\t\t\t\t}\n\n\t\t\t\tattribute.setXYZ( i, v.x, v.y, v.z );\n\n\t\t\t}\n\n\t\t\tcache.attributesNormalized.set( normal, attribute );\n\n\t\t\treturn attribute;\n\n\t\t},\n\n\t\t/**\n\t\t * Applies a texture transform, if present, to the map definition. Requires\n\t\t * the KHR_texture_transform extension.\n\t\t *\n\t\t * @param {Object} mapDef\n\t\t * @param {THREE.Texture} texture\n\t\t */\n\t\tapplyTextureTransform: function ( mapDef, texture ) {\n\n\t\t\tvar didTransform = false;\n\t\t\tvar transformDef = {};\n\n\t\t\tif ( texture.offset.x !== 0 || texture.offset.y !== 0 ) {\n\n\t\t\t\ttransformDef.offset = texture.offset.toArray();\n\t\t\t\tdidTransform = true;\n\n\t\t\t}\n\n\t\t\tif ( texture.rotation !== 0 ) {\n\n\t\t\t\ttransformDef.rotation = texture.rotation;\n\t\t\t\tdidTransform = true;\n\n\t\t\t}\n\n\t\t\tif ( texture.repeat.x !== 1 || texture.repeat.y !== 1 ) {\n\n\t\t\t\ttransformDef.scale = texture.repeat.toArray();\n\t\t\t\tdidTransform = true;\n\n\t\t\t}\n\n\t\t\tif ( didTransform ) {\n\n\t\t\t\tmapDef.extensions = mapDef.extensions || {};\n\t\t\t\tmapDef.extensions[ 'KHR_texture_transform' ] = transformDef;\n\t\t\t\tthis.extensionsUsed[ 'KHR_texture_transform' ] = true;\n\n\t\t\t}\n\n\t\t},\n\n\t\t/**\n\t\t * Process a buffer to append to the default one.\n\t\t * @param {ArrayBuffer} buffer\n\t\t * @return {Integer}\n\t\t */\n\t\tprocessBuffer: function ( buffer ) {\n\n\t\t\tvar json = this.json;\n\t\t\tvar buffers = this.buffers;\n\n\t\t\tif ( ! json.buffers ) json.buffers = [ { byteLength: 0 } ];\n\n\t\t\t// All buffers are merged before export.\n\t\t\tbuffers.push( buffer );\n\n\t\t\treturn 0;\n\n\t\t},\n\n\t\t/**\n\t\t * Process and generate a BufferView\n\t\t * @param {BufferAttribute} attribute\n\t\t * @param {number} componentType\n\t\t * @param {number} start\n\t\t * @param {number} count\n\t\t * @param {number} target (Optional) Target usage of the BufferView\n\t\t * @return {Object}\n\t\t */\n\t\tprocessBufferView: function ( attribute, componentType, start, count, target ) {\n\n\t\t\tvar json = this.json;\n\n\t\t\tif ( ! json.bufferViews ) json.bufferViews = [];\n\n\t\t\t// Create a new dataview and dump the attribute's array into it\n\n\t\t\tvar componentSize;\n\n\t\t\tif ( componentType === WEBGL_CONSTANTS.UNSIGNED_BYTE ) {\n\n\t\t\t\tcomponentSize = 1;\n\n\t\t\t} else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_SHORT ) {\n\n\t\t\t\tcomponentSize = 2;\n\n\t\t\t} else {\n\n\t\t\t\tcomponentSize = 4;\n\n\t\t\t}\n\n\t\t\tvar byteLength = getPaddedBufferSize( count * attribute.itemSize * componentSize );\n\t\t\tvar dataView = new DataView( new ArrayBuffer( byteLength ) );\n\t\t\tvar offset = 0;\n\n\t\t\tfor ( var i = start; i < start + count; i ++ ) {\n\n\t\t\t\tfor ( var a = 0; a < attribute.itemSize; a ++ ) {\n\n\t\t\t\t\tvar value;\n\n\t\t\t\t\tif ( attribute.itemSize > 4 ) {\n\n\t\t\t\t\t\t // no support for interleaved data for itemSize > 4\n\n\t\t\t\t\t\tvalue = attribute.array[ i * attribute.itemSize + a ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( a === 0 ) value = attribute.getX( i );\n\t\t\t\t\t\telse if ( a === 1 ) value = attribute.getY( i );\n\t\t\t\t\t\telse if ( a === 2 ) value = attribute.getZ( i );\n\t\t\t\t\t\telse if ( a === 3 ) value = attribute.getW( i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( componentType === WEBGL_CONSTANTS.FLOAT ) {\n\n\t\t\t\t\t\tdataView.setFloat32( offset, value, true );\n\n\t\t\t\t\t} else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_INT ) {\n\n\t\t\t\t\t\tdataView.setUint32( offset, value, true );\n\n\t\t\t\t\t} else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_SHORT ) {\n\n\t\t\t\t\t\tdataView.setUint16( offset, value, true );\n\n\t\t\t\t\t} else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_BYTE ) {\n\n\t\t\t\t\t\tdataView.setUint8( offset, value );\n\n\t\t\t\t\t}\n\n\t\t\t\t\toffset += componentSize;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar bufferViewDef = {\n\n\t\t\t\tbuffer: this.processBuffer( dataView.buffer ),\n\t\t\t\tbyteOffset: this.byteOffset,\n\t\t\t\tbyteLength: byteLength\n\n\t\t\t};\n\n\t\t\tif ( target !== undefined ) bufferViewDef.target = target;\n\n\t\t\tif ( target === WEBGL_CONSTANTS.ARRAY_BUFFER ) {\n\n\t\t\t\t// Only define byteStride for vertex attributes.\n\t\t\t\tbufferViewDef.byteStride = attribute.itemSize * componentSize;\n\n\t\t\t}\n\n\t\t\tthis.byteOffset += byteLength;\n\n\t\t\tjson.bufferViews.push( bufferViewDef );\n\n\t\t\t// @TODO Merge bufferViews where possible.\n\t\t\tvar output = {\n\n\t\t\t\tid: json.bufferViews.length - 1,\n\t\t\t\tbyteLength: 0\n\n\t\t\t};\n\n\t\t\treturn output;\n\n\t\t},\n\n\t\t/**\n\t\t * Process and generate a BufferView from an image Blob.\n\t\t * @param {Blob} blob\n\t\t * @return {Promise<Integer>}\n\t\t */\n\t\tprocessBufferViewImage: function ( blob ) {\n\n\t\t\tvar writer = this;\n\t\t\tvar json = writer.json;\n\n\t\t\tif ( ! json.bufferViews ) json.bufferViews = [];\n\n\t\t\treturn new Promise( function ( resolve ) {\n\n\t\t\t\tvar reader = new window.FileReader();\n\t\t\t\treader.readAsArrayBuffer( blob );\n\t\t\t\treader.onloadend = function () {\n\n\t\t\t\t\tvar buffer = getPaddedArrayBuffer( reader.result );\n\n\t\t\t\t\tvar bufferViewDef = {\n\t\t\t\t\t\tbuffer: writer.processBuffer( buffer ),\n\t\t\t\t\t\tbyteOffset: writer.byteOffset,\n\t\t\t\t\t\tbyteLength: buffer.byteLength\n\t\t\t\t\t};\n\n\t\t\t\t\twriter.byteOffset += buffer.byteLength;\n\t\t\t\t\tresolve( json.bufferViews.push( bufferViewDef ) - 1 );\n\n\t\t\t\t};\n\n\t\t\t} );\n\n\t\t},\n\n\t\t/**\n\t\t * Process attribute to generate an accessor\n\t\t * @param {BufferAttribute} attribute Attribute to process\n\t\t * @param {THREE.BufferGeometry} geometry (Optional) Geometry used for truncated draw range\n\t\t * @param {Integer} start (Optional)\n\t\t * @param {Integer} count (Optional)\n\t\t * @return {Integer|null} Index of the processed accessor on the \"accessors\" array\n\t\t */\n\t\tprocessAccessor: function ( attribute, geometry, start, count ) {\n\n\t\t\tvar options = this.options;\n\t\t\tvar json = this.json;\n\n\t\t\tvar types = {\n\n\t\t\t\t1: 'SCALAR',\n\t\t\t\t2: 'VEC2',\n\t\t\t\t3: 'VEC3',\n\t\t\t\t4: 'VEC4',\n\t\t\t\t16: 'MAT4'\n\n\t\t\t};\n\n\t\t\tvar componentType;\n\n\t\t\t// Detect the component type of the attribute array (float, uint or ushort)\n\t\t\tif ( attribute.array.constructor === Float32Array ) {\n\n\t\t\t\tcomponentType = WEBGL_CONSTANTS.FLOAT;\n\n\t\t\t} else if ( attribute.array.constructor === Uint32Array ) {\n\n\t\t\t\tcomponentType = WEBGL_CONSTANTS.UNSIGNED_INT;\n\n\t\t\t} else if ( attribute.array.constructor === Uint16Array ) {\n\n\t\t\t\tcomponentType = WEBGL_CONSTANTS.UNSIGNED_SHORT;\n\n\t\t\t} else if ( attribute.array.constructor === Uint8Array ) {\n\n\t\t\t\tcomponentType = WEBGL_CONSTANTS.UNSIGNED_BYTE;\n\n\t\t\t} else {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFExporter: Unsupported bufferAttribute component type.' );\n\n\t\t\t}\n\n\t\t\tif ( start === undefined ) start = 0;\n\t\t\tif ( count === undefined ) count = attribute.count;\n\n\t\t\t// @TODO Indexed buffer geometry with drawRange not supported yet\n\t\t\tif ( options.truncateDrawRange && geometry !== undefined && geometry.index === null ) {\n\n\t\t\t\tvar end = start + count;\n\t\t\t\tvar end2 = geometry.drawRange.count === Infinity\n\t\t\t\t\t? attribute.count\n\t\t\t\t\t: geometry.drawRange.start + geometry.drawRange.count;\n\n\t\t\t\tstart = Math.max( start, geometry.drawRange.start );\n\t\t\t\tcount = Math.min( end, end2 ) - start;\n\n\t\t\t\tif ( count < 0 ) count = 0;\n\n\t\t\t}\n\n\t\t\t// Skip creating an accessor if the attribute doesn't have data to export\n\t\t\tif ( count === 0 ) return null;\n\n\t\t\tvar minMax = getMinMax( attribute, start, count );\n\t\t\tvar bufferViewTarget;\n\n\t\t\t// If geometry isn't provided, don't infer the target usage of the bufferView. For\n\t\t\t// animation samplers, target must not be set.\n\t\t\tif ( geometry !== undefined ) {\n\n\t\t\t\tbufferViewTarget = attribute === geometry.index ? WEBGL_CONSTANTS.ELEMENT_ARRAY_BUFFER : WEBGL_CONSTANTS.ARRAY_BUFFER;\n\n\t\t\t}\n\n\t\t\tvar bufferView = this.processBufferView( attribute, componentType, start, count, bufferViewTarget );\n\n\t\t\tvar accessorDef = {\n\n\t\t\t\tbufferView: bufferView.id,\n\t\t\t\tbyteOffset: bufferView.byteOffset,\n\t\t\t\tcomponentType: componentType,\n\t\t\t\tcount: count,\n\t\t\t\tmax: minMax.max,\n\t\t\t\tmin: minMax.min,\n\t\t\t\ttype: types[ attribute.itemSize ]\n\n\t\t\t};\n\n\t\t\tif ( attribute.normalized === true ) accessorDef.normalized = true;\n\t\t\tif ( ! json.accessors ) json.accessors = [];\n\n\t\t\treturn json.accessors.push( accessorDef ) - 1;\n\n\t\t},\n\n\t\t/**\n\t\t * Process image\n\t\t * @param {Image} image to process\n\t\t * @param {Integer} format of the image (e.g. RGBFormat, RGBAFormat etc)\n\t\t * @param {Boolean} flipY before writing out the image\n\t\t * @return {Integer} Index of the processed texture in the \"images\" array\n\t\t */\n\t\tprocessImage: function ( image, format, flipY ) {\n\n\t\t\tvar writer = this;\n\t\t\tvar cache = writer.cache;\n\t\t\tvar json = writer.json;\n\t\t\tvar options = writer.options;\n\t\t\tvar pending = writer.pending;\n\n\t\t\tif ( ! cache.images.has( image ) ) cache.images.set( image, {} );\n\n\t\t\tvar cachedImages = cache.images.get( image );\n\t\t\tvar mimeType = format === RGBAFormat ? 'image/png' : 'image/jpeg';\n\t\t\tvar key = mimeType + ':flipY/' + flipY.toString();\n\n\t\t\tif ( cachedImages[ key ] !