{"version":3,"file":"vim-webgl-viewer.mjs","sources":["../node_modules/three/build/three.module.js","../node_modules/vim-format/dist/http/remoteValue.js","../node_modules/vim-format/dist/http/logging.js","../node_modules/vim-format/dist/http/requestTracker.js","../node_modules/vim-format/dist/http/retriableRequest.js","../node_modules/vim-format/dist/http/remoteBuffer.js","../node_modules/pako/lib/zlib/trees.js","../node_modules/pako/lib/zlib/adler32.js","../node_modules/pako/lib/zlib/crc32.js","../node_modules/pako/lib/zlib/messages.js","../node_modules/pako/lib/zlib/constants.js","../node_modules/pako/lib/zlib/deflate.js","../node_modules/pako/lib/utils/common.js","../node_modules/pako/lib/utils/strings.js","../node_modules/pako/lib/zlib/zstream.js","../node_modules/pako/lib/deflate.js","../node_modules/pako/lib/zlib/inffast.js","../node_modules/pako/lib/zlib/inftrees.js","../node_modules/pako/lib/zlib/inflate.js","../node_modules/pako/lib/zlib/gzheader.js","../node_modules/pako/lib/inflate.js","../node_modules/pako/index.js","../node_modules/vim-format/dist/bfast.js","../node_modules/vim-format/dist/g3d/g3d.js","../node_modules/vim-format/dist/g3d/g3dMaterials.js","../node_modules/vim-format/dist/g3d/g3dChunk.js","../node_modules/vim-format/dist/g3d/g3dScene.js","../node_modules/vim-format/dist/vimHeader.js","../node_modules/vim-format/dist/g3d/g3dMesh.js","../node_modules/vim-format/dist/remoteVimx.js","../node_modules/vim-format/dist/http/requester.js","../node_modules/vim-format/dist/entityTable.js","../node_modules/vim-format/dist/vimLoader.js","../node_modules/vim-format/dist/objectModel.js","../node_modules/vim-format/dist/structures.js","../node_modules/vim-format/dist/vimHelpers.js","../node_modules/vim-format/dist/index.js","../node_modules/deepmerge/dist/cjs.js","../src/vim-loader/geometry.ts","../src/vim-loader/vimSettings.ts","../src/vim-loader/objectAttributes.ts","../src/vim-loader/progressive/insertableSubmesh.ts","../src/vim-loader/colorAttributes.ts","../src/vim-loader/object3D.ts","../src/vim-loader/elementMapping.ts","../node_modules/ste-core/dist/dispatching/DispatcherWrapper.js","../node_modules/ste-core/dist/events/Subscription.js","../node_modules/ste-core/dist/management/EventManagement.js","../node_modules/ste-core/dist/dispatching/DispatcherBase.js","../node_modules/ste-core/dist/dispatching/DispatchError.js","../node_modules/ste-core/dist/dispatching/EventListBase.js","../node_modules/ste-core/dist/handling/HandlingBase.js","../node_modules/ste-core/dist/events/PromiseSubscription.js","../node_modules/ste-core/dist/dispatching/PromiseDispatcherBase.js","../node_modules/ste-core/dist/index.js","../node_modules/ste-signals/dist/SignalDispatcher.js","../node_modules/ste-signals/dist/SignalList.js","../node_modules/ste-signals/dist/SignalHandlingBase.js","../node_modules/ste-signals/dist/index.js","../src/vim-loader/vim.ts","../node_modules/three/examples/jsm/utils/BufferGeometryUtils.js","../src/vim-loader/averageBoundingBox.ts","../src/vim-loader/scene.ts","../src/vim-loader/progressive/vimx.ts","../src/vim-loader/progressive/insertableGeometry.ts","../src/vim-loader/materials/standardMaterial.ts","../src/vim-loader/materials/maskMaterial.ts","../src/vim-loader/materials/isolationMaterial.ts","../src/vim-loader/materials/outlineMaterial.ts","../src/vim-loader/materials/mergeMaterial.ts","../src/vim-loader/materials/simpleMaterial.ts","../src/vim-loader/materials/skyboxMaterial.ts","../src/vim-loader/materials/viewerMaterials.ts","../src/vim-loader/progressive/insertableMesh.ts","../src/vim-loader/progressive/instancedSubmesh.ts","../src/vim-loader/progressive/instancedMesh.ts","../src/vim-loader/progressive/instancedMeshFactory.ts","../src/vim-loader/progressive/loadingSynchronizer.ts","../src/vim-loader/progressive/subsetRequest.ts","../src/vim-loader/progressive/g3dOffsets.ts","../src/vim-loader/progressive/g3dSubset.ts","../src/vim-loader/progressive/subsetBuilder.ts","../src/vim-loader/progressive/legacyMeshFactory.ts","../node_modules/vim-format/dist/logging.js","../src/vim-loader/progressive/open.ts","../src/utils/deferredPromise.ts","../src/utils/requestResult.ts","../src/vim-loader/progressive/vimRequest.ts","../node_modules/is-plain-object/dist/is-plain-object.mjs","../src/images.ts","../src/vim-webgl-viewer/gizmos/axes/axesSettings.ts","../src/vim-webgl-viewer/settings/defaultViewerSettings.ts","../src/vim-webgl-viewer/settings/viewerSettings.ts","../node_modules/three/src/math/MathUtils.js","../src/vim-webgl-viewer/camera/perspective.ts","../src/vim-webgl-viewer/camera/orthographic.ts","../src/vim-webgl-viewer/gizmos/markers/gizmoMarker.ts","../src/vim-webgl-viewer/camera/cameraMovement.ts","../src/vim-webgl-viewer/camera/cameraMovementLerp.ts","../src/vim-webgl-viewer/camera/cameraMovementSnap.ts","../src/vim-webgl-viewer/camera/camera.ts","../src/vim-webgl-viewer/inputs/inputHandler.ts","../src/vim-webgl-viewer/inputs/keyboard.ts","../src/vim-loader/mesh.ts","../src/vim-webgl-viewer/gizmos/markers/gizmoMarkers.ts","../src/vim-webgl-viewer/raycaster.ts","../src/vim-webgl-viewer/inputs/touch.ts","../src/vim-webgl-viewer/inputs/mouse.ts","../node_modules/ste-simple-events/dist/SimpleEventDispatcher.js","../node_modules/ste-simple-events/dist/SimpleEventList.js","../node_modules/ste-simple-events/dist/SimpleEventHandlingBase.js","../node_modules/ste-simple-events/dist/NonUniformSimpleEventList.js","../node_modules/ste-simple-events/dist/index.js","../src/vim-webgl-viewer/inputs/input.ts","../src/vim-webgl-viewer/selection.ts","../src/vim-webgl-viewer/environment/groundPlane.ts","../src/vim-webgl-viewer/environment/skybox.ts","../src/vim-webgl-viewer/environment/cameraLight.ts","../src/vim-webgl-viewer/environment/environment.ts","../node_modules/three/examples/jsm/renderers/CSS2DRenderer.js","../src/vim-webgl-viewer/rendering/renderScene.ts","../src/vim-webgl-viewer/viewport.ts","../src/vim-webgl-viewer/gizmos/axes/axes.ts","../src/vim-webgl-viewer/gizmos/axes/gizmoAxes.ts","../src/vim-webgl-viewer/gizmos/gizmoLoading.ts","../src/vim-webgl-viewer/gizmos/gizmoOrbit.ts","../src/vim-webgl-viewer/gizmos/gizmoRectangle.ts","../src/vim-webgl-viewer/gizmos/measure/measureFlow.ts","../src/utils/meshLine.js","../src/vim-webgl-viewer/gizmos/measure/measureHtml.ts","../src/vim-webgl-viewer/gizmos/measure/measureGizmo.ts","../src/vim-webgl-viewer/gizmos/measure/measure.ts","../src/vim-webgl-viewer/gizmos/sectionBox/sectionBoxGizmo.ts","../src/vim-webgl-viewer/gizmos/sectionBox/sectionBoxInputs.ts","../src/vim-webgl-viewer/gizmos/sectionBox/sectionBox.ts","../src/vim-webgl-viewer/gizmos/gizmos.ts","../src/vim-webgl-viewer/rendering/renderingSection.ts","../node_modules/three/examples/jsm/shaders/CopyShader.js","../node_modules/three/examples/jsm/postprocessing/Pass.js","../node_modules/three/examples/jsm/postprocessing/ShaderPass.js","../node_modules/three/examples/jsm/postprocessing/MaskPass.js","../node_modules/three/examples/jsm/postprocessing/EffectComposer.js","../node_modules/three/examples/jsm/postprocessing/RenderPass.js","../node_modules/three/examples/jsm/postprocessing/SSAARenderPass.js","../node_modules/three/examples/jsm/shaders/FXAAShader.js","../src/vim-webgl-viewer/rendering/outlinePass.ts","../src/vim-webgl-viewer/rendering/mergePass.ts","../src/vim-loader/materials/transferMaterial.ts","../src/vim-webgl-viewer/rendering/transferPass.ts","../src/vim-webgl-viewer/rendering/renderingComposer.ts","../src/vim-webgl-viewer/rendering/renderer.ts","../src/vim-webgl-viewer/viewer.ts","../src/vim-webgl-viewer/settings/viewerSettingsParsing.ts","../src/utils/boxes.ts"],"sourcesContent":["/**\n * @license\n * Copyright 2010-2022 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '143';\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 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 UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\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 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 BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\n// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.\nconst NoColorSpace = '';\nconst SRGBColorSpace = 'srgb';\nconst LinearSRGBColorSpace = 'srgb-linear';\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\nconst _SRGBAFormat = 1035; // fallback for WebGL 1\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nclass EventDispatcher {\n\n\taddEventListener( 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( 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( 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( 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\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\nconst _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\nfunction generateUUID() {\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\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// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidean modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\nfunction euclideanModulo( n, m ) {\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n// Linear mapping from range <a1, a2> to range <b1, b2>\nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\nfunction inverseLerp( x, y, value ) {\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n// https://www.desmos.com/calculator/vcsjnyz7x4\nfunction pingpong( x, length = 1 ) {\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n// http://en.wikipedia.org/wiki/Smoothstep\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n// Random integer from <low, high> interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from <low, high> interval\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n// Random float from <-range/2, range/2> interval\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n// Deterministic pseudo-random float in the interval [ 0, 1 ]\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t// rotations are applied to the axes in the order specified by 'order'\n\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t// angles are in radians\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\nfunction denormalize$1( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nvar MathUtils = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\tgenerateUUID: generateUUID,\n\tclamp: clamp,\n\teuclideanModulo: euclideanModulo,\n\tmapLinear: mapLinear,\n\tinverseLerp: inverseLerp,\n\tlerp: lerp,\n\tdamp: damp,\n\tpingpong: pingpong,\n\tsmoothstep: smoothstep,\n\tsmootherstep: smootherstep,\n\trandInt: randInt,\n\trandFloat: randFloat,\n\trandFloatSpread: randFloatSpread,\n\tseededRandom: seededRandom,\n\tdegToRad: degToRad,\n\tradToDeg: radToDeg,\n\tisPowerOfTwo: isPowerOfTwo,\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler,\n\tnormalize: normalize,\n\tdenormalize: denormalize$1\n});\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tVector2.prototype.isVector2 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\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 ) {\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 ) {\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\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\n\t}\n\n}\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tMatrix3.prototype.isMatrix3 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t}\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\nfunction arrayNeedsUint32( array ) {\n\n\t// assumes larger values usually on last\n\n\tfor ( let i = array.length - 1; i >= 0; -- i ) {\n\n\t\tif ( array[ i ] > 65535 ) return true;\n\n\t}\n\n\treturn false;\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\nfunction createElementNS( name ) {\n\n\treturn document.createElementNS( 'http://www.w3.org/1999/xhtml', name );\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\n// JavaScript RGB-to-RGB transforms, defined as\n// FN[InputColorSpace][OutputColorSpace] callback functions.\nconst FN = {\n\t[ SRGBColorSpace ]: { [ LinearSRGBColorSpace ]: SRGBToLinear },\n\t[ LinearSRGBColorSpace ]: { [ SRGBColorSpace ]: LinearToSRGB },\n};\n\nconst ColorManagement = {\n\n\tlegacyMode: true,\n\n\tget workingColorSpace() {\n\n\t\treturn LinearSRGBColorSpace;\n\n\t},\n\n\tset workingColorSpace( colorSpace ) {\n\n\t\tconsole.warn( 'THREE.ColorManagement: .workingColorSpace is readonly.' );\n\n\t},\n\n\tconvert: function ( color, sourceColorSpace, targetColorSpace ) {\n\n\t\tif ( this.legacyMode || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tif ( FN[ sourceColorSpace ] && FN[ sourceColorSpace ][ targetColorSpace ] !== undefined ) {\n\n\t\t\tconst fn = FN[ sourceColorSpace ][ targetColorSpace ];\n\n\t\t\tcolor.r = fn( color.r );\n\t\t\tcolor.g = fn( color.g );\n\t\t\tcolor.b = fn( color.b );\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tthrow new Error( 'Unsupported color space conversion.' );\n\n\t},\n\n\tfromWorkingColorSpace: function ( color, targetColorSpace ) {\n\n\t\treturn this.convert( color, this.workingColorSpace, targetColorSpace );\n\n\t},\n\n\ttoWorkingColorSpace: function ( color, sourceColorSpace ) {\n\n\t\treturn this.convert( color, sourceColorSpace, this.workingColorSpace );\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 _rgb = { r: 0, g: 0, b: 0 };\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 toComponents( source, target ) {\n\n\ttarget.r = source.r;\n\ttarget.g = source.g;\n\ttarget.b = source.b;\n\n\treturn target;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tthis.isColor = true;\n\n\t\tthis.r = 1;\n\t\tthis.g = 1;\n\t\tthis.b = 1;\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, colorSpace = SRGBColorSpace ) {\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\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b, colorSpace = LinearSRGBColorSpace ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l, colorSpace = LinearSRGBColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = euclideanModulo( h, 1 );\n\t\ts = clamp( s, 0, 1 );\n\t\tl = 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\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style, colorSpace = SRGBColorSpace ) {\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\tColorManagement.toWorkingColorSpace( this, colorSpace );\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*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.