== undefined ) return cachedImages[ key ];\n\n\t\t\tif ( ! json.images ) json.images = [];\n\n\t\t\tvar imageDef = { mimeType: mimeType };\n\n\t\t\tif ( options.embedImages ) {\n\n\t\t\t\tvar canvas = cachedCanvas = cachedCanvas || document.createElement( 'canvas' );\n\n\t\t\t\tcanvas.width = Math.min( image.width, options.maxTextureSize );\n\t\t\t\tcanvas.height = Math.min( image.height, options.maxTextureSize );\n\n\t\t\t\tvar ctx = canvas.getContext( '2d' );\n\n\t\t\t\tif ( flipY === true ) {\n\n\t\t\t\t\tctx.translate( 0, canvas.height );\n\t\t\t\t\tctx.scale( 1, - 1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t\t( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) ||\n\t\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\t\tctx.drawImage( image, 0, 0, canvas.width, canvas.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( format !== RGBAFormat && format !== RGBFormat ) {\n\n\t\t\t\t\t\tconsole.error( 'GLTFExporter: Only RGB and RGBA formats are supported.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image.width > options.maxTextureSize || image.height > options.maxTextureSize ) {\n\n\t\t\t\t\t\tconsole.warn( 'GLTFExporter: Image size is bigger than maxTextureSize', image );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tvar data = image.data;\n\n\t\t\t\t\tif ( format === RGBFormat ) {\n\n\t\t\t\t\t\tdata = new Uint8ClampedArray( image.height * image.width * 4 );\n\n\t\t\t\t\t\tfor ( var i = 0, j = 0; i < data.length; i += 4, j += 3 ) {\n\n\t\t\t\t\t\t\tdata[ i + 0 ] = image.data[ j + 0 ];\n\t\t\t\t\t\t\tdata[ i + 1 ] = image.data[ j + 1 ];\n\t\t\t\t\t\t\tdata[ i + 2 ] = image.data[ j + 2 ];\n\t\t\t\t\t\t\tdata[ i + 3 ] = 255;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tctx.putImageData( new ImageData( data, image.width, image.height ), 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( options.binary === true ) {\n\n\t\t\t\t\tpending.push( new Promise( function ( resolve ) {\n\n\t\t\t\t\t\tcanvas.toBlob( function ( blob ) {\n\n\t\t\t\t\t\t\twriter.processBufferViewImage( blob ).then( function ( bufferViewIndex ) {\n\n\t\t\t\t\t\t\t\timageDef.bufferView = bufferViewIndex;\n\t\t\t\t\t\t\t\tresolve();\n\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t}, mimeType );\n\n\t\t\t\t\t} ) );\n\n\t\t\t\t} else {\n\n\t\t\t\t\timageDef.uri = canvas.toDataURL( mimeType );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\timageDef.uri = image.src;\n\n\t\t\t}\n\n\t\t\tvar index = json.images.push( imageDef ) - 1;\n\t\t\tcachedImages[ key ] = index;\n\t\t\treturn index;\n\n\t\t},\n\n\t\t/**\n\t\t * Process sampler\n\t\t * @param {Texture} map Texture to process\n\t\t * @return {Integer} Index of the processed texture in the \"samplers\" array\n\t\t */\n\t\tprocessSampler: function ( map ) {\n\n\t\t\tvar json = this.json;\n\n\t\t\tif ( ! json.samplers ) json.samplers = [];\n\n\t\t\tvar samplerDef = {\n\t\t\t\tmagFilter: THREE_TO_WEBGL[ map.magFilter ],\n\t\t\t\tminFilter: THREE_TO_WEBGL[ map.minFilter ],\n\t\t\t\twrapS: THREE_TO_WEBGL[ map.wrapS ],\n\t\t\t\twrapT: THREE_TO_WEBGL[ map.wrapT ]\n\t\t\t};\n\n\t\t\treturn json.samplers.push( samplerDef ) - 1;\n\n\t\t},\n\n\t\t/**\n\t\t * Process texture\n\t\t * @param {Texture} map Map to process\n\t\t * @return {Integer} Index of the processed texture in the \"textures\" array\n\t\t */\n\t\tprocessTexture: function ( map ) {\n\n\t\t\tvar cache = this.cache;\n\t\t\tvar json = this.json;\n\n\t\t\tif ( cache.textures.has( map ) ) return cache.textures.get( map );\n\n\t\t\tif ( ! json.textures ) json.textures = [];\n\n\t\t\tvar textureDef = {\n\t\t\t\tsampler: this.processSampler( map ),\n\t\t\t\tsource: this.processImage( map.image, map.format, map.flipY )\n\t\t\t};\n\n\t\t\tif ( map.name ) textureDef.name = map.name;\n\n\t\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\t\text.writeTexture && ext.writeTexture( map, textureDef );\n\n\t\t\t} );\n\n\t\t\tvar index = json.textures.push( textureDef ) - 1;\n\t\t\tcache.textures.set( map, index );\n\t\t\treturn index;\n\n\t\t},\n\n\t\t/**\n\t\t * Process material\n\t\t * @param {THREE.Material} material Material to process\n\t\t * @return {Integer|null} Index of the processed material in the \"materials\" array\n\t\t */\n\t\tprocessMaterial: function ( material ) {\n\n\t\t\tvar cache = this.cache;\n\t\t\tvar json = this.json;\n\n\t\t\tif ( cache.materials.has( material ) ) return cache.materials.get( material );\n\n\t\t\tif ( material.isShaderMaterial ) {\n\n\t\t\t\tconsole.warn( 'GLTFExporter: THREE.ShaderMaterial not supported.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tif ( ! json.materials ) json.materials = [];\n\n\t\t\t// @QUESTION Should we avoid including any attribute that has the default value?\n\t\t\tvar materialDef = {\tpbrMetallicRoughness: {} };\n\n\t\t\tif ( material.isMeshStandardMaterial !== true && material.isMeshBasicMaterial !== true ) {\n\n\t\t\t\tconsole.warn( 'GLTFExporter: Use MeshStandardMaterial or MeshBasicMaterial for best results.' );\n\n\t\t\t}\n\n\t\t\t// pbrMetallicRoughness.baseColorFactor\n\t\t\tvar color = material.color.toArray().concat( [ material.opacity ] );\n\n\t\t\tif ( ! equalArray( color, [ 1, 1, 1, 1 ] ) ) {\n\n\t\t\t\tmaterialDef.pbrMetallicRoughness.baseColorFactor = color;\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshStandardMaterial ) {\n\n\t\t\t\tmaterialDef.pbrMetallicRoughness.metallicFactor = material.metalness;\n\t\t\t\tmaterialDef.pbrMetallicRoughness.roughnessFactor = material.roughness;\n\n\t\t\t} else {\n\n\t\t\t\tmaterialDef.pbrMetallicRoughness.metallicFactor = 0.5;\n\t\t\t\tmaterialDef.pbrMetallicRoughness.roughnessFactor = 0.5;\n\n\t\t\t}\n\n\t\t\t// pbrMetallicRoughness.metallicRoughnessTexture\n\t\t\tif ( material.metalnessMap || material.roughnessMap ) {\n\n\t\t\t\tif ( material.metalnessMap === material.roughnessMap ) {\n\n\t\t\t\t\tvar metalRoughMapDef = { index: this.processTexture( material.metalnessMap ) };\n\t\t\t\t\tthis.applyTextureTransform( metalRoughMapDef, material.metalnessMap );\n\t\t\t\t\tmaterialDef.pbrMetallicRoughness.metallicRoughnessTexture = metalRoughMapDef;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.GLTFExporter: Ignoring metalnessMap and roughnessMap because they are not the same Texture.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// pbrMetallicRoughness.baseColorTexture or pbrSpecularGlossiness diffuseTexture\n\t\t\tif ( material.map ) {\n\n\t\t\t\tvar baseColorMapDef = { index: this.processTexture( material.map ) };\n\t\t\t\tthis.applyTextureTransform( baseColorMapDef, material.map );\n\t\t\t\tmaterialDef.pbrMetallicRoughness.baseColorTexture = baseColorMapDef;\n\n\t\t\t}\n\n\t\t\tif ( material.emissive ) {\n\n\t\t\t\t// emissiveFactor\n\t\t\t\tvar emissive = material.emissive.clone().multiplyScalar( material.emissiveIntensity ).toArray();\n\n\t\t\t\tif ( ! equalArray( emissive, [ 0, 0, 0 ] ) ) {\n\n\t\t\t\t\tmaterialDef.emissiveFactor = emissive;\n\n\t\t\t\t}\n\n\t\t\t\t// emissiveTexture\n\t\t\t\tif ( material.emissiveMap ) {\n\n\t\t\t\t\tvar emissiveMapDef = { index: this.processTexture( material.emissiveMap ) };\n\t\t\t\t\tthis.applyTextureTransform( emissiveMapDef, material.emissiveMap );\n\t\t\t\t\tmaterialDef.emissiveTexture = emissiveMapDef;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// normalTexture\n\t\t\tif ( material.normalMap ) {\n\n\t\t\t\tvar normalMapDef = { index: this.processTexture( material.normalMap ) };\n\n\t\t\t\tif ( material.normalScale && material.normalScale.x !== - 1 ) {\n\n\t\t\t\t\tif ( material.normalScale.x !== material.normalScale.y ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.GLTFExporter: Normal scale components are different, ignoring Y and exporting X.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tnormalMapDef.scale = material.normalScale.x;\n\n\t\t\t\t}\n\n\t\t\t\tthis.applyTextureTransform( normalMapDef, material.normalMap );\n\t\t\t\tmaterialDef.normalTexture = normalMapDef;\n\n\t\t\t}\n\n\t\t\t// occlusionTexture\n\t\t\tif ( material.aoMap ) {\n\n\t\t\t\tvar occlusionMapDef = {\n\t\t\t\t\tindex: this.processTexture( material.aoMap ),\n\t\t\t\t\ttexCoord: 1\n\t\t\t\t};\n\n\t\t\t\tif ( material.aoMapIntensity !== 1.0 ) {\n\n\t\t\t\t\tocclusionMapDef.strength = material.aoMapIntensity;\n\n\t\t\t\t}\n\n\t\t\t\tthis.applyTextureTransform( occlusionMapDef, material.aoMap );\n\t\t\t\tmaterialDef.occlusionTexture = occlusionMapDef;\n\n\t\t\t}\n\n\t\t\t// alphaMode\n\t\t\tif ( material.transparent ) {\n\n\t\t\t\tmaterialDef.alphaMode = 'BLEND';\n\n\t\t\t} else {\n\n\t\t\t\tif ( material.alphaTest > 0.0 ) {\n\n\t\t\t\t\tmaterialDef.alphaMode = 'MASK';\n\t\t\t\t\tmaterialDef.alphaCutoff = material.alphaTest;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// doubleSided\n\t\t\tif ( material.side === DoubleSide ) materialDef.doubleSided = true;\n\t\t\tif ( material.name !== '' ) materialDef.name = material.name;\n\n\t\t\tthis.serializeUserData( material, materialDef );\n\n\t\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\t\text.writeMaterial && ext.writeMaterial( material, materialDef );\n\n\t\t\t} );\n\n\t\t\tvar index = json.materials.push( materialDef ) - 1;\n\t\t\tcache.materials.set( material, index );\n\t\t\treturn index;\n\n\t\t},\n\n\t\t/**\n\t\t * Process mesh\n\t\t * @param {THREE.Mesh} mesh Mesh to process\n\t\t * @return {Integer|null} Index of the processed mesh in the \"meshes\" array\n\t\t */\n\t\tprocessMesh: function ( mesh ) {\n\n\t\t\tvar cache = this.cache;\n\t\t\tvar json = this.json;\n\n\t\t\tvar meshCacheKeyParts = [ mesh.geometry.uuid ];\n\n\t\t\tif ( Array.isArray( mesh.material ) ) {\n\n\t\t\t\tfor ( var i = 0, l = mesh.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tmeshCacheKeyParts.push( mesh.material[ i ].uuid\t);\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tmeshCacheKeyParts.push( mesh.material.uuid );\n\n\t\t\t}\n\n\t\t\tvar meshCacheKey = meshCacheKeyParts.join( ':' );\n\n\t\t\tif ( cache.meshes.has( meshCacheKey ) ) return cache.meshes.get( meshCacheKey );\n\n\t\t\tvar geometry = mesh.geometry;\n\t\t\tvar mode;\n\n\t\t\t// Use the correct mode\n\t\t\tif ( mesh.isLineSegments ) {\n\n\t\t\t\tmode = WEBGL_CONSTANTS.LINES;\n\n\t\t\t} else if ( mesh.isLineLoop ) {\n\n\t\t\t\tmode = WEBGL_CONSTANTS.LINE_LOOP;\n\n\t\t\t} else if ( mesh.isLine ) {\n\n\t\t\t\tmode = WEBGL_CONSTANTS.LINE_STRIP;\n\n\t\t\t} else if ( mesh.isPoints ) {\n\n\t\t\t\tmode = WEBGL_CONSTANTS.POINTS;\n\n\t\t\t} else {\n\n\t\t\t\tmode = mesh.material.wireframe ? WEBGL_CONSTANTS.LINES : WEBGL_CONSTANTS.TRIANGLES;\n\n\t\t\t}\n\n\t\t\tif ( geometry.isBufferGeometry !== true ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFExporter: Geometry is not of type THREE.BufferGeometry.' );\n\n\t\t\t}\n\n\t\t\tvar meshDef = {};\n\t\t\tvar attributes = {};\n\t\t\tvar primitives = [];\n\t\t\tvar targets = [];\n\n\t\t\t// Conversion between attributes names in threejs and gltf spec\n\t\t\tvar nameConversion = {\n\t\t\t\tuv: 'TEXCOORD_0',\n\t\t\t\tuv2: 'TEXCOORD_1',\n\t\t\t\tcolor: 'COLOR_0',\n\t\t\t\tskinWeight: 'WEIGHTS_0',\n\t\t\t\tskinIndex: 'JOINTS_0'\n\t\t\t};\n\n\t\t\tvar originalNormal = geometry.getAttribute( 'normal' );\n\n\t\t\tif ( originalNormal !== undefined && ! this.isNormalizedNormalAttribute( originalNormal ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFExporter: Creating normalized normal attribute from the non-normalized one.' );\n\n\t\t\t\tgeometry.setAttribute( 'normal', this.createNormalizedNormalAttribute( originalNormal ) );\n\n\t\t\t}\n\n\t\t\t// @QUESTION Detect if .vertexColors = true?\n\t\t\t// For every attribute create an accessor\n\t\t\tvar modifiedAttribute = null;\n\n\t\t\tfor ( var attributeName in geometry.attributes ) {\n\n\t\t\t\t// Ignore morph target attributes, which are exported later.\n\t\t\t\tif ( attributeName.substr( 0, 5 ) === 'morph' ) continue;\n\n\t\t\t\tvar attribute = geometry.attributes[ attributeName ];\n\t\t\t\tattributeName = nameConversion[ attributeName ] || attributeName.toUpperCase();\n\n\t\t\t\t// Prefix all geometry attributes except the ones specifically\n\t\t\t\t// listed in the spec; non-spec attributes are considered custom.\n\t\t\t\tvar validVertexAttributes =\n\t\t\t\t\t\t/^(POSITION|NORMAL|TANGENT|TEXCOORD_\\d+|COLOR_\\d+|JOINTS_\\d+|WEIGHTS_\\d+)$/;\n\n\t\t\t\tif ( ! validVertexAttributes.test( attributeName ) ) attributeName = '_' + attributeName;\n\n\t\t\t\tif ( cache.attributes.has( this.getUID( attribute ) ) ) {\n\n\t\t\t\t\tattributes[ attributeName ] = cache.attributes.get( this.getUID( attribute ) );\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\t// JOINTS_0 must be UNSIGNED_BYTE or UNSIGNED_SHORT.\n\t\t\t\tmodifiedAttribute = null;\n\t\t\t\tvar array = attribute.array;\n\n\t\t\t\tif ( attributeName === 'JOINTS_0' &&\n\t\t\t\t\t! ( array instanceof Uint16Array ) &&\n\t\t\t\t\t! ( array instanceof Uint8Array ) ) {\n\n\t\t\t\t\tconsole.warn( 'GLTFExporter: Attribute \"skinIndex\" converted to type UNSIGNED_SHORT.' );\n\t\t\t\t\tmodifiedAttribute = new BufferAttribute( new Uint16Array( array ), attribute.itemSize, attribute.normalized );\n\n\t\t\t\t}\n\n\t\t\t\tvar accessor = this.processAccessor( modifiedAttribute || attribute, geometry );\n\n\t\t\t\tif ( accessor !== null ) {\n\n\t\t\t\t\tattributes[ attributeName ] = accessor;\n\t\t\t\t\tcache.attributes.set( this.getUID( attribute ), accessor );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( originalNormal !== undefined ) geometry.setAttribute( 'normal', originalNormal );\n\n\t\t\t// Skip if no exportable attributes found\n\t\t\tif ( Object.keys( attributes ).length === 0 ) return null;\n\n\t\t\t// Morph targets\n\t\t\tif ( mesh.morphTargetInfluences !== undefined && mesh.morphTargetInfluences.length > 0 ) {\n\n\t\t\t\tvar weights = [];\n\t\t\t\tvar targetNames = [];\n\t\t\t\tvar reverseDictionary = {};\n\n\t\t\t\tif ( mesh.morphTargetDictionary !== undefined ) {\n\n\t\t\t\t\tfor ( var key in mesh.morphTargetDictionary ) {\n\n\t\t\t\t\t\treverseDictionary[ mesh.morphTargetDictionary[ key ] ] = key;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var i = 0; i < mesh.morphTargetInfluences.length; ++ i ) {\n\n\t\t\t\t\tvar target = {};\n\t\t\t\t\tvar warned = false;\n\n\t\t\t\t\tfor ( var attributeName in geometry.morphAttributes ) {\n\n\t\t\t\t\t\t// glTF 2.0 morph supports only POSITION/NORMAL/TANGENT.\n\t\t\t\t\t\t// Three.js doesn't support TANGENT yet.\n\n\t\t\t\t\t\tif ( attributeName !== 'position' && attributeName !== 'normal' ) {\n\n\t\t\t\t\t\t\tif ( ! warned ) {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'GLTFExporter: Only POSITION and NORMAL morph are supported.' );\n\t\t\t\t\t\t\t\twarned = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tvar attribute = geometry.morphAttributes[ attributeName ][ i ];\n\t\t\t\t\t\tvar gltfAttributeName = attributeName.toUpperCase();\n\n\t\t\t\t\t\t// Three.js morph attribute has absolute values while the one of glTF has relative values.\n\t\t\t\t\t\t//\n\t\t\t\t\t\t// glTF 2.0 Specification:\n\t\t\t\t\t\t// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#morph-targets\n\n\t\t\t\t\t\tvar baseAttribute = geometry.attributes[ attributeName ];\n\n\t\t\t\t\t\tif ( cache.attributes.has( this.getUID( attribute ) ) ) {\n\n\t\t\t\t\t\t\ttarget[ gltfAttributeName ] = cache.attributes.get( this.getUID( attribute ) );\n\t\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// Clones attribute not to override\n\t\t\t\t\t\tvar relativeAttribute = attribute.clone();\n\n\t\t\t\t\t\tif ( ! geometry.morphTargetsRelative ) {\n\n\t\t\t\t\t\t\tfor ( var j = 0, jl = attribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\t\trelativeAttribute.setXYZ(\n\t\t\t\t\t\t\t\t\tj,\n\t\t\t\t\t\t\t\t\tattribute.getX( j ) - baseAttribute.getX( j ),\n\t\t\t\t\t\t\t\t\tattribute.getY( j ) - baseAttribute.getY( j ),\n\t\t\t\t\t\t\t\t\tattribute.getZ( j ) - baseAttribute.getZ( j )\n\t\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\ttarget[ gltfAttributeName ] = this.processAccessor( relativeAttribute, geometry );\n\t\t\t\t\t\tcache.attributes.set( this.getUID( baseAttribute ), target[ gltfAttributeName ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargets.push( target );\n\n\t\t\t\t\tweights.push( mesh.morphTargetInfluences[ i ] );\n\n\t\t\t\t\tif ( mesh.morphTargetDictionary !== undefined ) targetNames.push( reverseDictionary[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tmeshDef.weights = weights;\n\n\t\t\t\tif ( targetNames.length > 0 ) {\n\n\t\t\t\t\tmeshDef.extras = {};\n\t\t\t\t\tmeshDef.extras.targetNames = targetNames;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar isMultiMaterial = Array.isArray( mesh.material );\n\n\t\t\tif ( isMultiMaterial && geometry.groups.length === 0 ) return null;\n\n\t\t\tvar materials = isMultiMaterial ? mesh.material : [ mesh.material ];\n\t\t\tvar groups = isMultiMaterial ? geometry.groups : [ { materialIndex: 0, start: undefined, count: undefined } ];\n\n\t\t\tfor ( var i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\tvar primitive = {\n\t\t\t\t\tmode: mode,\n\t\t\t\t\tattributes: attributes,\n\t\t\t\t};\n\n\t\t\t\tthis.serializeUserData( geometry, primitive );\n\n\t\t\t\tif ( targets.length > 0 ) primitive.targets = targets;\n\n\t\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\t\tvar cacheKey = this.getUID( geometry.index );\n\n\t\t\t\t\tif ( groups[ i ].start !== undefined || groups[ i ].count !== undefined ) {\n\n\t\t\t\t\t\tcacheKey += ':' + groups[ i ].start + ':' + groups[ i ].count;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( cache.attributes.has( cacheKey ) ) {\n\n\t\t\t\t\t\tprimitive.indices = cache.attributes.get( cacheKey );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tprimitive.indices = this.processAccessor( geometry.index, geometry, groups[ i ].start, groups[ i ].count );\n\t\t\t\t\t\tcache.attributes.set( cacheKey, primitive.indices );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( primitive.indices === null ) delete primitive.indices;\n\n\t\t\t\t}\n\n\t\t\t\tvar material = this.processMaterial( materials[ groups[ i ].materialIndex ] );\n\n\t\t\t\tif ( material !== null ) primitive.material = material;\n\n\t\t\t\tprimitives.push( primitive );\n\n\t\t\t}\n\n\t\t\tmeshDef.primitives = primitives;\n\n\t\t\tif ( ! json.meshes ) json.meshes = [];\n\n\t\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\t\text.writeMesh && ext.writeMesh( mesh, meshDef );\n\n\t\t\t} );\n\n\t\t\tvar index = json.meshes.push( meshDef ) - 1;\n\t\t\tcache.meshes.set( meshCacheKey, index );\n\t\t\treturn index;\n\n\t\t},\n\n\t\t/**\n\t\t * Process camera\n\t\t * @param {THREE.Camera} camera Camera to process\n\t\t * @return {Integer} Index of the processed mesh in the \"camera\" array\n\t\t */\n\t\tprocessCamera: function ( camera ) {\n\n\t\t\tvar json = this.json;\n\n\t\t\tif ( ! json.cameras ) json.cameras = [];\n\n\t\t\tvar isOrtho = camera.isOrthographicCamera;\n\n\t\t\tvar cameraDef = {\n\t\t\t\ttype: isOrtho ? 'orthographic' : 'perspective'\n\t\t\t};\n\n\t\t\tif ( isOrtho ) {\n\n\t\t\t\tcameraDef.orthographic = {\n\t\t\t\t\txmag: camera.right * 2,\n\t\t\t\t\tymag: camera.top * 2,\n\t\t\t\t\tzfar: camera.far <= 0 ? 0.001 : camera.far,\n\t\t\t\t\tznear: camera.near < 0 ? 