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, colorSpace );\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\tColorManagement.toWorkingColorSpace( this, colorSpace );\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\tColorManagement.toWorkingColorSpace( this, colorSpace );\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, colorSpace );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style, colorSpace = SRGBColorSpace ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style.toLowerCase() ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex, colorSpace );\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\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( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb ), colorSpace );\n\n\t\treturn clamp( _rgb.r * 255, 0, 255 ) << 16 ^ clamp( _rgb.g * 255, 0, 255 ) << 8 ^ clamp( _rgb.b * 255, 0, 255 ) << 0;\n\n\t}\n\n\tgetHexString( colorSpace = SRGBColorSpace ) {\n\n\t\treturn ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target, colorSpace = LinearSRGBColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb ), colorSpace );\n\n\t\tconst r = _rgb.r, g = _rgb.g, b = _rgb.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\tgetRGB( target, colorSpace = LinearSRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb ), colorSpace );\n\n\t\ttarget.r = _rgb.r;\n\t\ttarget.g = _rgb.g;\n\t\ttarget.b = _rgb.b;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb ), colorSpace );\n\n\t\tif ( colorSpace !== SRGBColorSpace ) {\n\n\t\t\t// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).\n\t\t\treturn `color(${ colorSpace } ${ _rgb.r } ${ _rgb.g } ${ _rgb.b })`;\n\n\t\t}\n\n\t\treturn `rgb(${( _rgb.r * 255 ) | 0},${( _rgb.g * 255 ) | 0},${( _rgb.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 = lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = 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\t*[ Symbol.iterator ]() {\n\n\t\tyield this.r;\n\t\tyield this.g;\n\t\tyield this.b;\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\n\nlet _canvas;\n\nclass ImageUtils {\n\n\tstatic getDataURL( 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 = createElementNS( '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\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\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\tstatic sRGBToLinear( image ) {\n\n\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\tconst canvas = createElementNS( 'canvas' );\n\n\t\t\tcanvas.width = image.width;\n\t\t\tcanvas.height = image.height;\n\n\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\tconst imageData = context.getImageData( 0, 0, image.width, image.height );\n\t\t\tconst data = imageData.data;\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;\n\n\t\t\t}\n\n\t\t\tcontext.putImageData( imageData, 0, 0 );\n\n\t\t\treturn canvas;\n\n\t\t} else if ( image.data ) {\n\n\t\t\tconst data = image.data.slice( 0 );\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tif ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {\n\n\t\t\t\t\tdata[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// assuming float\n\n\t\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tdata: data,\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );\n\t\t\treturn image;\n\n\t\t}\n\n\t}\n\n}\n\nclass Source {\n\n\tconstructor( data = null ) {\n\n\t\tthis.isSource = true;\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.data = data;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.images[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\t\t\tuuid: this.uuid,\n\t\t\turl: ''\n\t\t};\n\n\t\tconst data = this.data;\n\n\t\tif ( data !== null ) {\n\n\t\t\tlet url;\n\n\t\t\tif ( Array.isArray( data ) ) {\n\n\t\t\t\t// cube texture\n\n\t\t\t\turl = [];\n\n\t\t\t\tfor ( let i = 0, l = data.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( data[ i ].isDataTexture ) {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ].image ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// texture\n\n\t\t\t\turl = serializeImage( data );\n\n\t\t\t}\n\n\t\t\toutput.url = url;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.images[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n}\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.from( 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\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\tthis.isTexture = true;\n\n\t\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.source = new Source( 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.userData = {};\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t\tthis.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not\n\t\tthis.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)\n\n\t}\n\n\tget image() {\n\n\t\treturn this.source.data;\n\n\t}\n\n\tset image( value ) {\n\n\t\tthis.source.data = value;\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.source = source.source;\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\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.needsUpdate = true;\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\timage: this.source.toJSON( meta ).uuid,\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 ( JSON.stringify( this.userData ) !== '{}' ) output.userData = this.userData;\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 ) {\n\n\t\t\tthis.version ++;\n\t\t\tthis.source.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = null;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tVector4.prototype.isVector4 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\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 ) {\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 ) {\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\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\t\tyield this.w;\n\n\t}\n\n}\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass WebGLRenderTarget extends EventDispatcher {\n\n\tconstructor( width, height, options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.isWebGLRenderTarget = true;\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\tconst image = { width: width, height: height, depth: 1 };\n\n\t\tthis.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.flipY = false;\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;\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\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t\tthis.samples = options.samples !== undefined ? options.samples : 0;\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\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\t// ensure image object is not shared, see #20328\n\n\t\tconst image = Object.assign( {}, source.texture.image );\n\t\tthis.texture.source = new Source( image );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\n\t\tif ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nclass DataArrayTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.isDataArrayTexture = true;\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\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nclass WebGLArrayRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, depth ) {\n\n\t\tsuper( width, height );\n\n\t\tthis.isWebGLArrayRenderTarget = true;\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new DataArrayTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nclass Data3DTexture 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.isData3DTexture = true;\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\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nclass WebGL3DRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, depth ) {\n\n\t\tsuper( width, height );\n\n\t\tthis.isWebGL3DRenderTarget = true;\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new Data3DTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nclass WebGLMultipleRenderTargets extends WebGLRenderTarget {\n\n\tconstructor( width, height, count, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGLMultipleRenderTargets = true;\n\n\t\tconst texture = this.texture;\n\n\t\tthis.texture = [];\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.texture[ i ] = texture.clone();\n\t\t\tthis.texture[ i ].isRenderTargetTexture = true;\n\n\t\t}\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\tfor ( let i = 0, il = this.texture.length; i < il; i ++ ) {\n\n\t\t\t\tthis.texture[ i ].image.width = width;\n\t\t\t\tthis.texture[ i ].image.height = height;\n\t\t\t\tthis.texture[ i ].image.depth = depth;\n\n\t\t\t}\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\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.dispose();\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.set( 0, 0, this.width, this.height );\n\t\tthis.scissor.set( 0, 0, this.width, this.height );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\n\t\tif ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();\n\n\t\tthis.texture.length = 0;\n\n\t\tfor ( let i = 0, il = source.texture.length; i < il; i ++ ) {\n\n\t\t\tthis.texture[ i ] = source.texture[ i ].clone();\n\t\t\tthis.texture[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.isQuaternion = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic 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\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\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( 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 ) {\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\tslerpQuaternions( qa, qb, t ) {\n\n\t\treturn this.copy( qa ).slerp( qb, t );\n\n\t}\n\n\trandom() {\n\n\t\t// Derived from http://planning.cs.uiuc.edu/node198.html\n\t\t// Note, this source uses w, x, y, z ordering,\n\t\t// so we swap the order below.\n\n\t\tconst u1 = Math.random();\n\t\tconst sqrt1u1 = Math.sqrt( 1 - u1 );\n\t\tconst sqrtu1 = Math.sqrt( u1 );\n\n\t\tconst u2 = 2 * Math.PI * Math.random();\n\n\t\tconst u3 = 2 * Math.PI * Math.random();\n\n\t\treturn this.set(\n\t\t\tsqrt1u1 * Math.cos( u2 ),\n\t\t\tsqrtu1 * Math.sin( u3 ),\n\t\t\tsqrtu1 * Math.cos( u3 ),\n\t\t\tsqrt1u1 * Math.sin( u2 ),\n\t\t);\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\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._w;\n\n\t}\n\n}\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tVector3.prototype.isVector3 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\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 ) {\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 ) {\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\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.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 ) {\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$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.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( 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\tsetFromEuler( e ) {\n\n\t\tthis.x = e._x;\n\t\tthis.y = e._y;\n\t\tthis.z = e._z;\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 ) );\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 ) {\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\trandomDirection() {\n\n\t\t// Derived from https://mathworld.wolfram.com/SpherePointPicking.html\n\n\t\tconst u = ( Math.random() - 0.5 ) * 2;\n\t\tconst t = Math.random() * Math.PI * 2;\n\t\tconst f = Math.sqrt( 1 - u ** 2 );\n\n\t\tthis.x = f * Math.cos( t );\n\t\tthis.y = f * Math.sin( t );\n\t\tthis.z = u;\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\n\t}\n\n}\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__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.isBox3 = true;\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$b.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, precise = false ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object, precise );\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\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\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, precise = false ) {\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 ( precise && geometry.attributes != undefined && geometry.attributes.position !== undefined ) {\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tfor ( let i = 0, l = position.count; i < l; i ++ ) {\n\n\t\t\t\t\t_vector$b.fromBufferAttribute( position, i ).applyMatrix4( object.matrixWorld );\n\t\t\t\t\tthis.expandByPoint( _vector$b );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t\t}\n\n\t\t\t\t_box$3.copy( geometry.boundingBox );\n\t\t\t\t_box$3.applyMatrix4( object.matrixWorld );\n\n\t\t\t\tthis.union( _box$3 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ], precise );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.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$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$3.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$3, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$3 );\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$2, _v1$7, _v2$3, _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$2, _v1$7, _v2$3, _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$2, _v1$7, _v2$3, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$b.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\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$b ).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\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$b = /*@__PURE__*/ new Vector3();\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__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 separating 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 separating 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 separating 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$2 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _toFarthestPoint = /*@__PURE__*/ new Vector3();\nconst _toPoint = /*@__PURE__*/ new Vector3();\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$2.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\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 ( 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\texpandByPoint( point ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671\n\n\t\t_toPoint.subVectors( point, this.center );\n\n\t\tconst lengthSq = _toPoint.