0 : camera.near\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tcameraDef.perspective = {\n\t\t\t\t\taspectRatio: camera.aspect,\n\t\t\t\t\tyfov: MathUtils.degToRad( camera.fov ),\n\t\t\t\t\tzfar: camera.far <= 0 ? 0.001 : camera.far,\n\t\t\t\t\tznear: camera.near < 0 ? 0 : camera.near\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\t// Question: Is saving \"type\" as name intentional?\n\t\t\tif ( camera.name !== '' ) cameraDef.name = camera.type;\n\n\t\t\treturn json.cameras.push( cameraDef ) - 1;\n\n\t\t},\n\n\t\t/**\n\t\t * Creates glTF animation entry from AnimationClip object.\n\t\t *\n\t\t * Status:\n\t\t * - Only properties listed in PATH_PROPERTIES may be animated.\n\t\t *\n\t\t * @param {THREE.AnimationClip} clip\n\t\t * @param {THREE.Object3D} root\n\t\t * @return {number|null}\n\t\t */\n\t\tprocessAnimation: function ( clip, root ) {\n\n\t\t\tvar json = this.json;\n\t\t\tvar nodeMap = this.nodeMap;\n\n\t\t\tif ( ! json.animations ) json.animations = [];\n\n\t\t\tclip = GLTFExporter.Utils.mergeMorphTargetTracks( clip.clone(), root );\n\n\t\t\tvar tracks = clip.tracks;\n\t\t\tvar channels = [];\n\t\t\tvar samplers = [];\n\n\t\t\tfor ( var i = 0; i < tracks.length; ++ i ) {\n\n\t\t\t\tvar track = tracks[ i ];\n\t\t\t\tvar trackBinding = PropertyBinding.parseTrackName( track.name );\n\t\t\t\tvar trackNode = PropertyBinding.findNode( root, trackBinding.nodeName );\n\t\t\t\tvar trackProperty = PATH_PROPERTIES[ trackBinding.propertyName ];\n\n\t\t\t\tif ( trackBinding.objectName === 'bones' ) {\n\n\t\t\t\t\tif ( trackNode.isSkinnedMesh === true ) {\n\n\t\t\t\t\t\ttrackNode = trackNode.skeleton.getBoneByName( trackBinding.objectIndex );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttrackNode = undefined;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! trackNode || ! trackProperty ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.GLTFExporter: Could not export animation track \"%s\".', track.name );\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t\tvar inputItemSize = 1;\n\t\t\t\tvar outputItemSize = track.values.length / track.times.length;\n\n\t\t\t\tif ( trackProperty === PATH_PROPERTIES.morphTargetInfluences ) {\n\n\t\t\t\t\toutputItemSize /= trackNode.morphTargetInfluences.length;\n\n\t\t\t\t}\n\n\t\t\t\tvar interpolation;\n\n\t\t\t\t// @TODO export CubicInterpolant(InterpolateSmooth) as CUBICSPLINE\n\n\t\t\t\t// Detecting glTF cubic spline interpolant by checking factory method's special property\n\t\t\t\t// GLTFCubicSplineInterpolant is a custom interpolant and track doesn't return\n\t\t\t\t// valid value from .getInterpolation().\n\t\t\t\tif ( track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline === true ) {\n\n\t\t\t\t\tinterpolation = 'CUBICSPLINE';\n\n\t\t\t\t\t// itemSize of CUBICSPLINE keyframe is 9\n\t\t\t\t\t// (VEC3 * 3: inTangent, splineVertex, and outTangent)\n\t\t\t\t\t// but needs to be stored as VEC3 so dividing by 3 here.\n\t\t\t\t\toutputItemSize /= 3;\n\n\t\t\t\t} else if ( track.getInterpolation() === InterpolateDiscrete ) {\n\n\t\t\t\t\tinterpolation = 'STEP';\n\n\t\t\t\t} else {\n\n\t\t\t\t\tinterpolation = 'LINEAR';\n\n\t\t\t\t}\n\n\t\t\t\tsamplers.push( {\n\t\t\t\t\tinput: this.processAccessor( new BufferAttribute( track.times, inputItemSize ) ),\n\t\t\t\t\toutput: this.processAccessor( new BufferAttribute( track.values, outputItemSize ) ),\n\t\t\t\t\tinterpolation: interpolation\n\t\t\t\t} );\n\n\t\t\t\tchannels.push( {\n\t\t\t\t\tsampler: samplers.length - 1,\n\t\t\t\t\ttarget: {\n\t\t\t\t\t\tnode: nodeMap.get( trackNode ),\n\t\t\t\t\t\tpath: trackProperty\n\t\t\t\t\t}\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tjson.animations.push( {\n\t\t\t\tname: clip.name || 'clip_' + json.animations.length,\n\t\t\t\tsamplers: samplers,\n\t\t\t\tchannels: channels\n\t\t\t} );\n\n\t\t\treturn json.animations.length - 1;\n\n\t\t},\n\n\t\t/**\n\t\t * @param {THREE.Object3D} object\n\t\t * @return {number|null}\n\t\t */\n\t\t processSkin: function ( object ) {\n\n\t\t\tvar json = this.json;\n\t\t\tvar nodeMap = this.nodeMap;\n\n\t\t\tvar node = json.nodes[ nodeMap.get( object ) ];\n\n\t\t\tvar skeleton = object.skeleton;\n\n\t\t\tif ( skeleton === undefined ) return null;\n\n\t\t\tvar rootJoint = object.skeleton.bones[ 0 ];\n\n\t\t\tif ( rootJoint === undefined ) return null;\n\n\t\t\tvar joints = [];\n\t\t\tvar inverseBindMatrices = new Float32Array( skeleton.bones.length * 16 );\n\t\t\tvar temporaryBoneInverse = new Matrix4();\n\n\t\t\tfor ( var i = 0; i < skeleton.bones.length; ++ i ) {\n\n\t\t\t\tjoints.push( nodeMap.get( skeleton.bones[ i ] ) );\n\t\t\t\ttemporaryBoneInverse.copy( skeleton.boneInverses[ i ] );\n\t\t\t\ttemporaryBoneInverse.multiply( object.bindMatrix ).toArray( inverseBindMatrices, i * 16 );\n\n\t\t\t}\n\n\t\t\tif ( json.skins === undefined ) json.skins = [];\n\n\t\t\tjson.skins.push( {\n\t\t\t\tinverseBindMatrices: this.processAccessor( new BufferAttribute( inverseBindMatrices, 16 ) ),\n\t\t\t\tjoints: joints,\n\t\t\t\tskeleton: nodeMap.get( rootJoint )\n\t\t\t} );\n\n\t\t\tvar skinIndex = node.skin = json.skins.length - 1;\n\n\t\t\treturn skinIndex;\n\n\t\t},\n\n\t\t/**\n\t\t * Process Object3D node\n\t\t * @param {THREE.Object3D} node Object3D to processNode\n\t\t * @return {Integer} Index of the node in the nodes list\n\t\t */\n\t\tprocessNode: function ( object ) {\n\n\t\t\tvar json = this.json;\n\t\t\tvar options = this.options;\n\t\t\tvar nodeMap = this.nodeMap;\n\n\t\t\tif ( ! json.nodes ) json.nodes = [];\n\n\t\t\tvar nodeDef = {};\n\n\t\t\tif ( options.trs ) {\n\n\t\t\t\tvar rotation = object.quaternion.toArray();\n\t\t\t\tvar position = object.position.toArray();\n\t\t\t\tvar scale = object.scale.toArray();\n\n\t\t\t\tif ( ! equalArray( rotation, [ 0, 0, 0, 1 ] ) ) {\n\n\t\t\t\t\tnodeDef.rotation = rotation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! equalArray( position, [ 0, 0, 0 ] ) ) {\n\n\t\t\t\t\tnodeDef.translation = position;\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! equalArray( scale, [ 1, 1, 1 ] ) ) {\n\n\t\t\t\t\tnodeDef.scale = scale;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( object.matrixAutoUpdate ) {\n\n\t\t\t\t\tobject.updateMatrix();\n\n\t\t\t\t}\n\n\t\t\t\tif ( isIdentityMatrix( object.matrix ) === false ) {\n\n\t\t\t\t\tnodeDef.matrix = object.matrix.elements;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// We don't export empty strings name because it represents no-name in Three.js.\n\t\t\tif ( object.name !== '' ) nodeDef.name = String( object.name );\n\n\t\t\tthis.serializeUserData( object, nodeDef );\n\n\t\t\tif ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tvar meshIndex = this.processMesh( object );\n\n\t\t\t\tif ( meshIndex !== null ) nodeDef.mesh = meshIndex;\n\n\t\t\t} else if ( object.isCamera ) {\n\n\t\t\t\tnodeDef.camera = this.processCamera( object );\n\n\t\t\t}\n\n\t\t\tif ( object.isSkinnedMesh ) this.skins.push( object );\n\n\t\t\tif ( object.children.length > 0 ) {\n\n\t\t\t\tvar children = [];\n\n\t\t\t\tfor ( var i = 0, l = object.children.length; i < l; i ++ ) {\n\n\t\t\t\t\tvar child = object.children[ i ];\n\n\t\t\t\t\tif ( child.visible || options.onlyVisible === false ) {\n\n\t\t\t\t\t\tvar nodeIndex = this.processNode( child );\n\n\t\t\t\t\t\tif ( nodeIndex !== null ) children.push( nodeIndex );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( children.length > 0 ) nodeDef.children = children;\n\n\t\t\t}\n\n\t\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\t\text.writeNode && ext.writeNode( object, nodeDef );\n\n\t\t\t} );\n\n\t\t\tvar nodeIndex = json.nodes.push( nodeDef ) - 1;\n\t\t\tnodeMap.set( object, nodeIndex );\n\t\t\treturn nodeIndex;\n\n\t\t},\n\n\t\t/**\n\t\t * Process Scene\n\t\t * @param {Scene} node Scene to process\n\t\t */\n\t\tprocessScene: function ( scene ) {\n\n\t\t\tvar json = this.json;\n\t\t\tvar options = this.options;\n\n\t\t\tif ( ! json.scenes ) {\n\n\t\t\t\tjson.scenes = [];\n\t\t\t\tjson.scene = 0;\n\n\t\t\t}\n\n\t\t\tvar sceneDef = {};\n\n\t\t\tif ( scene.name !== '' ) sceneDef.name = scene.name;\n\n\t\t\tjson.scenes.push( sceneDef );\n\n\t\t\tvar nodes = [];\n\n\t\t\tfor ( var i = 0, l = scene.children.length; i < l; i ++ ) {\n\n\t\t\t\tvar child = scene.children[ i ];\n\n\t\t\t\tif ( child.visible || options.onlyVisible === false ) {\n\n\t\t\t\t\tvar nodeIndex = this.processNode( child );\n\n\t\t\t\t\tif ( nodeIndex !== null ) nodes.push( nodeIndex );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodes.length > 0 ) sceneDef.nodes = nodes;\n\n\t\t\tthis.serializeUserData( scene, sceneDef );\n\n\t\t},\n\n\t\t/**\n\t\t * Creates a Scene to hold a list of objects and parse it\n\t\t * @param {Array} objects List of objects to process\n\t\t */\n\t\tprocessObjects: function ( objects ) {\n\n\t\t\tvar scene = new Scene();\n\t\t\tscene.name = 'AuxScene';\n\n\t\t\tfor ( var i = 0; i < objects.length; i ++ ) {\n\n\t\t\t\t// We push directly to children instead of calling `add` to prevent\n\t\t\t\t// modify the .parent and break its original scene and hierarchy\n\t\t\t\tscene.children.push( objects[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.processScene( scene );\n\n\t\t},\n\n\t\t/**\n\t\t * @param {THREE.Object3D|Array<THREE.Object3D>} input\n\t\t */\n\t\tprocessInput: function ( input ) {\n\n\t\t\tvar options = this.options;\n\n\t\t\tinput = input instanceof Array ? input : [ input ];\n\n\t\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\t\text.beforeParse && ext.beforeParse( input );\n\n\t\t\t} );\n\n\t\t\tvar objectsWithoutScene = [];\n\n\t\t\tfor ( var i = 0; i < input.length; i ++ ) {\n\n\t\t\t\tif ( input[ i ] instanceof Scene ) {\n\n\t\t\t\t\tthis.processScene( input[ i ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tobjectsWithoutScene.push( input[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( objectsWithoutScene.length > 0 ) this.processObjects( objectsWithoutScene );\n\n\t\t\tfor ( var i = 0; i < this.skins.length; ++ i ) {\n\n\t\t\t\tthis.processSkin( this.skins[ i ] );\n\n\t\t\t}\n\n\t\t\tfor ( var i = 0; i < options.animations.length; ++ i ) {\n\n\t\t\t\tthis.processAnimation( options.animations[ i ], input[ 0 ] );\n\n\t\t\t}\n\n\t\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\t\text.afterParse && ext.afterParse( input );\n\n\t\t\t} );\n\n\t\t},\n\n\t\t_invokeAll: function ( func ) {\n\n\t\t\tfor ( var i = 0, il = this.plugins.length; i < il; i ++ ) {\n\n\t\t\t\tfunc( this.plugins[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\t/**\n\t * Punctual Lights Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual\n\t */\n\tfunction GLTFLightExtension( writer ) {\n\n\t\tthis.writer = writer;\n\t\tthis.name = 'KHR_lights_punctual';\n\n\t}\n\n\tGLTFLightExtension.prototype = {\n\n\t\tconstructor: GLTFLightExtension,\n\n\t\twriteNode: function ( light, nodeDef ) {\n\n\t\t\tif ( ! light.isLight ) return;\n\n\t\t\tif ( ! light.isDirectionalLight && ! light.isPointLight && ! light.isSpotLight ) {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFExporter: Only directional, point, and spot lights are supported.', light );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tvar writer = this.writer;\n\t\t\tvar json = writer.json;\n\t\t\tvar extensionsUsed = writer.extensionsUsed;\n\n\t\t\tvar lightDef = {};\n\n\t\t\tif ( light.name ) lightDef.name = light.name;\n\n\t\t\tlightDef.color = light.color.toArray();\n\n\t\t\tlightDef.intensity = light.intensity;\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tlightDef.type = 'directional';\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tlightDef.type = 'point';\n\n\t\t\t\tif ( light.distance > 0 ) lightDef.range = light.distance;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tlightDef.type = 'spot';\n\n\t\t\t\tif ( light.distance > 0 ) lightDef.range = light.distance;\n\n\t\t\t\tlightDef.spot = {};\n\t\t\t\tlightDef.spot.innerConeAngle = ( light.penumbra - 1.0 ) * light.angle * - 1.0;\n\t\t\t\tlightDef.spot.outerConeAngle = light.angle;\n\n\t\t\t}\n\n\t\t\tif ( light.decay !== undefined && light.decay !== 2 ) {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFExporter: Light decay may be lost. glTF is physically-based, '\n\t\t\t\t\t+ 'and expects light.decay=2.' );\n\n\t\t\t}\n\n\t\t\tif ( light.target\n\t\t\t\t\t&& ( light.target.parent !== light\n\t\t\t\t\t|| light.target.position.x !== 0\n\t\t\t\t\t|| light.target.position.y !== 0\n\t\t\t\t\t|| light.target.position.z !== - 1 ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFExporter: Light direction may be lost. For best results, '\n\t\t\t\t\t+ 'make light.target a child of the light with position 0,0,-1.' );\n\n\t\t\t}\n\n\t\t\tif ( ! extensionsUsed[ this.name ] ) {\n\n\t\t\t\tjson.extensions = json.extensions || {};\n\t\t\t\tjson.extensions[ this.name ] = { lights: [] };\n\t\t\t\textensionsUsed[ this.name ] = true;\n\n\t\t\t}\n\n\t\t\tvar lights = json.extensions[ this.name ].lights;\n\t\t\tlights.push( lightDef );\n\n\t\t\tnodeDef.extensions = nodeDef.extensions || {};\n\t\t\tnodeDef.extensions[ this.name ] = { light: lights.length - 1 };\n\n\t\t}\n\n\t};\n\n\t/**\n\t * Unlit Materials Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit\n\t */\n\tfunction GLTFMaterialsUnlitExtension( writer ) {\n\n\t\tthis.writer = writer;\n\t\tthis.name = 'KHR_materials_unlit';\n\n\t}\n\n\tGLTFMaterialsUnlitExtension.prototype = {\n\n\t\tconstructor: GLTFMaterialsUnlitExtension,\n\n\t\twriteMaterial: function ( material, materialDef ) {\n\n\t\t\tif ( ! material.isMeshBasicMaterial ) return;\n\n\t\t\tvar writer = this.writer;\n\t\t\tvar extensionsUsed = writer.extensionsUsed;\n\n\t\t\tmaterialDef.extensions = materialDef.extensions || {};\n\t\t\tmaterialDef.extensions[ this.name ] = {};\n\n\t\t\textensionsUsed[ this.name ] = true;\n\n\t\t\tmaterialDef.pbrMetallicRoughness.metallicFactor = 0.0;\n\t\t\tmaterialDef.pbrMetallicRoughness.roughnessFactor = 0.9;\n\n\t\t}\n\n\t};\n\n\t/**\n\t * Specular-Glossiness Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness\n\t */\n\tfunction GLTFMaterialsPBRSpecularGlossiness( writer ) {\n\n\t\tthis.writer = writer;\n\t\tthis.name = 'KHR_materials_pbrSpecularGlossiness';\n\n\t}\n\n\tGLTFMaterialsPBRSpecularGlossiness.prototype = {\n\n\t\tconstructor: GLTFMaterialsPBRSpecularGlossiness,\n\n\t\twriteMaterial: function ( material, materialDef ) {\n\n\t\t\tif ( ! material.isGLTFSpecularGlossinessMaterial ) return;\n\n\t\t\tvar writer = this.writer;\n\t\t\tvar extensionsUsed = writer.extensionsUsed;\n\n\t\t\tvar extensionDef = {};\n\n\t\t\tif ( materialDef.pbrMetallicRoughness.baseColorFactor ) {\n\n\t\t\t\textensionDef.diffuseFactor = materialDef.pbrMetallicRoughness.baseColorFactor;\n\n\t\t\t}\n\n\t\t\tvar specularFactor = [ 1, 1, 1 ];\n\t\t\tmaterial.specular.toArray( specularFactor, 0 );\n\t\t\textensionDef.specularFactor = specularFactor;\n\t\t\textensionDef.glossinessFactor = material.glossiness;\n\n\t\t\tif ( materialDef.pbrMetallicRoughness.baseColorTexture ) {\n\n\t\t\t\textensionDef.diffuseTexture = materialDef.pbrMetallicRoughness.baseColorTexture;\n\n\t\t\t}\n\n\t\t\tif ( material.specularMap ) {\n\n\t\t\t\tvar specularMapDef = { index: writer.processTexture( material.specularMap ) };\n\t\t\t\twriter.applyTextureTransform( specularMapDef, material.specularMap );\n\t\t\t\textensionDef.specularGlossinessTexture = specularMapDef;\n\n\t\t\t}\n\n\t\t\tmaterialDef.extensions = materialDef.extensions || {};\n\t\t\tmaterialDef.extensions[ this.name ] = extensionDef;\n\t\t\textensionsUsed[ this.name ] = true;\n\n\t\t}\n\n\t};\n\n\t/**\n\t * Static utility functions\n\t */\n\tGLTFExporter.Utils = {\n\n\t\tinsertKeyframe: function ( track, time ) {\n\n\t\t\tvar tolerance = 0.001; // 1ms\n\t\t\tvar valueSize = track.getValueSize();\n\n\t\t\tvar times = new track.TimeBufferType( track.times.length + 1 );\n\t\t\tvar values = new track.ValueBufferType( track.values.length + valueSize );\n\t\t\tvar interpolant = track.createInterpolant( new track.ValueBufferType( valueSize ) );\n\n\t\t\tvar index;\n\n\t\t\tif ( track.times.length === 0 ) {\n\n\t\t\t\ttimes[ 0 ] = time;\n\n\t\t\t\tfor ( var i = 0; i < valueSize; i ++ ) {\n\n\t\t\t\t\tvalues[ i ] = 0;\n\n\t\t\t\t}\n\n\t\t\t\tindex = 0;\n\n\t\t\t} else if ( time < track.times[ 0 ] ) {\n\n\t\t\t\tif ( Math.abs( track.times[ 0 ] - time ) < tolerance ) return 0;\n\n\t\t\t\ttimes[ 0 ] = time;\n\t\t\t\ttimes.set( track.times, 1 );\n\n\t\t\t\tvalues.set( interpolant.evaluate( time ), 0 );\n\t\t\t\tvalues.set( track.values, valueSize );\n\n\t\t\t\tindex = 0;\n\n\t\t\t} else if ( time > track.times[ track.times.length - 1 ] ) {\n\n\t\t\t\tif ( Math.abs( track.times[ track.times.length - 1 ] - time ) < tolerance ) {\n\n\t\t\t\t\treturn track.times.length - 1;\n\n\t\t\t\t}\n\n\t\t\t\ttimes[ times.length - 1 ] = time;\n\t\t\t\ttimes.set( track.times, 0 );\n\n\t\t\t\tvalues.set( track.values, 0 );\n\t\t\t\tvalues.set( interpolant.evaluate( time ), track.values.length );\n\n\t\t\t\tindex = times.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tfor ( var i = 0; i < track.times.length; i ++ ) {\n\n\t\t\t\t\tif ( Math.abs( track.times[ i ] - time ) < tolerance ) return i;\n\n\t\t\t\t\tif ( track.times[ i ] < time && track.times[ i + 1 ] > time ) {\n\n\t\t\t\t\t\ttimes.set( track.times.slice( 0, i + 1 ), 0 );\n\t\t\t\t\t\ttimes[ i + 1 ] = time;\n\t\t\t\t\t\ttimes.set( track.times.slice( i + 1 ), i + 2 );\n\n\t\t\t\t\t\tvalues.set( track.values.slice( 0, ( i + 1 ) * valueSize ), 0 );\n\t\t\t\t\t\tvalues.set( interpolant.evaluate( time ), ( i + 1 ) * valueSize );\n\t\t\t\t\t\tvalues.set( track.values.slice( ( i + 1 ) * valueSize ), ( i + 2 ) * valueSize );\n\n\t\t\t\t\t\tindex = i + 1;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttrack.times = times;\n\t\t\ttrack.values = values;\n\n\t\t\treturn index;\n\n\t\t},\n\n\t\tmergeMorphTargetTracks: function ( clip, root ) {\n\n\t\t\tvar tracks = [];\n\t\t\tvar mergedTracks = {};\n\t\t\tvar sourceTracks = clip.tracks;\n\n\t\t\tfor ( var i = 0; i < sourceTracks.length; ++ i ) {\n\n\t\t\t\tvar sourceTrack = sourceTracks[ i ];\n\t\t\t\tvar sourceTrackBinding = PropertyBinding.parseTrackName( sourceTrack.name );\n\t\t\t\tvar sourceTrackNode = PropertyBinding.findNode( root, sourceTrackBinding.nodeName );\n\n\t\t\t\tif ( sourceTrackBinding.propertyName !== 'morphTargetInfluences' || sourceTrackBinding.propertyIndex === undefined ) {\n\n\t\t\t\t\t// Tracks that don't affect morph targets, or that affect all morph targets together, can be left as-is.\n\t\t\t\t\ttracks.push( sourceTrack );\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tif ( sourceTrack.createInterpolant !== sourceTrack.InterpolantFactoryMethodDiscrete\n\t\t\t\t\t&& sourceTrack.createInterpolant !== sourceTrack.InterpolantFactoryMethodLinear ) {\n\n\t\t\t\t\tif ( sourceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\t\t\t// This should never happen, because glTF morph target animations\n\t\t\t\t\t\t// affect all targets already.\n\t\t\t\t\t\tthrow new Error( 'THREE.GLTFExporter: Cannot merge tracks with glTF CUBICSPLINE interpolation.