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\t\t\tconst missingRadiusHalf = ( length - this.radius ) * 0.5;\n\n\t\t\t// Nudge this sphere towards the target point. Add half the missing distance to radius,\n\t\t\t// and the other half to position. This gives a tighter enclosure, instead of if\n\t\t\t// the whole missing distance were just added to radius.\n\n\t\t\tthis.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) );\n\t\t\tthis.radius += missingRadiusHalf;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769\n\n\t\t// To enclose another sphere into this sphere, we only need to enclose two points:\n\t\t// 1) Enclose the farthest point on the other sphere into this sphere.\n\t\t// 2) Enclose the opposite point of the farthest point into this sphere.\n\n\t\t if ( this.center.equals( sphere.center ) === true ) {\n\n\t\t\t _toFarthestPoint.set( 0, 0, 1 ).multiplyScalar( sphere.radius );\n\n\n\t\t} else {\n\n\t\t\t_toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius );\n\n\t\t}\n\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) );\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__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$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\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$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/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$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - 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$a ) !== 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 https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.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$1 );\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$1 );\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\tMatrix4.prototype.isMatrix4 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t}\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$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.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\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\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( xy, xz, yx, yz, zx, zy ) {\n\n\t\tthis.set(\n\n\t\t\t1, yx, zx, 0,\n\t\t\txy, 1, zy, 0,\n\t\t\txz, yz, 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$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.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$2.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$2.elements[ 0 ] *= invSX;\n\t\t_m1$2.elements[ 1 ] *= invSX;\n\t\t_m1$2.elements[ 2 ] *= invSX;\n\n\t\t_m1$2.elements[ 4 ] *= invSY;\n\t\t_m1$2.elements[ 5 ] *= invSY;\n\t\t_m1$2.elements[ 6 ] *= invSY;\n\n\t\t_m1$2.elements[ 8 ] *= invSZ;\n\t\t_m1$2.elements[ 9 ] *= invSZ;\n\t\t_m1$2.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$2 );\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\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$2 = /*@__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$1 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tthis.isEuler = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order = this._order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = 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 = this._order, update = true ) {\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\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 === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$1.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$1, order, update );\n\n\t}\n\n\tsetFromVector3( v, order = this._order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, 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\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._order;\n\n\t}\n\n\t// @deprecated since r138, 02cf0df1cb4575d5842fef9c85bb5a89fe020d53\n\n\ttoVector3() {\n\n\t\tconsole.error( 'THREE.Euler: .toVector3() has been removed. Use Vector3.setFromEuler() instead' );\n\n\t}\n\n}\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 ) >>> 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\tisEnabled( channel ) {\n\n\t\treturn ( this.mask & ( 1 << channel | 0 ) ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = /*@__PURE__*/ new Vector3();\nconst _q1 = /*@__PURE__*/ new Quaternion();\nconst _m1$1 = /*@__PURE__*/ new Matrix4();\nconst _target = /*@__PURE__*/ new Vector3();\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$2 = /*@__PURE__*/ new Quaternion();\n\nconst _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );\nconst _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nconst _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nclass Object3D extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isObject3D = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Object3D';\n\n\t\tthis.parent = null;\n\t\tthis.children = [];\n\n\t\tthis.up = Object3D.DefaultUp.clone();\n\n\t\tconst position = new Vector3();\n\t\tconst rotation = new Euler();\n\t\tconst quaternion = new Quaternion();\n\t\tconst scale = new Vector3( 1, 1, 1 );\n\n\t\tfunction onRotationChange() {\n\n\t\t\tquaternion.setFromEuler( rotation, false );\n\n\t\t}\n\n\t\tfunction onQuaternionChange() {\n\n\t\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t\t}\n\n\t\trotation._onChange( onRotationChange );\n\t\tquaternion._onChange( onQuaternionChange );\n\n\t\tObject.defineProperties( this, {\n\t\t\tposition: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: position\n\t\t\t},\n\t\t\trotation: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: rotation\n\t\t\t},\n\t\t\tquaternion: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: quaternion\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: scale\n\t\t\t},\n\t\t\tmodelViewMatrix: {\n\t\t\t\tvalue: new Matrix4()\n\t\t\t},\n\t\t\tnormalMatrix: {\n\t\t\t\tvalue: new Matrix3()\n\t\t\t}\n\t\t} );\n\n\t\tthis.matrix = new Matrix4();\n\t\tthis.matrixWorld = new Matrix4();\n\n\t\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\tthis.layers = new Layers();\n\t\tthis.visible = true;\n\n\t\tthis.castShadow = false;\n\t\tthis.receiveShadow = false;\n\n\t\tthis.frustumCulled = true;\n\t\tthis.renderOrder = 0;\n\n\t\tthis.animations = [];\n\n\t\tthis.userData = {};\n\n\t}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tonAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tapplyMatrix4( 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( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t}\n\n\tsetRotationFromAxisAngle( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t}\n\n\tsetRotationFromEuler( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t}\n\n\tsetRotationFromMatrix( 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( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t}\n\n\trotateOnAxis( 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( 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( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t}\n\n\trotateY( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t}\n\n\ttranslateOnAxis( 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$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslateX( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t}\n\n\ttranslateY( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t}\n\n\ttranslateZ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t}\n\n\tlocalToWorld( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t}\n\n\tworldToLocal( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t}\n\n\tlookAt( 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$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position$3, 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( 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( 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\tremoveFromParent() {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tparent.remove( this );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclear() {\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( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\t// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)\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( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t}\n\n\tgetObjectByName( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t}\n\n\tgetObjectByProperty( 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( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t}\n\n\tgetWorldQuaternion( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldScale( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldDirection( target ) {\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( /* raycaster, intersects */ ) {}\n\n\ttraverse( 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( 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( 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() {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\tupdateMatrixWorld( 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( 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( 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\tnodes: {}\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\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.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.isScene ) {\n\n\t\t\tif ( this.background ) {\n\n\t\t\t\tif ( this.background.isColor ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON();\n\n\t\t\t\t} else if ( this.background.isTexture ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON( meta ).uuid;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {\n\n\t\t\t\tobject.environment = this.environment.toJSON( meta ).uuid;\n\n\t\t\t}\n\n\t\t} else if ( 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\t\t\tconst nodes = extractFromCache( meta.nodes );\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\t\t\tif ( nodes.length > 0 ) output.nodes = nodes;\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( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t}\n\n\tcopy( 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\nObject3D.DefaultUp = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__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\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$2.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$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\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$1 );\n\n\t\treturn ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.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$1 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3$1.x );\n\t\ttarget.addScaledVector( uv2, _v3$1.y );\n\t\ttarget.addScaledVector( uv3, _v3$1.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\tsetFromAttributeAndIndices( attribute, i0, i1, i2 ) {\n\n\t\tthis.a.fromBufferAttribute( attribute, i0 );\n\t\tthis.b.fromBufferAttribute( attribute, i1 );\n\t\tthis.c.fromBufferAttribute( attribute, 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\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\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\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\nclass Material extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isMaterial = true;\n\n\t\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Material';\n\n\t\tthis.blending = NormalBlending;\n\t\tthis.side = FrontSide;\n\t\tthis.vertexColors = false;\n\n\t\tthis.opacity = 1;\n\t\tthis.transparent = false;\n\n\t\tthis.blendSrc = SrcAlphaFactor;\n\t\tthis.blendDst = OneMinusSrcAlphaFactor;\n\t\tthis.blendEquation = AddEquation;\n\t\tthis.blendSrcAlpha = null;\n\t\tthis.blendDstAlpha = null;\n\t\tthis.blendEquationAlpha = null;\n\n\t\tthis.depthFunc = LessEqualDepth;\n\t\tthis.depthTest = true;\n\t\tthis.depthWrite = true;\n\n\t\tthis.stencilWriteMask = 0xff;\n\t\tthis.stencilFunc = AlwaysStencilFunc;\n\t\tthis.stencilRef = 0;\n\t\tthis.stencilFuncMask = 0xff;\n\t\tthis.stencilFail = KeepStencilOp;\n\t\tthis.stencilZFail = KeepStencilOp;\n\t\tthis.stencilZPass = KeepStencilOp;\n\t\tthis.stencilWrite = false;\n\n\t\tthis.clippingPlanes = null;\n\t\tthis.clipIntersection = false;\n\t\tthis.clipShadows = false;\n\n\t\tthis.shadowSide = null;\n\n\t\tthis.colorWrite = true;\n\n\t\tthis.precision = null; // override the renderer's default precision for this material\n\n\t\tthis.polygonOffset = false;\n\t\tthis.polygonOffsetFactor = 0;\n\t\tthis.polygonOffsetUnits = 0;\n\n\t\tthis.dithering = false;\n\n\t\tthis.alphaToCoverage = false;\n\t\tthis.premultipliedAlpha = false;\n\n\t\tthis.visible = true;\n\n\t\tthis.toneMapped = true;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\n\t\tthis._alphaTest = 0;\n\n\t}\n\n\tget alphaTest() {\n\n\t\treturn this._alphaTest;\n\n\t}\n\n\tset alphaTest( value ) {\n\n\t\tif ( this._alphaTest > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._alphaTest = value;\n\n\t}\n\n\tonBuild( /* shaderobject, renderer */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}\n\n\tonBeforeCompile( /* shaderobject, renderer */ ) {}\n\n\tcustomProgramCacheKey() {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t}\n\n\tsetValues( 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 compatibility 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( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRootObject ) {\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 !== undefined ) data.sheen = this.sheen;\n\t\tif ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();\n\t\tif ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;\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.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;\n\t\tif ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.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.iridescence !== undefined ) data.iridescence = this.iridescence;\n\t\tif ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;\n\t\tif ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;\n\n\t\tif ( this.iridescenceMap && this.iridescenceMap.isTexture ) {\n\n\t\t\tdata.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {\n\n\t\t\tdata.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;\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\t\tif ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;\n\t\tif ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\n\t\t}\n\n\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\t\tif ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;\n\t\tif ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;\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.transmission !== undefined ) data.transmission = this.transmission;\n\t\tif ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;\n\t\tif ( this.thickness !== undefined ) data.thickness = this.thickness;\n\t\tif ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;\n\t\tif ( this.attenuationDistance !== undefined ) data.attenuationDistance = this.attenuationDistance;\n\t\tif ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\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\t\tdata.colorWrite = this.colorWrite;\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 !== undefined && 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 !== undefined && 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.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;\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.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 ( this.fog === false ) data.fog = 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 ( isRootObject ) {\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() {\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.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.alphaToCoverage = source.alphaToCoverage;\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() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshBasicMaterial = true;\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.fog = 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.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.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector2();\n\nclass BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.isBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.array = array;\n\t\tthis.itemSize = itemSize;\n\t\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\t\tthis.normalized = normalized === true;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\n\t\tthis.version = 0;\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( 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( 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( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t}\n\n\tcopyColorsArray( 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( 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( 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( 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( 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$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( 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( 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( 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( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.from( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\t\tif ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;\n\n\t\treturn data;\n\n\t}\n\n}\n\n//\n\nclass Int8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8ClampedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8ClampedArray( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t\tthis.isFloat16BufferAttribute = true;\n\n\t}\n\n}\n\n\nclass Float32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float64BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float64Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nlet _id$1 = 0;\n\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _obj = /*@__PURE__*/ new Object3D();\nconst _offset = /*@__PURE__*/ new Vector3();\nconst _box$1 = /*@__PURE__*/ new Box3();\nconst _boxMorphTargets = /*@__PURE__*/ new Box3();\nconst _vector$8 = /*@__PURE__*/ new Vector3();\n\nclass BufferGeometry extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBufferGeometry = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id$1 ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\t\tthis.morphTargetsRelative = false;\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t\tthis.userData = {};\n\n\t}\n\n\tgetIndex() {\n\n\t\treturn this.index;\n\n\t}\n\n\tsetIndex( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayNeedsUint32( index ) ? 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( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t}\n\n\tsetAttribute( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t}\n\n\tdeleteAttribute( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t}\n\n\thasAttribute( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t}\n\n\taddGroup( 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() {\n\n\t\tthis.groups = [];\n\n\t}\n\n\tsetDrawRange( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t}\n\n\tapplyMatrix4( 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\tapplyQuaternion( q ) {\n\n\t\t_m1.makeRotationFromQuaternion( q );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateY( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tscale( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tlookAt( 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() {\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( 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() {\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$1.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$1.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.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() {\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$1.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$8.addVectors( _box$1.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.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$1.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$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\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$8.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$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\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\tcomputeTangents() {\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 ( this.hasAttribute( 'tangent' ) === false ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = this.getAttribute( '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() {\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( 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() {\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$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t}\n\n\ttoNonIndexed() {\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\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\tindex = indices[ i ] * attribute.data.stride + attribute.offset;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\t}\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() {\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\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\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\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\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\tarray.push( attribute.toJSON( data.data ) );\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() {\n\n\t\t return new this.constructor().copy( this );\n\n\t}\n\n\tcopy( 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\t// geometry generator parameters\n\n\t\tif ( source.parameters !== undefined ) this.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nconst _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _ray$2 = /*@__PURE__*/ new Ray();\nconst _sphere$3 = /*@__PURE__*/ new Sphere();\n\nconst _vA$1 = /*@__PURE__*/ new Vector3();\nconst _vB$1 = /*@__PURE__*/ new Vector3();\nconst _vC$1 = /*@__PURE__*/ new Vector3();\n\nconst _tempA = /*@__PURE__*/ new Vector3();\nconst _tempB = /*@__PURE__*/ new Vector3();\nconst _tempC = /*@__PURE__*/ new Vector3();\n\nconst _morphA = /*@__PURE__*/ new Vector3();\nconst _morphB = /*@__PURE__*/ new Vector3();\nconst _morphC = /*@__PURE__*/ new Vector3();\n\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\n\nconst _intersectionPoint = /*@__PURE__*/ new Vector3();\nconst _intersectionPointWorld = /*@__PURE__*/ new Vector3();\n\nclass Mesh extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isMesh = true;\n\n\t\tthis.type = 'Mesh';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\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() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\traycast( 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$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\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\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tconst index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\tconst uv = geometry.attributes.uv;\n\t\tconst uv2 = geometry.attributes.uv2;\n\t\tconst groups = geometry.groups;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\tif ( index !== null ) {\n\n\t\t\t// indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, 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( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\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 {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( position !== undefined ) {\n\n\t\t\t// non-indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, 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( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\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 {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = i;\n\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\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}\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$1.fromBufferAttribute( position, a );\n\t_vB$1.fromBufferAttribute( position, b );\n\t_vC$1.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( 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$1 ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB$1 ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC$1 ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA$1.add( _morphA );\n\t\t_vB$1.add( _morphB );\n\t\t_vC$1.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh ) {\n\n\t\tobject.boneTransform( a, _vA$1 );\n\t\tobject.boneTransform( b, _vB$1 );\n\t\tobject.boneTransform( c, _vC$1 );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv2, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv2, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\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$1, _vB$1, _vC$1, 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\tstatic fromJSON( data ) {\n\n\t\treturn new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );\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\nfunction cloneUniformsGroups( src ) {\n\n\tconst dst = [];\n\n\tfor ( let u = 0; u < src.length; u ++ ) {\n\n\t\tdst.push( src[ u ].clone() );\n\n\t}\n\n\treturn dst;\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\nclass ShaderMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShaderMaterial = true;\n\n\t\tthis.type = 'ShaderMaterial';\n\n\t\tthis.defines = {};\n\t\tthis.uniforms = {};\n\t\tthis.uniformsGroups = [];\n\n\t\tthis.vertexShader = default_vertex;\n\t\tthis.fragmentShader = default_fragment;\n\n\t\tthis.linewidth = 1;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false; // set to use scene fog\n\t\tthis.lights = false; // set to use scene lights\n\t\tthis.clipping = false; // set to use user-defined clipping planes\n\n\t\tthis.extensions = {\n\t\t\tderivatives: false, // set to use derivatives\n\t\t\tfragDepth: false, // set to use fragment depth values\n\t\t\tdrawBuffers: false, // set to use draw buffers\n\t\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t\t};\n\n\t\t// When rendered geometry doesn't include these attributes but the material does,\n\t\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\t\tthis.defaultAttributeValues = {\n\t\t\t'color': [ 1, 1, 1 ],\n\t\t\t'uv': [ 0, 0 ],\n\t\t\t'uv2': [ 0, 0 ]\n\t\t};\n\n\t\tthis.index0AttributeName = undefined;\n\t\tthis.uniformsNeedUpdate = false;\n\n\t\tthis.glslVersion = null;\n\n\t\tif ( parameters !== undefined ) {\n\n\t\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t\tthis.setValues( parameters );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.fragmentShader = source.fragmentShader;\n\t\tthis.vertexShader = source.vertexShader;\n\n\t\tthis.uniforms = cloneUniforms( source.uniforms );\n\t\tthis.