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconsole.warn( 'THREE.GLTFExporter: Morph target interpolation mode not yet supported. Using LINEAR instead.' );\n\n\t\t\t\t\tsourceTrack = sourceTrack.clone();\n\t\t\t\t\tsourceTrack.setInterpolation( InterpolateLinear );\n\n\t\t\t\t}\n\n\t\t\t\tvar targetCount = sourceTrackNode.morphTargetInfluences.length;\n\t\t\t\tvar targetIndex = sourceTrackNode.morphTargetDictionary[ sourceTrackBinding.propertyIndex ];\n\n\t\t\t\tif ( targetIndex === undefined ) {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFExporter: Morph target name not found: ' + sourceTrackBinding.propertyIndex );\n\n\t\t\t\t}\n\n\t\t\t\tvar mergedTrack;\n\n\t\t\t\t// If this is the first time we've seen this object, create a new\n\t\t\t\t// track to store merged keyframe data for each morph target.\n\t\t\t\tif ( mergedTracks[ sourceTrackNode.uuid ] === undefined ) {\n\n\t\t\t\t\tmergedTrack = sourceTrack.clone();\n\n\t\t\t\t\tvar values = new mergedTrack.ValueBufferType( targetCount * mergedTrack.times.length );\n\n\t\t\t\t\tfor ( var j = 0; j < mergedTrack.times.length; j ++ ) {\n\n\t\t\t\t\t\tvalues[ j * targetCount + targetIndex ] = mergedTrack.values[ j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// We need to take into consideration the intended target node\n\t\t\t\t\t// of our original un-merged morphTarget animation.\n\t\t\t\t\tmergedTrack.name = ( sourceTrackBinding.nodeName || '' ) + '.morphTargetInfluences';\n\t\t\t\t\tmergedTrack.values = values;\n\n\t\t\t\t\tmergedTracks[ sourceTrackNode.uuid ] = mergedTrack;\n\t\t\t\t\ttracks.push( mergedTrack );\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tvar sourceInterpolant = sourceTrack.createInterpolant( new sourceTrack.ValueBufferType( 1 ) );\n\n\t\t\t\tmergedTrack = mergedTracks[ sourceTrackNode.uuid ];\n\n\t\t\t\t// For every existing keyframe of the merged track, write a (possibly\n\t\t\t\t// interpolated) value from the source track.\n\t\t\t\tfor ( var j = 0; j < mergedTrack.times.length; j ++ ) {\n\n\t\t\t\t\tmergedTrack.values[ j * targetCount + targetIndex ] = sourceInterpolant.evaluate( mergedTrack.times[ j ] );\n\n\t\t\t\t}\n\n\t\t\t\t// For every existing keyframe of the source track, write a (possibly\n\t\t\t\t// new) keyframe to the merged track. Values from the previous loop may\n\t\t\t\t// be written again, but keyframes are de-duplicated.\n\t\t\t\tfor ( var j = 0; j < sourceTrack.times.length; j ++ ) {\n\n\t\t\t\t\tvar keyframeIndex = this.insertKeyframe( mergedTrack, sourceTrack.times[ j ] );\n\t\t\t\t\tmergedTrack.values[ keyframeIndex * targetCount + targetIndex ] = sourceTrack.values[ j ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tclip.tracks = tracks;\n\n\t\t\treturn clip;\n\n\t\t}\n\n\t};\n\n\treturn GLTFExporter;\n\n} )();\n\nexport { GLTFExporter };\n","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nexport const $correlatedObjects = Symbol('correlatedObjects');\nexport const $sourceObject = Symbol('sourceObject');\nexport const $onUpdate = Symbol('onUpdate');\n/**\n * A SerializableThreeDOMElement is the common primitive of all scene graph\n * elements that have been facaded in the host execution context. It adds\n * a common interface to these elements in support of convenient\n * serializability.\n */\nexport class ThreeDOMElement {\n constructor(onUpdate, element, correlatedObjects = null) {\n this[$onUpdate] = onUpdate;\n this[$sourceObject] = element;\n this[$correlatedObjects] = correlatedObjects;\n }\n}\n//# sourceMappingURL=three-dom-element.js.map","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a, _b;\nimport { ImageLoader } from 'three';\nimport { $correlatedObjects, $onUpdate, $sourceObject, ThreeDOMElement } from './three-dom-element.js';\nconst loader = new ImageLoader();\nconst $threeTextures = Symbol('threeTextures');\nconst $uri = Symbol('uri');\nconst $bufferViewImages = Symbol('bufferViewImages');\n/**\n * Image facade implementation for Three.js textures\n */\nexport class Image extends ThreeDOMElement {\n constructor(onUpdate, image, correlatedTextures) {\n super(onUpdate, image, correlatedTextures);\n this[_a] = undefined;\n this[_b] = new WeakMap();\n if (image.uri != null) {\n this[$uri] = image.uri;\n }\n if (image.bufferView != null) {\n for (const texture of correlatedTextures) {\n this[$bufferViewImages].set(texture, texture.image);\n }\n }\n }\n get [$threeTextures]() {\n return this[$correlatedObjects];\n }\n get name() {\n return this[$sourceObject].name || '';\n }\n get uri() {\n return this[$uri];\n }\n get type() {\n return this.uri != null ? 'external' : 'embedded';\n }\n async setURI(uri) {\n this[$uri] = uri;\n const image = await new Promise((resolve, reject) => {\n loader.load(uri, resolve, undefined, reject);\n });\n for (const texture of this[$threeTextures]) {\n // If the URI is set to null but the Image had an associated buffer view\n // (this would happen if it started out as embedded), then fall back to\n // the cached object URL created by GLTFLoader:\n if (image == null &&\n this[$sourceObject].bufferView != null) {\n texture.image = this[$bufferViewImages].get(texture);\n }\n else {\n texture.image = image;\n }\n texture.needsUpdate = true;\n }\n this[$onUpdate]();\n }\n}\n_a = $uri, _b = $bufferViewImages;\n//# sourceMappingURL=image.js.map","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { $correlatedObjects, $onUpdate, $sourceObject, ThreeDOMElement } from './three-dom-element.js';\nconst isMinFilter = (() => {\n const minFilterValues = [9728, 9729, 9984, 9985, 9986, 9987];\n return (value) => minFilterValues.indexOf(value) > -1;\n})();\nconst isMagFilter = (() => {\n const magFilterValues = [9728, 9729];\n return (value) => magFilterValues.indexOf(value) > -1;\n})();\nconst isWrapMode = (() => {\n const wrapModes = [33071, 33648, 10497];\n return (value) => wrapModes.indexOf(value) > -1;\n})();\nconst isValidSamplerValue = (property, value) => {\n switch (property) {\n case 'minFilter':\n return isMinFilter(value);\n case 'magFilter':\n return isMagFilter(value);\n case 'wrapS':\n case 'wrapT':\n return isWrapMode(value);\n default:\n throw new Error(`Cannot configure property \"${property}\" on Sampler`);\n }\n};\nconst $threeTextures = Symbol('threeTextures');\nconst $setProperty = Symbol('setProperty');\n/**\n * Sampler facade implementation for Three.js textures\n */\nexport class Sampler extends ThreeDOMElement {\n get [$threeTextures]() {\n return this[$correlatedObjects];\n }\n constructor(onUpdate, sampler, correlatedTextures) {\n // These defaults represent a convergence of glTF defaults for wrap mode and\n // Three.js defaults for filters. Per glTF 2.0 spec, a renderer may choose\n // its own defaults for filters.\n // @see https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#reference-sampler\n // @see https://threejs.org/docs/#api/en/textures/Texture\n if (sampler.minFilter == null) {\n sampler.minFilter = 9987;\n }\n if (sampler.magFilter == null) {\n sampler.magFilter = 9729;\n }\n if (sampler.wrapS == null) {\n sampler.wrapS = 10497;\n }\n if (sampler.wrapT == null) {\n sampler.wrapT = 10497;\n }\n super(onUpdate, sampler, correlatedTextures);\n }\n get name() {\n return this[$sourceObject].name || '';\n }\n get minFilter() {\n return this[$sourceObject].minFilter;\n }\n get magFilter() {\n return this[$sourceObject].magFilter;\n }\n get wrapS() {\n return this[$sourceObject].wrapS;\n }\n get wrapT() {\n return this[$sourceObject].wrapT;\n }\n setMinFilter(filter) {\n this[$setProperty]('minFilter', filter);\n }\n setMagFilter(filter) {\n this[$setProperty]('magFilter', filter);\n }\n setWrapS(mode) {\n this[$setProperty]('wrapS', mode);\n }\n setWrapT(mode) {\n this[$setProperty]('wrapT', mode);\n }\n [$setProperty](property, value) {\n const sampler = this[$sourceObject];\n if (isValidSamplerValue(property, value)) {\n sampler[property] = value;\n for (const texture of this[$threeTextures]) {\n texture[property] = value;\n texture.needsUpdate = true;\n }\n }\n this[$onUpdate]();\n }\n}\n//# sourceMappingURL=sampler.js.map","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { Image } from './image.js';\nimport { Sampler } from './sampler.js';\nimport { $sourceObject, ThreeDOMElement } from './three-dom-element.js';\nconst $source = Symbol('source');\nconst $sampler = Symbol('sampler');\n/**\n * Material facade implementation for Three.js materials\n */\nexport class Texture extends ThreeDOMElement {\n constructor(onUpdate, gltf, texture, correlatedTextures) {\n super(onUpdate, texture, correlatedTextures);\n const { sampler: samplerIndex, source: imageIndex } = texture;\n const sampler = (gltf.samplers != null && samplerIndex != null) ?