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );\n\n\t\tthis.defines = Object.assign( {}, source.defines );\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.fog = source.fog;\n\t\tthis.lights = source.lights;\n\t\tthis.clipping = source.clipping;\n\n\t\tthis.extensions = Object.assign( {}, source.extensions );\n\n\t\tthis.glslVersion = source.glslVersion;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.glslVersion = this.glslVersion;\n\t\tdata.uniforms = {};\n\n\t\tfor ( const name in this.uniforms ) {\n\n\t\t\tconst uniform = this.uniforms[ name ];\n\t\t\tconst value = uniform.value;\n\n\t\t\tif ( value && value.isTexture ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 't',\n\t\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isColor ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'c',\n\t\t\t\t\tvalue: value.getHex()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v2',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\tvalue: value\n\t\t\t\t};\n\n\t\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\t\tdata.vertexShader = this.vertexShader;\n\t\tdata.fragmentShader = this.fragmentShader;\n\n\t\tconst extensions = {};\n\n\t\tfor ( const key in this.extensions ) {\n\n\t\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t\t}\n\n\t\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass Camera extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isCamera = true;\n\n\t\tthis.type = 'Camera';\n\n\t\tthis.matrixWorldInverse = new Matrix4();\n\n\t\tthis.projectionMatrix = new Matrix4();\n\t\tthis.projectionMatrixInverse = new Matrix4();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( 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( target ) {\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( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tsuper.updateWorldMatrix( updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass PerspectiveCamera extends Camera {\n\n\tconstructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isPerspectiveCamera = true;\n\n\t\tthis.type = 'PerspectiveCamera';\n\n\t\tthis.fov = fov;\n\t\tthis.zoom = 1;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.focus = 10;\n\n\t\tthis.aspect = aspect;\n\t\tthis.view = null;\n\n\t\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\t\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( 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( 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 = 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() {\n\n\t\tconst vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t}\n\n\tgetEffectiveFOV() {\n\n\t\treturn RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t}\n\n\tgetFilmWidth() {\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() {\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( 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() {\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 near = this.near;\n\t\tlet top = near * Math.tan( 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( meta ) {\n\n\t\tconst data = super.toJSON( 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 currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst currentToneMapping = renderer.toneMapping;\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\n\t\trenderer.toneMapping = NoToneMapping;\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.toneMapping = currentToneMapping;\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t\trenderTarget.texture.needsPMREMUpdate = true;\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\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.isCubeTexture = 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\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size, options = {} ) {\n\n\t\tsuper( size, size, options );\n\n\t\tthis.isWebGLCubeRenderTarget = true;\n\n\t\tconst image = { width: size, height: size, depth: 1 };\n\t\tconst images = [ image, image, image, image, image, image ];\n\n\t\tthis.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\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 isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture\n\t\t// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).\n\n\t\tthis.texture.isRenderTargetTexture = true;\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}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\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\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\tthis.isPlane = true;\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\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\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 null;\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 null;\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\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\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__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$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$2.center.set( 0, 0, 0 );\n\t\t_sphere$2.radius = 0.7071067811865476;\n\t\t_sphere$2.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\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$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 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;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\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\tthrow new Error( '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} else if ( array instanceof Uint8ClampedArray ) {\n\n\t\t\ttype = 5121;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );\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\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\tstatic fromJSON( data ) {\n\n\t\treturn new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );\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 USE_ALPHATEST\\n\\tif ( diffuseColor.a < alphaTest ) discard;\\n#endif\";\n\nvar alphatest_pars_fragment = \"#ifdef USE_ALPHATEST\\n\\tuniform float alphaTest;\\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.roughness );\\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 = \"vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\\n    float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\\n    float x2 = x * x;\\n    float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\\n    return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\\n}\\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( V * D );\\n}\\n#ifdef USE_IRIDESCENCE\\n\\tvec3 BRDF_GGX_Iridescence( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float iridescence, const in vec3 iridescenceFresnel, const in float roughness ) {\\n\\t\\tfloat alpha = pow2( roughness );\\n\\t\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\t\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\t\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\t\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\t\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\t\\tvec3 F = mix( F_Schlick( f0, f90, dotVH ), iridescenceFresnel, iridescence );\\n\\t\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\t\\tfloat D = D_GGX( alpha, dotNH );\\n\\t\\treturn F * ( V * D );\\n\\t}\\n#endif\\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}\\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie( float roughness, float dotNH ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tfloat invAlpha = 1.0 / alpha;\\n\\tfloat cos2h = dotNH * dotNH;\\n\\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\\n\\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\\n}\\nfloat V_Neubelt( float dotNV, float dotNL ) {\\n\\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\\n}\\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat D = D_Charlie( sheenRoughness, dotNH );\\n\\tfloat V = V_Neubelt( dotNV, dotNL );\\n\\treturn sheenColor * ( D * V );\\n}\\n#endif\";\n\nvar iridescence_fragment = \"#ifdef USE_IRIDESCENCE\\n\\tconst mat3 XYZ_TO_REC709 = mat3(\\n\\t\\t 3.2404542, -0.9692660,  0.0556434,\\n\\t\\t-1.5371385,  1.8760108, -0.2040259,\\n\\t\\t-0.4985314,  0.0415560,  1.0572252\\n\\t);\\n\\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\\n\\t\\tvec3 sqrtF0 = sqrt( fresnel0 );\\n\\t\\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\\n\\t}\\n\\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\\n\\t}\\n\\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\\n\\t}\\n\\tvec3 evalSensitivity( float OPD, vec3 shift ) {\\n\\t\\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\\n\\t\\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\\n\\t\\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\\n\\t\\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\\n\\t\\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\\n\\t\\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\\n\\t\\txyz /= 1.0685e-7;\\n\\t\\tvec3 rgb = XYZ_TO_REC709 * xyz;\\n\\t\\treturn rgb;\\n\\t}\\n\\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\\n\\t\\tvec3 I;\\n\\t\\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\\n\\t\\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\\n\\t\\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\\n\\t\\tif ( cosTheta2Sq < 0.0 ) {\\n\\t\\t\\t return vec3( 1.0 );\\n\\t\\t}\\n\\t\\tfloat cosTheta2 = sqrt( cosTheta2Sq );\\n\\t\\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\\n\\t\\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\\n\\t\\tfloat R21 = R12;\\n\\t\\tfloat T121 = 1.0 - R12;\\n\\t\\tfloat phi12 = 0.0;\\n\\t\\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\\n\\t\\tfloat phi21 = PI - phi12;\\n\\t\\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\\t\\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\\n\\t\\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\\n\\t\\tvec3 phi23 = vec3( 0.0 );\\n\\t\\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\\n\\t\\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\\n\\t\\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\\n\\t\\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\\n\\t\\tvec3 phi = vec3( phi21 ) + phi23;\\n\\t\\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\\n\\t\\tvec3 r123 = sqrt( R123 );\\n\\t\\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\\n\\t\\tvec3 C0 = R12 + Rs;\\n\\t\\tI = C0;\\n\\t\\tvec3 Cm = Rs - T121;\\n\\t\\tfor ( int m = 1; m <= 2; ++ m ) {\\n\\t\\t\\tCm *= r123;\\n\\t\\t\\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\\n\\t\\t\\tI += Cm * Sm;\\n\\t\\t}\\n\\t\\treturn max( I, vec3( 0.0 ) );\\n\\t}\\n#endif\";\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 = dFdx( surf_pos.xyz );\\n\\t\\tvec3 vSigmaY = dFdy( surf_pos.xyz );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\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 = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\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; }\\nvec3 pow2( const in vec3 x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract( sin( sn ) * c );\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef USE_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}\\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 luminance( const in vec3 rgb ) {\\n\\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\\n\\treturn dot( weights, 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_minMipLevel 4.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\\n\\t\\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\\n\\t\\tuv.x *= CUBEUV_TEXEL_WIDTH;\\n\\t\\tuv.y *= CUBEUV_TEXEL_HEIGHT;\\n\\t\\t#ifdef texture2DGradEXT\\n\\t\\t\\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( envMap, uv ).rgb;\\n\\t\\t#endif\\n\\t}\\n\\t#define 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_MAX_MIP );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\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\\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 = \"vec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\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}\";\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#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\\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\\tvFogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float vFogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float vFogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\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 vec3( texture2D( gradientMap, coord ).r );\\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\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\treflectedLight.indirectDiffuse += lightMapIrradiance;\\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.normal );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );\\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\\tgetPointLightInfo( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = 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\\tgetSpotLightInfo( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = 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\\tgetDirectionalLightInfo( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = 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.normal );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );\\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 vec3 normal ) {\\n\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\treturn irradiance;\\n}\\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\tif ( cutoffDistance > 0.0 ) {\\n\\t\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\t}\\n\\t\\treturn distanceFalloff;\\n\\t#else\\n\\t\\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\t\\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t\\t}\\n\\t\\treturn 1.0;\\n\\t#endif\\n}\\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\\n\\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tlight.color = directionalLight.color;\\n\\t\\tlight.direction = directionalLight.direction;\\n\\t\\tlight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tlight.color = pointLight.color;\\n\\t\\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat angleCos = dot( light.direction, spotLight.direction );\\n\\t\\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\tif ( spotAttenuation > 0.0 ) {\\n\\t\\t\\tfloat lightDistance = length( lVector );\\n\\t\\t\\tlight.color = spotLight.color * spotAttenuation;\\n\\t\\t\\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t\\t} else {\\n\\t\\t\\tlight.color = vec3( 0.0 );\\n\\t\\t\\tlight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\\n\\t\\tfloat dotNL = dot( normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\tvec3 getIBLIrradiance( const in vec3 normal ) {\\n\\t\\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\\n\\t\\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 reflectVec = reflect( - viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\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\\treflectedLight.directDiffuse += irradiance * BRDF_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_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;\\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\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, 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_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.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\\nmaterial.roughness = min( material.roughness, 1.0 );\\n#ifdef IOR\\n\\t#ifdef SPECULAR\\n\\t\\tfloat specularIntensityFactor = specularIntensity;\\n\\t\\tvec3 specularColorFactor = specularColor;\\n\\t\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\t\\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\\n\\t\\t#endif\\n\\t\\t#ifdef USE_SPECULARCOLORMAP\\n\\t\\t\\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\\n\\t\\t#endif\\n\\t\\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\\n\\t#else\\n\\t\\tfloat specularIntensityFactor = 1.0;\\n\\t\\tvec3 specularColorFactor = vec3( 1.0 );\\n\\t\\tmaterial.specularF90 = 1.0;\\n\\t#endif\\n\\tmaterial.