\n gltf.samplers[samplerIndex] :\n {};\n this[$sampler] = new Sampler(onUpdate, sampler, correlatedTextures);\n if (gltf.images != null && imageIndex != null) {\n const image = gltf.images[imageIndex];\n if (image != null) {\n this[$source] = new Image(onUpdate, image, correlatedTextures);\n }\n }\n }\n get name() {\n return this[$sourceObject].name || '';\n }\n get sampler() {\n return this[$sampler];\n }\n get source() {\n return this[$source];\n }\n}\n//# sourceMappingURL=texture.js.map","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { Texture } from './texture.js';\nimport { ThreeDOMElement } from './three-dom-element.js';\nconst $texture = Symbol('texture');\n/**\n * TextureInfo facade implementation for Three.js materials\n */\nexport class TextureInfo extends ThreeDOMElement {\n constructor(onUpdate, gltf, textureInfo, correlatedTextures) {\n super(onUpdate, textureInfo, correlatedTextures);\n const { index: textureIndex } = textureInfo;\n const texture = gltf.textures[textureIndex];\n if (texture != null) {\n this[$texture] = new Texture(onUpdate, gltf, texture, correlatedTextures);\n }\n }\n get texture() {\n return this[$texture];\n }\n}\n//# sourceMappingURL=texture-info.js.map","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a, _b;\nimport { TextureInfo } from './texture-info.js';\nimport { $correlatedObjects, $onUpdate, $sourceObject, ThreeDOMElement } from './three-dom-element.js';\nconst $threeMaterials = Symbol('threeMaterials');\nconst $baseColorTexture = Symbol('baseColorTexture');\nconst $metallicRoughnessTexture = Symbol('metallicRoughnessTexture');\n/**\n * PBR material properties facade implementation for Three.js materials\n */\nexport class PBRMetallicRoughness extends ThreeDOMElement {\n constructor(onUpdate, gltf, pbrMetallicRoughness, correlatedMaterials) {\n super(onUpdate, pbrMetallicRoughness, correlatedMaterials);\n this[_a] = null;\n this[_b] = null;\n // Assign glTF default values\n if (pbrMetallicRoughness.baseColorFactor == null) {\n pbrMetallicRoughness.baseColorFactor = [1, 1, 1, 1];\n }\n if (pbrMetallicRoughness.roughnessFactor == null) {\n pbrMetallicRoughness.roughnessFactor = 0;\n }\n if (pbrMetallicRoughness.metallicFactor == null) {\n pbrMetallicRoughness.metallicFactor = 0;\n }\n const { baseColorTexture, metallicRoughnessTexture } = pbrMetallicRoughness;\n const baseColorTextures = new Set();\n const metallicRoughnessTextures = new Set();\n for (const material of correlatedMaterials) {\n if (baseColorTexture != null && material.map != null) {\n baseColorTextures.add(material.map);\n }\n // NOTE: GLTFLoader users the same texture for metalnessMap and\n // roughnessMap in this case\n // @see https://github.com/mrdoob/three.js/blob/b4473c25816df4a09405c7d887d5c418ef47ee76/examples/js/loaders/GLTFLoader.js#L2173-L2174\n if (metallicRoughnessTexture != null && material.metalnessMap != null) {\n metallicRoughnessTextures.add(material.metalnessMap);\n }\n }\n if (baseColorTextures.size > 0) {\n this[$baseColorTexture] =\n new TextureInfo(onUpdate, gltf, baseColorTexture, baseColorTextures);\n }\n if (metallicRoughnessTextures.size > 0) {\n this[$metallicRoughnessTexture] = new TextureInfo(onUpdate, gltf, metallicRoughnessTexture, metallicRoughnessTextures);\n }\n }\n get [(_a = $baseColorTexture, _b = $metallicRoughnessTexture, $threeMaterials)]() {\n return this[$correlatedObjects];\n }\n get baseColorFactor() {\n return this[$sourceObject].baseColorFactor;\n }\n get metallicFactor() {\n return this[$sourceObject].metallicFactor;\n }\n get roughnessFactor() {\n return this[$sourceObject].roughnessFactor;\n }\n get baseColorTexture() {\n return this[$baseColorTexture];\n }\n get metallicRoughnessTexture() {\n return this[$metallicRoughnessTexture];\n }\n setBaseColorFactor(rgba) {\n for (const material of this[$threeMaterials]) {\n material.color.fromArray(rgba);\n material.opacity = (rgba)[3];\n }\n const pbrMetallicRoughness = this[$sourceObject];\n pbrMetallicRoughness.baseColorFactor = rgba;\n this[$onUpdate]();\n }\n setMetallicFactor(value) {\n for (const material of this[$threeMaterials]) {\n material.metalness = value;\n }\n const pbrMetallicRoughness = this[$sourceObject];\n pbrMetallicRoughness.metallicFactor = value;\n this[$onUpdate]();\n }\n setRoughnessFactor(value) {\n for (const material of this[$threeMaterials]) {\n material.roughness = value;\n }\n const pbrMetallicRoughness = this[$sourceObject];\n pbrMetallicRoughness.roughnessFactor = value;\n this[$onUpdate]();\n }\n}\n//# sourceMappingURL=pbr-metallic-roughness.js.map","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a, _b, _c;\nimport { PBRMetallicRoughness } from './pbr-metallic-roughness.js';\nimport { TextureInfo } from './texture-info.js';\nimport { $correlatedObjects, $onUpdate, $sourceObject, ThreeDOMElement } from './three-dom-element.js';\nconst $pbrMetallicRoughness = Symbol('pbrMetallicRoughness');\nconst $normalTexture = Symbol('normalTexture');\nconst $occlusionTexture = Symbol('occlusionTexture');\nconst $emissiveTexture = Symbol('emissiveTexture');\n/**\n * Material facade implementation for Three.js materials\n */\nexport class Material extends ThreeDOMElement {\n constructor(onUpdate, gltf, material, correlatedMaterials) {\n super(onUpdate, material, correlatedMaterials);\n this[_a] = null;\n this[_b] = null;\n this[_c] = null;\n if (correlatedMaterials == null) {\n return;\n }\n if (material.pbrMetallicRoughness == null) {\n material.pbrMetallicRoughness = {};\n }\n this[$pbrMetallicRoughness] = new PBRMetallicRoughness(onUpdate, gltf, material.pbrMetallicRoughness, correlatedMaterials);\n const { normalTexture, occlusionTexture, emissiveTexture } = material;\n const normalTextures = new Set();\n const occlusionTextures = new Set();\n const emissiveTextures = new Set();\n for (const material of correlatedMaterials) {\n const { normalMap, aoMap, emissiveMap } = material;\n if (normalTexture != null && normalMap != null) {\n normalTextures.add(normalMap);\n }\n if (occlusionTexture != null && aoMap != null) {\n occlusionTextures.add(aoMap);\n }\n if (emissiveTexture != null && emissiveMap != null) {\n emissiveTextures.add(emissiveMap);\n }\n }\n if (normalTextures.size > 0) {\n this[$normalTexture] =\n new TextureInfo(onUpdate, gltf, normalTexture, normalTextures);\n }\n if (occlusionTextures.size > 0) {\n this[$occlusionTexture] =\n new TextureInfo(onUpdate, gltf, occlusionTexture, occlusionTextures);\n }\n if (emissiveTextures.size > 0) {\n this[$emissiveTexture] =\n new TextureInfo(onUpdate, gltf, emissiveTexture, emissiveTextures);\n }\n }\n get name() {\n return this[$sourceObject].name || '';\n }\n get pbrMetallicRoughness() {\n return this[$pbrMetallicRoughness];\n }\n get normalTexture() {\n return this[$normalTexture];\n }\n get occlusionTexture() {\n return this[$occlusionTexture];\n }\n get emissiveTexture() {\n return this[$emissiveTexture];\n }\n get emissiveFactor() {\n return this[$sourceObject].emissiveFactor;\n }\n setEmissiveFactor(rgb) {\n for (const material of this[$correlatedObjects]) {\n material.emissive.fromArray(rgb);\n }\n this[$sourceObject].emissiveFactor = rgb;\n this[$onUpdate]();\n }\n}\n_a = $normalTexture, _b = $occlusionTexture, _c = $emissiveTexture;\n//# sourceMappingURL=material.js.map","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a;\nimport { Material } from './material.js';\nconst $materials = Symbol('materials');\n/**\n * A Model facades the top-level GLTF object returned by Three.js' GLTFLoader.\n * Currently, the model only bothers itself with the materials in the Three.js\n * scene graph.\n */\nexport class Model {\n constructor(correlatedSceneGraph, onUpdate = () => { }) {\n this[_a] = [];\n const { gltf, gltfElementMap } = correlatedSceneGraph;\n gltf.materials.forEach(material => {\n this[$materials].push(new Material(onUpdate, gltf, material, gltfElementMap.get(material)));\n });\n }\n /**\n * Materials are listed in the order of the GLTF materials array, plus a\n * default material at the end if one is used.\n *\n * TODO(#1003): How do we handle non-active scenes?\n */\n get materials() {\n return this[$materials];\n }\n}\n_a = $materials;\n//# sourceMappingURL=model.js.map","/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nimport { property } from 'lit-element';\nimport { Euler } from 'three';\nimport { GLTFExporter } from 'three/examples/jsm/exporters/GLTFExporter';\nimport { $needsRender, $onModelLoad, $renderer, $scene } from '../model-viewer-base.js';\nimport { normalizeUnit } from '../styles/conversions.js';\nimport { parseExpressions } from '../styles/parsers.js';\nimport { Material } from './scene-graph/material.js';\nimport { Model } from './scene-graph/model.js';\nconst $currentGLTF = Symbol('currentGLTF');\nconst $model = Symbol('model');\nconst $variants = Symbol('variants');\n/**\n * SceneGraphMixin manages exposes a model API in order to support operations on\n * the <model-viewer> scene graph.\n */\nexport const SceneGraphMixin = (ModelViewerElement) => {\n var _a, _b, _c;\n class SceneGraphModelViewerElement extends ModelViewerElement {\n constructor() {\n super(...arguments);\n this[_a] = undefined;\n this[_b] = null;\n this[_c] = [];\n this.variantName = undefined;\n this.orientation = '0 0 0';\n this.scale = '1 1 1';\n }\n // Scene-graph API:\n /** @export */\n get model() {\n return this[$model];\n }\n get availableVariants() {\n return this[$variants];\n }\n updated(changedProperties) {\n super.updated(changedProperties);\n if (changedProperties.has('variantName')) {\n const variants = this[$variants];\n const threeGLTF = this[$currentGLTF];\n const { variantName } = this;\n const variantIndex = variants.findIndex((v) => v === variantName);\n if (threeGLTF == null || variantIndex < 0) {\n return;\n }\n const onUpdate = () => {\n this[$needsRender]();\n };\n const updatedMaterials = threeGLTF.correlatedSceneGraph.loadVariant(variantIndex, onUpdate);\n const { gltf, gltfElementMap } = threeGLTF.correlatedSceneGraph;\n for (const index of updatedMaterials) {\n const material = gltf.materials[index];\n this[$model].materials[index] = new Material(onUpdate, gltf, material, gltfElementMap.get(material));\n }\n }\n if (changedProperties.has('orientation') ||\n changedProperties.has('scale')) {\n const { modelContainer } = this[$scene];\n const orientation = parseExpressions(this.orientation)[0]\n .terms;\n const roll = normalizeUnit(orientation[0]).number;\n const pitch = normalizeUnit(orientation[1]).number;\n const yaw = normalizeUnit(orientation[2]).number;\n modelContainer.quaternion.setFromEuler(new Euler(pitch, yaw, roll, 'YXZ'));\n const scale = parseExpressions(this.scale)[0]\n .terms;\n modelContainer.scale.set(scale[0].number, scale[1].number, scale[2].number);\n this[$scene].updateBoundingBox();\n this[$scene].updateShadow();\n this[$renderer].arRenderer.onUpdateScene();\n this[$needsRender]();\n }\n }\n [(_a = $model, _b = $currentGLTF, _c = $variants, $onModelLoad)]() {\n super[$onModelLoad]();\n this[$variants] = [];\n const { currentGLTF } = this[$scene];\n if (currentGLTF != null) {\n const { correlatedSceneGraph } = currentGLTF;\n if (correlatedSceneGraph != null &&\n currentGLTF !