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.specularF90 = 1.0;\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\tmaterial.clearcoatF0 = vec3( 0.04 );\\n\\tmaterial.clearcoatF90 = 1.0;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, 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_IRIDESCENCE\\n\\tmaterial.iridescence = iridescence;\\n\\tmaterial.iridescenceIOR = iridescenceIOR;\\n\\t#ifdef USE_IRIDESCENCEMAP\\n\\t\\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\t\\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\\n\\t#else\\n\\t\\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\\n\\t#endif\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheenColor;\\n\\t#ifdef USE_SHEENCOLORMAP\\n\\t\\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\\n\\t#endif\\n\\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\\n\\t#ifdef USE_SHEENROUGHNESSMAP\\n\\t\\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\\n\\t#endif\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat roughness;\\n\\tvec3 specularColor;\\n\\tfloat specularF90;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat clearcoat;\\n\\t\\tfloat clearcoatRoughness;\\n\\t\\tvec3 clearcoatF0;\\n\\t\\tfloat clearcoatF90;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tfloat iridescence;\\n\\t\\tfloat iridescenceIOR;\\n\\t\\tfloat iridescenceThickness;\\n\\t\\tvec3 iridescenceFresnel;\\n\\t\\tvec3 iridescenceF0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tvec3 sheenColor;\\n\\t\\tfloat sheenRoughness;\\n\\t#endif\\n};\\nvec3 clearcoatSpecular = vec3( 0.0 );\\nvec3 sheenSpecular = vec3( 0.0 );\\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat r2 = roughness * roughness;\\n\\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\\n\\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\\n\\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\\n\\treturn saturate( DG * RECIPROCAL_PI );\\n}\\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\\n\\treturn fab;\\n}\\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\treturn specularColor * fab.x + specularF90 * fab.y;\\n}\\n#ifdef USE_IRIDESCENCE\\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#else\\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#endif\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\\n\\t#else\\n\\t\\tvec3 Fr = specularColor;\\n\\t#endif\\n\\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\\n\\tfloat Ess = fab.x + fab.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in 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.roughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3(    0, 1,    0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in 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#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = dotNLcc * directLight.color;\\n\\t\\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\\n\\t#else\\n\\t\\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_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_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 USE_CLEARCOAT\\n\\t\\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\\n\\t#endif\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\\n\\t#else\\n\\t\\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\\n\\t#endif\\n\\tvec3 totalScattering = singleScattering + multiScattering;\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\\n\\treflectedLight.indirectSpecular += radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef USE_CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\\n\\tif ( material.iridescenceThickness == 0.0 ) {\\n\\t\\tmaterial.iridescence = 0.0;\\n\\t} else {\\n\\t\\tmaterial.iridescence = saturate( material.iridescence );\\n\\t}\\n\\tif ( material.iridescence > 0.0 ) {\\n\\t\\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\\n\\t\\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\\n\\t}\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointLightInfo( pointLight, 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\\tgetSpotLightInfo( 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\\tgetDirectionalLightInfo( 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.normal );\\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.normal );\\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 = lightMapTexel.rgb * lightMapIntensity;\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getIBLIrradiance( geometry.normal );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\\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 sampledDiffuseColor = texture2D( map, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n\\t#endif\\n\\tdiffuseColor *= sampledDiffuseColor;\\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\\tdiffuseColor *= texture2D( map, uv );\\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 morphcolor_vertex = \"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\\n\\tvColor *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t#if defined( USE_COLOR_ALPHA )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\\n\\t\\t#elif defined( USE_COLOR )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\t\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\t\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\t\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\t\\tuniform sampler2DArray morphTargetsTexture;\\n\\t\\tuniform ivec2 morphTargetsTextureSize;\\n\\t\\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\\n\\t\\t\\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\\n\\t\\t\\tint y = texelIndex / morphTargetsTextureSize.x;\\n\\t\\t\\tint x = texelIndex - y * morphTargetsTextureSize.x;\\n\\t\\t\\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\\n\\t\\t\\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\\n\\t\\t}\\n\\t#else\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t\\t#else\\n\\t\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\t\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\t\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\t\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t\\t#endif\\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 normal_pars_fragment = \"#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\nvar normal_pars_vertex = \"#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\nvar normal_vertex = \"#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\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 = dFdx( eye_pos.xyz );\\n\\t\\tvec3 q1 = dFdy( eye_pos.xyz );\\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 USE_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 iridescence_pars_fragment = \"#ifdef USE_IRIDESCENCEMAP\\n\\tuniform sampler2D iridescenceMap;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform sampler2D iridescenceThicknessMap;\\n#endif\";\n\nvar output_fragment = \"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= transmissionAlpha + 0.1;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";\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\\tuniform highp sampler2D boneTexture;\\n\\tuniform int boneTextureSize;\\n\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\tfloat j = i * 4.0;\\n\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\ty = dy * ( y + 0.5 );\\n\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\treturn bone;\\n\\t}\\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 transmission_fragment = \"#ifdef USE_TRANSMISSION\\n\\tfloat transmissionAlpha = 1.0;\\n\\tfloat transmissionFactor = transmission;\\n\\tfloat thicknessFactor = thickness;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\\n\\t#endif\\n\\tvec3 pos = vWorldPosition;\\n\\tvec3 v = normalize( cameraPosition - pos );\\n\\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\n\\tvec4 transmission = getIBLVolumeRefraction(\\n\\t\\tn, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,\\n\\t\\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\\n\\t\\tattenuationColor, attenuationDistance );\\n\\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );\\n\\ttransmissionAlpha = mix( transmissionAlpha, transmission.a, transmissionFactor );\\n#endif\";\n\nvar transmission_pars_fragment = \"#ifdef USE_TRANSMISSION\\n\\tuniform float transmission;\\n\\tuniform float thickness;\\n\\tuniform float attenuationDistance;\\n\\tuniform vec3 attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tuniform sampler2D transmissionMap;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tuniform sampler2D thicknessMap;\\n\\t#endif\\n\\tuniform vec2 transmissionSamplerSize;\\n\\tuniform sampler2D transmissionSamplerMap;\\n\\tuniform mat4 modelMatrix;\\n\\tuniform mat4 projectionMatrix;\\n\\tvarying vec3 vWorldPosition;\\n\\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\\n\\t\\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\\n\\t\\tvec3 modelScale;\\n\\t\\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\\n\\t\\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\\n\\t\\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\\n\\t\\treturn normalize( refractionVector ) * thickness * modelScale;\\n\\t}\\n\\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\\n\\t\\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\\n\\t}\\n\\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\\n\\t\\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\n\\t\\t#ifdef texture2DLodEXT\\n\\t\\t\\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tif ( attenuationDistance == 0.0 ) {\\n\\t\\t\\treturn radiance;\\n\\t\\t} else {\\n\\t\\t\\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\n\\t\\t\\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\\t\\t\\treturn transmittance * radiance;\\n\\t\\t}\\n\\t}\\n\\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\\n\\t\\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\\n\\t\\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\\n\\t\\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\trefractionCoords += 1.0;\\n\\t\\trefractionCoords /= 2.0;\\n\\t\\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\\t\\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\\n\\t\\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\n\\t\\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\\n\\t}\\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 ) || defined ( USE_TRANSMISSION )\\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\nconst vertex$g = \"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\nconst fragment$g = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tgl_FragColor = texture2D( t2D, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tgl_FragColor = vec4( mix( pow( gl_FragColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), gl_FragColor.rgb * 0.0773993808, vec3( lessThanEqual( gl_FragColor.rgb, vec3( 0.04045 ) ) ) ), gl_FragColor.w );\\n\\t#endif\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";\n\nconst vertex$f = \"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\nconst fragment$f = \"#include <envmap_common_pars_fragment>\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include <cube_uv_reflection_fragment>\\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include <envmap_fragment>\\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";\n\nconst vertex$e = \"#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\nconst fragment$e = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nconst vertex$d = \"#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\nconst fragment$d = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main () {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nconst vertex$c = \"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\nconst fragment$c = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";\n\nconst vertex$b = \"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 <morphcolor_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$b = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <color_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n}\";\n\nconst vertex$a = \"#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 <morphcolor_vertex>\\n\\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinbase_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t\\t#include <defaultnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$a = \"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 <alphatest_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\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include <aomap_fragment>\\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include <envmap_fragment>\\n\\t#include <output_fragment>\\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\nconst vertex$9 = \"#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 <morphcolor_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\nconst fragment$9 = \"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 <alphatest_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_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_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include <envmap_fragment>\\n\\t#include <output_fragment>\\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\nconst vertex$8 = \"#define MATCAP\\nvarying vec3 vViewPosition;\\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 <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nconst fragment$8 = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <normal_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\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#else\\n\\t\\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\t#include <output_fragment>\\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\nconst vertex$7 = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$7 = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <normal_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\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\\t#ifdef OPAQUE\\n\\t\\tgl_FragColor.a = 1.0;\\n\\t#endif\\n}\";\n\nconst vertex$6 = \"#define PHONG\\nvarying vec3 vViewPosition;\\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 <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$6 = \"#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 <alphatest_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 <normal_pars_fragment>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\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\\t#include <output_fragment>\\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\nconst vertex$5 = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifdef USE_TRANSMISSION\\n\\tvarying vec3 vWorldPosition;\\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 <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n#ifdef USE_TRANSMISSION\\n\\tvWorldPosition = worldPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$5 = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define IOR\\n\\t#define SPECULAR\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef IOR\\n\\tuniform float ior;\\n#endif\\n#ifdef SPECULAR\\n\\tuniform float specularIntensity;\\n\\tuniform vec3 specularColor;\\n\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\tuniform sampler2D specularIntensityMap;\\n\\t#endif\\n\\t#ifdef USE_SPECULARCOLORMAP\\n\\t\\tuniform sampler2D specularColorMap;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tuniform float iridescence;\\n\\tuniform float iridescenceIOR;\\n\\tuniform float iridescenceThicknessMinimum;\\n\\tuniform float iridescenceThicknessMaximum;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheenColor;\\n\\tuniform float sheenRoughness;\\n\\t#ifdef USE_SHEENCOLORMAP\\n\\t\\tuniform sampler2D sheenColorMap;\\n\\t#endif\\n\\t#ifdef USE_SHEENROUGHNESSMAP\\n\\t\\tuniform sampler2D sheenRoughnessMap;\\n\\t#endif\\n#endif\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <bsdfs>\\n#include <iridescence_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_physical_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_physical_pars_fragment>\\n#include <transmission_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <clearcoat_pars_fragment>\\n#include <iridescence_pars_fragment>\\n#include <roughnessmap_pars_fragment>\\n#include <metalnessmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\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 <roughnessmap_fragment>\\n\\t#include <metalnessmap_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <clearcoat_normal_fragment_begin>\\n\\t#include <clearcoat_normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_physical_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\\n\\t#include <transmission_fragment>\\n\\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\\n\\t#ifdef USE_SHEEN\\n\\t\\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\\n\\t\\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\\t\\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\\n\\t#endif\\n\\t#include <output_fragment>\\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\nconst vertex$4 = \"#define TOON\\nvarying vec3 vViewPosition;\\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 <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$4 = \"#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 <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_toon_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\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\\t#include <output_fragment>\\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\nconst vertex$3 = \"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 <morphcolor_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$3 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <map_particle_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <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\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n}\";\n\nconst vertex$2 = \"#include <common>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\nvoid main() {\\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 <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$2 = \"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\nconst vertex$1 = \"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 fragment$1 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <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\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\talphatest_pars_fragment: alphatest_pars_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\tiridescence_fragment: iridescence_fragment,\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\tmorphcolor_vertex: morphcolor_vertex,\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\tnormal_pars_fragment: normal_pars_fragment,\n\tnormal_pars_vertex: normal_pars_vertex,\n\tnormal_vertex: normal_vertex,\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\tiridescence_pars_fragment: iridescence_pars_fragment,\n\toutput_fragment: output_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\ttransmission_fragment: transmission_fragment,\n\ttransmission_pars_fragment: transmission_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_vert: vertex$g,\n\tbackground_frag: fragment$g,\n\tcube_vert: vertex$f,\n\tcube_frag: fragment$f,\n\tdepth_vert: vertex$e,\n\tdepth_frag: fragment$e,\n\tdistanceRGBA_vert: vertex$d,\n\tdistanceRGBA_frag: fragment$d,\n\tequirect_vert: vertex$c,\n\tequirect_frag: fragment$c,\n\tlinedashed_vert: vertex$b,\n\tlinedashed_frag: fragment$b,\n\tmeshbasic_vert: vertex$a,\n\tmeshbasic_frag: fragment$a,\n\tmeshlambert_vert: vertex$9,\n\tmeshlambert_frag: fragment$9,\n\tmeshmatcap_vert: vertex$8,\n\tmeshmatcap_frag: fragment$8,\n\tmeshnormal_vert: vertex$7,\n\tmeshnormal_frag: fragment$7,\n\tmeshphong_vert: vertex$6,\n\tmeshphong_frag: fragment$6,\n\tmeshphysical_vert: vertex$5,\n\tmeshphysical_frag: fragment$5,\n\tmeshtoon_vert: vertex$4,\n\tmeshtoon_frag: fragment$4,\n\tpoints_vert: vertex$3,\n\tpoints_frag: fragment$3,\n\tshadow_vert: vertex$2,\n\tshadow_frag: fragment$2,\n\tsprite_vert: vertex$1,\n\tsprite_frag: fragment$1\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tuv2Transform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaMap: { value: null },\n\t\talphaTest: { value: 0 }\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 }, // basic, lambert, phong\n\t\tior: { value: 1.5 }, // physical\n\t\trefractionRatio: { value: 0.98 } // basic, lambert, phong\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: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ new Color( 0xffffff ) },\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\talphaTest: { value: 0 },\n\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ 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.meshnormal_vert,\n\t\tfragmentShader: ShaderChunk.meshnormal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: /*@__PURE__*/ 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: /*@__PURE__*/ 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\n\tcube: {\n\n\t\tuniforms: /*@__PURE__*/ 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: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: /*@__PURE__*/ 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: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: /*@__PURE__*/ 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: /*@__PURE__*/ 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: /*@__PURE__*/ new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tiridescence: { value: 0 },\n\t\t\tiridescenceMap: { value: null },\n\t\t\tiridescenceIOR: { value: 1.3 },\n\t\t\tiridescenceThicknessMinimum: { value: 100 },\n\t\t\tiridescenceThicknessMaximum: { value: 400 },\n\t\t\tiridescenceThicknessMap: { value: null },\n\t\t\tsheen: { value: 0 },\n\t\t\tsheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tsheenColorMap: { value: null },\n\t\t\tsheenRoughness: { value: 1 },\n\t\t\tsheenRoughnessMap: { value: null },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t\ttransmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },\n\t\t\ttransmissionSamplerMap: { value: null },\n\t\t\tthickness: { value: 0 },\n\t\t\tthicknessMap: { value: null },\n\t\t\tattenuationDistance: { value: 0 },\n\t\t\tattenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tspecularIntensity: { value: 1 },\n\t\t\tspecularIntensityMap: { value: null },\n\t\t\tspecularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },\n\t\t\tspecularColorMap: { 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, alpha, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = alpha === true ? 0 : 1;\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 ) {\n\n\t\tlet forceClear = false;\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.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\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 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\tboxMesh.layers.enableAll();\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\t\t\tplaneMesh.layers.enableAll();\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\tlet forceUpdate = false;\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( object, geometry, program, index );\n\n\t\t\tif ( updateBuffers ) saveCache( object, geometry, program, 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 ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers || forceUpdate ) {\n\n\t\t\tforceUpdate = false;\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( object, geometry, program, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tconst cachedAttribute = cachedAttributes[ name ];\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\t\tif ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\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( object, geometry, program, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet attribute = attributes[ name ];\n\n\t\t\t\tif ( attribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tconst data = {};\n\t\t\t\tdata.attribute = attribute;\n\n\t\t\t\tif ( attribute && attribute.data ) {\n\n\t\t\t\t\tdata.data = attribute.data;\n\n\t\t\t\t}\n\n\t\t\t\tcache[ name ] = data;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\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.location >= 0 ) {\n\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\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.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && 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\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + 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\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tstride * bytesPerElement,\n\t\t\t\t\t\t\t\t( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\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\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && 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\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + 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\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tsize * bytesPerElement,\n\t\t\t\t\t\t\t\t( size / programAttribute.locationSize ) * i * bytesPerElement\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 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.location, 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.location, 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.location, 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.location, 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\t\tforceUpdate = true;\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-compatibility\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\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\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 drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' );\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\tdrawBuffers: drawBuffers,\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 && texture.isRenderTargetTexture === false ) {\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 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\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\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.isOrthographicCamera = true;\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 = super.toJSON( 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\nconst LOD_MIN = 4;\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\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 _flatCamera = /*@__PURE__*/ new OrthographicCamera();\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 * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._lodMax = 0;\n\t\tthis._cubeSize = 0;\n\t\tthis._lodPlanes = [];\n\t\tthis._sizeLods = [];\n\t\tthis._sigmas = [];\n\n\t\tthis._blurMaterial = null;\n\t\tthis._cubemapMaterial = null;\n\t\tthis._equirectMaterial = 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\n\t\tthis._setSize( 256 );\n\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\t\tcubeUVRenderTarget.depthBuffer = true;\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\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 * or HDR. The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular, renderTarget = null ) {\n\n\t\treturn this._fromTexture( equirectangular, renderTarget );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * or HDR. The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap, renderTarget = null ) {\n\n\t\treturn this._fromTexture( cubemap, renderTarget );\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._cubemapMaterial === null ) {\n\n\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\t\t\tthis._compileMaterial( this._cubemapMaterial );\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._equirectMaterial === null ) {\n\n\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\t\t\tthis._compileMaterial( this._equirectMaterial );\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._dispose();\n\n\t\tif ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();\n\t\tif ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();\n\n\t}\n\n\t// private interface\n\n\t_setSize( cubeSize ) {\n\n\t\tthis._lodMax = Math.floor( Math.log2( cubeSize ) );\n\t\tthis._cubeSize = Math.pow( 2, this._lodMax );\n\n\t}\n\n\t_dispose() {\n\n\t\tif ( this._blurMaterial !