== this[$currentGLTF]) {\n this[$model] = new Model(correlatedSceneGraph, () => {\n this[$needsRender]();\n });\n }\n // KHR_materials_variants extension spec:\n // https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_variants\n const { gltfExtensions } = currentGLTF.userData;\n if (gltfExtensions != null) {\n const extension = gltfExtensions['KHR_materials_variants'];\n if (extension != null) {\n this[$variants] =\n extension.variants.map(variant => variant.name);\n this.requestUpdate('variantName');\n }\n }\n }\n this[$currentGLTF] = currentGLTF;\n // TODO: remove this event, as it is synonymous with the load event.\n this.dispatchEvent(new CustomEvent('scene-graph-ready'));\n }\n /** @export */\n async exportScene(options) {\n const scene = this[$scene];\n return new Promise(async (resolve) => {\n // Defaults\n const opts = {\n binary: true,\n onlyVisible: true,\n maxTextureSize: Infinity,\n forcePowerOfTwoTextures: false,\n includeCustomExtensions: false,\n embedImages: true\n };\n Object.assign(opts, options);\n // Not configurable\n opts.animations = scene.animations;\n opts.truncateDrawRange = true;\n const shadow = scene.shadow;\n let visible = false;\n // Remove shadow from export\n if (shadow != null) {\n visible = shadow.visible;\n shadow.visible = false;\n }\n const exporter = new GLTFExporter();\n exporter.parse(scene.modelContainer, (gltf) => {\n return resolve(new Blob([opts.binary ? gltf : JSON.stringify(gltf)], {\n type: opts.binary ? 'application/octet-stream' :\n 'application/json'\n }));\n }, opts);\n if (shadow != null) {\n shadow.visible = visible;\n }\n });\n }\n }\n __decorate([\n property({ type: String, attribute: 'variant-name' })\n ], SceneGraphModelViewerElement.prototype, \"variantName\", void 0);\n __decorate([\n property({ type: String, attribute: 'orientation' })\n ], SceneGraphModelViewerElement.prototype, \"orientation\", void 0);\n __decorate([\n property({ type: String, attribute: 'scale' })\n ], SceneGraphModelViewerElement.prototype, \"scale\", void 0);\n return SceneGraphModelViewerElement;\n};\n//# sourceMappingURL=scene-graph.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nimport { property } from 'lit-element';\nimport { style } from '../decorators.js';\nimport { $hasTransitioned, $renderer, $scene, $tick } from '../model-viewer-base.js';\nimport { degreesToRadians } from '../styles/conversions.js';\nimport { numberNode } from '../styles/parsers.js';\n// How much the model will rotate per\n// second in radians:\nconst DEFAULT_ROTATION_SPEED = Math.PI / 32;\nexport const AUTO_ROTATE_DELAY_DEFAULT = 3000;\nconst rotationRateIntrinsics = {\n basis: [degreesToRadians(numberNode(DEFAULT_ROTATION_SPEED, 'rad'))],\n keywords: { auto: [null] }\n};\nconst $autoRotateStartTime = Symbol('autoRotateStartTime');\nconst $radiansPerSecond = Symbol('radiansPerSecond');\nconst $syncRotationRate = Symbol('syncRotationRate');\nconst $onCameraChange = Symbol('onCameraChange');\nexport const StagingMixin = (ModelViewerElement) => {\n var _a, _b, _c;\n class StagingModelViewerElement extends ModelViewerElement {\n constructor() {\n super(...arguments);\n this.autoRotate = false;\n this.autoRotateDelay = AUTO_ROTATE_DELAY_DEFAULT;\n this.rotationPerSecond = 'auto';\n this[_a] = performance.now();\n this[_b] = 0;\n this[_c] = (event) => {\n if (!this.autoRotate) {\n return;\n }\n if (event.detail.source === 'user-interaction') {\n this[$autoRotateStartTime] = performance.now();\n }\n };\n }\n connectedCallback() {\n super.connectedCallback();\n this.addEventListener('camera-change', this[$onCameraChange]);\n this[$autoRotateStartTime] = performance.now();\n }\n disconnectedCallback() {\n super.disconnectedCallback();\n this.removeEventListener('camera-change', this[$onCameraChange]);\n this[$autoRotateStartTime] = performance.now();\n }\n updated(changedProperties) {\n super.updated(changedProperties);\n if (changedProperties.has('autoRotate')) {\n this[$autoRotateStartTime] = performance.now();\n }\n }\n [(_a = $autoRotateStartTime, _b = $radiansPerSecond, $syncRotationRate)](style) {\n this[$radiansPerSecond] = style[0];\n }\n [$tick](time, delta) {\n super[$tick](time, delta);\n if (!this.autoRotate || !this[$hasTransitioned]() ||\n this[$renderer].isPresenting) {\n return;\n }\n const rotationDelta = Math.min(delta, time - this[$autoRotateStartTime] - this.autoRotateDelay);\n if (rotationDelta > 0) {\n this[$scene].yaw = this.turntableRotation +\n this[$radiansPerSecond] * rotationDelta * 0.001;\n }\n }\n get turntableRotation() {\n return this[$scene].yaw;\n }\n resetTurntableRotation(theta = 0) {\n this[$scene].yaw = theta;\n }\n }\n _c = $onCameraChange;\n __decorate([\n property({ type: Boolean, attribute: 'auto-rotate' })\n ], StagingModelViewerElement.prototype, \"autoRotate\", void 0);\n __decorate([\n property({ type: Number, attribute: 'auto-rotate-delay' })\n ], StagingModelViewerElement.prototype, \"autoRotateDelay\", void 0);\n __decorate([\n style({ intrinsics: rotationRateIntrinsics, updateHandler: $syncRotationRate }),\n property({ type: String, attribute: 'rotation-per-second' })\n ], StagingModelViewerElement.prototype, \"rotationPerSecond\", void 0);\n return StagingModelViewerElement;\n};\n//# sourceMappingURL=staging.js.map","/**\n * This mixin function is designed to be applied to a class that inherits\n * from HTMLElement. It makes it easy for a custom element to coordinate with\n * the :focus-visible polyfill.\n *\n * NOTE(cdata): The code here was adapted from an example proposed with the\n * introduction of ShadowDOM support in the :focus-visible polyfill.\n *\n * @see https://github.com/WICG/focus-visible/pull/196\n * @param {Function} SuperClass The base class implementation to decorate with\n * implementation that coordinates with the :focus-visible polyfill\n */\nexport const FocusVisiblePolyfillMixin = (SuperClass) => {\n var _a;\n const coordinateWithPolyfill = (instance) => {\n // If there is no shadow root, there is no need to coordinate with\n // the polyfill. If we already coordinated with the polyfill, we can\n // skip subsequent invokcations:\n if (instance.shadowRoot == null ||\n instance.hasAttribute('data-js-focus-visible')) {\n return () => { };\n }\n // The polyfill might already be loaded. If so, we can apply it to\n // the shadow root immediately:\n if (self.applyFocusVisiblePolyfill) {\n self.applyFocusVisiblePolyfill(instance.shadowRoot);\n }\n else {\n const coordinationHandler = () => {\n self.applyFocusVisiblePolyfill(instance.shadowRoot);\n };\n // Otherwise, wait for the polyfill to be loaded lazily. It might\n // never be loaded, but if it is then we can apply it to the\n // shadow root at the appropriate time by waiting for the ready\n // event:\n self.addEventListener('focus-visible-polyfill-ready', coordinationHandler, { once: true });\n return () => {\n self.removeEventListener('focus-visible-polyfill-ready', coordinationHandler);\n };\n }\n return () => { };\n };\n const $endPolyfillCoordination = Symbol('endPolyfillCoordination');\n // IE11 doesn't natively support custom elements or JavaScript class\n // syntax The mixin implementation assumes that the user will take the\n // appropriate steps to support both:\n class FocusVisibleCoordinator extends SuperClass {\n constructor() {\n super(...arguments);\n this[_a] = null;\n }\n // Attempt to coordinate with the polyfill when connected to the\n // document:\n connectedCallback() {\n super.connectedCallback && super.connectedCallback();\n if (this[$endPolyfillCoordination] == null) {\n this[$endPolyfillCoordination] = coordinateWithPolyfill(this);\n }\n }\n disconnectedCallback() {\n super.disconnectedCallback && super.disconnectedCallback();\n // It's important to remove the polyfill event listener when we\n // disconnect, otherwise we will leak the whole element via window:\n if (this[$endPolyfillCoordination] != null) {\n this[$endPolyfillCoordination]();\n this[$endPolyfillCoordination] = null;\n }\n }\n }\n _a = $endPolyfillCoordination;\n ;\n return FocusVisibleCoordinator;\n};\n//# sourceMappingURL=focus-visible.js.map","/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nimport { AnimationMixin } from './features/animation.js';\nimport { AnnotationMixin } from './features/annotation.js';\nimport { ARMixin } from './features/ar.js';\nimport { ControlsMixin } from './features/controls.js';\nimport { EnvironmentMixin } from './features/environment.js';\nimport { LoadingMixin } from './features/loading.js';\nimport { SceneGraphMixin } from './features/scene-graph.js';\nimport { StagingMixin } from './features/staging.js';\nimport ModelViewerElementBase from './model-viewer-base.js';\nimport { FocusVisiblePolyfillMixin } from './utilities/focus-visible.js';\n// Uncomment these lines to export PMREM textures in Glitch:\n// export {default as TextureUtils} from './three-components/TextureUtils';\n// export * from 'three';\nexport const ModelViewerElement = AnnotationMixin(SceneGraphMixin(StagingMixin(EnvironmentMixin(ControlsMixin(ARMixin(LoadingMixin(AnimationMixin(FocusVisiblePolyfillMixin(ModelViewerElementBase)))))))));\ncustomElements.define('model-viewer', ModelViewerElement);\n//# 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