== null ) this._blurMaterial.dispose();\n\n\t\tif ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();\n\n\t\tfor ( let i = 0; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tthis._lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t_cleanup( outputTarget ) {\n\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, renderTarget ) {\n\n\t\tif ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {\n\n\t\t\tthis._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );\n\n\t\t} else { // Equirectangular\n\n\t\t\tthis._setSize( texture.image.width / 4 );\n\n\t\t}\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\n\t\tconst cubeUVRenderTarget = renderTarget || this._allocateTargets();\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() {\n\n\t\tconst width = 3 * Math.max( this._cubeSize, 16 * 7 );\n\t\tconst height = 4 * this._cubeSize;\n\n\t\tconst params = {\n\t\t\tmagFilter: LinearFilter,\n\t\t\tminFilter: LinearFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: HalfFloatType,\n\t\t\tformat: RGBAFormat,\n\t\t\tencoding: LinearEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( width, height, params );\n\n\t\tif ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width ) {\n\n\t\t\tif ( this._pingPongRenderTarget !== null ) {\n\n\t\t\t\tthis._dispose();\n\n\t\t\t}\n\n\t\t\tthis._pingPongRenderTarget = _createRenderTarget( width, height, params );\n\n\t\t\tconst { _lodMax } = this;\n\t\t\t( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );\n\n\t\t\tthis._blurMaterial = _getBlurShader( _lodMax, width, height );\n\n\t\t}\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( this._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 toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.autoClear = false;\n\n\t\tconst backgroundMaterial = new MeshBasicMaterial( {\n\t\t\tname: 'PMREM.Background',\n\t\t\tside: BackSide,\n\t\t\tdepthWrite: false,\n\t\t\tdepthTest: false,\n\t\t} );\n\n\t\tconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background );\n\t\t\t\tscene.background = null;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor );\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\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\tconst size = this._cubeSize;\n\n\t\t\t_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );\n\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\tbackgroundBox.geometry.dispose();\n\t\tbackgroundBox.material.dispose();\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.autoClear = originalAutoClear;\n\t\tscene.background = background;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tconst isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );\n\n\t\tif ( isCubeTexture ) {\n\n\t\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\n\t\t\t}\n\n\t\t\tthis._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t} else {\n\n\t\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;\n\t\tconst mesh = new Mesh( this._lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tconst size = this._cubeSize;\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );\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 < this._lodPlanes.length; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._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( this._lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = this._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\tconst { _lodMax } = this;\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = _lodMax - lodIn;\n\n\t\tconst outputSize = this._sizeLods[ lodOut ];\n\t\tconst x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );\n\t\tconst y = 4 * ( this._cubeSize - outputSize );\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\n\n\nfunction _createPlanes( lodMax ) {\n\n\tconst lodPlanes = [];\n\tconst sizeLods = [];\n\tconst sigmas = [];\n\n\tlet lod = lodMax;\n\n\tconst totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n\tfor ( let i = 0; i < totalLods; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\tsizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > lodMax - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];\n\n\t\t} else if ( i === 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\tsigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 2 );\n\t\tconst min = - texelSize;\n\t\tconst max = 1 + texelSize;\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\tlodPlanes.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( width, height, params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( width, height, 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( lodMax, width, height ) {\n\n\tconst weights = new Float32Array( MAX_SAMPLES );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new ShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: {\n\t\t\t'n': MAX_SAMPLES,\n\t\t\t'CUBEUV_TEXEL_WIDTH': 1.0 / width,\n\t\t\t'CUBEUV_TEXEL_HEIGHT': 1.0 / height,\n\t\t\t'CUBEUV_MAX_MIP': `${lodMax}.0`,\n\t\t},\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},\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#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null }\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\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCubemapMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'flipEnvMap': { value: - 1 }\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\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction WebGLCubeUVMaps( renderer ) {\n\n\tlet cubeUVmaps = new WeakMap();\n\n\tlet pmremGenerator = null;\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tconst isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );\n\t\t\tconst isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );\n\n\t\t\t// equirect/cube map to cubeUV conversion\n\n\t\t\tif ( isEquirectMap || isCubeMap ) {\n\n\t\t\t\tif ( texture.isRenderTargetTexture && texture.needsPMREMUpdate === true ) {\n\n\t\t\t\t\ttexture.needsPMREMUpdate = false;\n\n\t\t\t\t\tlet renderTarget = cubeUVmaps.get( texture );\n\n\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\trenderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );\n\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cubeUVmaps.has( texture ) ) {\n\n\t\t\t\t\t\treturn cubeUVmaps.get( texture ).texture;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\t\tif ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {\n\n\t\t\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\t\t\tconst renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );\n\t\t\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\t\treturn null;\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\treturn texture;\n\n\t}\n\n\tfunction isCubeTextureComplete( image ) {\n\n\t\tlet count = 0;\n\t\tconst length = 6;\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tif ( image[ i ] !== undefined ) count ++;\n\n\t\t}\n\n\t\treturn count === length;\n\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 cubemapUV = cubeUVmaps.get( texture );\n\n\t\tif ( cubemapUV !== undefined ) {\n\n\t\t\tcubeUVmaps.delete( texture );\n\t\t\tcubemapUV.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubeUVmaps = new WeakMap();\n\n\t\tif ( pmremGenerator !== null ) {\n\n\t\t\tpmremGenerator.dispose();\n\t\t\tpmremGenerator = null;\n\n\t\t}\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\t\t\tgetExtension( 'WEBGL_multisampled_render_to_texture' );\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 ( arrayNeedsUint32( indices ) ? 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 denormalize( morph, attribute ) {\n\n\tlet denominator = 1;\n\tconst array = attribute.isInterleavedBufferAttribute ? attribute.data.array : attribute.array;\n\n\tif ( array instanceof Int8Array ) denominator = 127;\n\telse if ( array instanceof Uint8Array ) denominator = 255;\n\telse if ( array instanceof Uint16Array ) denominator = 65535;\n\telse if ( array instanceof Int16Array ) denominator = 32767;\n\telse if ( array instanceof Int32Array ) denominator = 2147483647;\n\telse console.error( 'THREE.WebGLMorphtargets: Unsupported morph attribute data type: ', array );\n\n\tmorph.divideScalar( denominator );\n\n}\n\nfunction WebGLMorphtargets( gl, capabilities, textures ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\tconst morphTextures = new WeakMap();\n\tconst morph = new Vector4();\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\tif ( capabilities.isWebGL2 === true ) {\n\n\t\t\t// instead of using attributes, the WebGL 2 code path encodes morph targets\n\t\t\t// into an array of data textures. Each layer represents a single morph target.\n\n\t\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\t\tlet entry = morphTextures.get( geometry );\n\n\t\t\tif ( entry === undefined || entry.count !== morphTargetsCount ) {\n\n\t\t\t\tif ( entry !== undefined ) entry.texture.dispose();\n\n\t\t\t\tconst hasMorphPosition = geometry.morphAttributes.position !== undefined;\n\t\t\t\tconst hasMorphNormals = geometry.morphAttributes.normal !== undefined;\n\t\t\t\tconst hasMorphColors = geometry.morphAttributes.color !== undefined;\n\n\t\t\t\tconst morphTargets = geometry.morphAttributes.position || [];\n\t\t\t\tconst morphNormals = geometry.morphAttributes.normal || [];\n\t\t\t\tconst morphColors = geometry.morphAttributes.color || [];\n\n\t\t\t\tlet vertexDataCount = 0;\n\n\t\t\t\tif ( hasMorphPosition === true ) vertexDataCount = 1;\n\t\t\t\tif ( hasMorphNormals === true ) vertexDataCount = 2;\n\t\t\t\tif ( hasMorphColors === true ) vertexDataCount = 3;\n\n\t\t\t\tlet width = geometry.attributes.position.count * vertexDataCount;\n\t\t\t\tlet height = 1;\n\n\t\t\t\tif ( width > capabilities.maxTextureSize ) {\n\n\t\t\t\t\theight = Math.ceil( width / capabilities.maxTextureSize );\n\t\t\t\t\twidth = capabilities.maxTextureSize;\n\n\t\t\t\t}\n\n\t\t\t\tconst buffer = new Float32Array( width * height * 4 * morphTargetsCount );\n\n\t\t\t\tconst texture = new DataArrayTexture( buffer, width, height, morphTargetsCount );\n\t\t\t\ttexture.type = FloatType;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t// fill buffer\n\n\t\t\t\tconst vertexDataStride = vertexDataCount * 4;\n\n\t\t\t\tfor ( let i = 0; i < morphTargetsCount; i ++ ) {\n\n\t\t\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\t\t\tconst morphNormal = morphNormals[ i ];\n\t\t\t\t\tconst morphColor = morphColors[ i ];\n\n\t\t\t\t\tconst offset = width * height * 4 * i;\n\n\t\t\t\t\tfor ( let j = 0; j < morphTarget.count; j ++ ) {\n\n\t\t\t\t\t\tconst stride = j * vertexDataStride;\n\n\t\t\t\t\t\tif ( hasMorphPosition === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphTarget, j );\n\n\t\t\t\t\t\t\tif ( morphTarget.normalized === true ) denormalize( morph, morphTarget );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 0 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 1 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 2 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 3 ] = 0;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( hasMorphNormals === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphNormal, j );\n\n\t\t\t\t\t\t\tif ( morphNormal.normalized === true ) denormalize( morph, morphNormal );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 4 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 5 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 6 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 7 ] = 0;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( hasMorphColors === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphColor, j );\n\n\t\t\t\t\t\t\tif ( morphColor.normalized === true ) denormalize( morph, morphColor );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 8 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 9 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 10 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 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\tentry = {\n\t\t\t\t\tcount: morphTargetsCount,\n\t\t\t\t\ttexture: texture,\n\t\t\t\t\tsize: new Vector2( width, height )\n\t\t\t\t};\n\n\t\t\t\tmorphTextures.set( geometry, entry );\n\n\t\t\t\tfunction disposeTexture() {\n\n\t\t\t\t\ttexture.dispose();\n\n\t\t\t\t\tmorphTextures.delete( geometry );\n\n\t\t\t\t\tgeometry.removeEventListener( 'dispose', disposeTexture );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.addEventListener( 'dispose', disposeTexture );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );\n\n\n\t\t} else {\n\n\t\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\t\tlet influences = influencesList[ geometry.id ];\n\n\t\t\tif ( influences === undefined || influences.length !== length ) {\n\n\t\t\t\t// initialise list\n\n\t\t\t\tinfluences = [];\n\n\t\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t\t}\n\n\t\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t\t}\n\n\t\t\t// Collect influences\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tconst influence = influences[ i ];\n\n\t\t\t\tinfluence[ 0 ] = i;\n\t\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tinfluences.sort( absNumericalSort );\n\n\t\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t\t} else {\n\n\t\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tworkInfluences.sort( numericalSort );\n\n\t\t\tconst morphTargets = geometry.morphAttributes.position;\n\t\t\tconst morphNormals = geometry.morphAttributes.normal;\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\t\tconst influence = workInfluences[ i ];\n\t\t\t\tconst index = influence[ 0 ];\n\t\t\t\tconst value = influence[ 1 ];\n\n\t\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t\t}\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\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 = /*@__PURE__*/ new Texture();\nconst emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();\nconst empty3dTexture = /*@__PURE__*/ new Data3DTexture();\nconst emptyCubeTexture = /*@__PURE__*/ 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 THREE.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 integer / boolean\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\n// Single integer / boolean vector (from flat array)\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// Single unsigned integer\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// Single unsigned integer vector (from flat array)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\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.setTexture2D( v || emptyTexture, 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 || empty3dTexture, 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.setTextureCube( v || emptyCubeTexture, 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 || emptyArrayTexture, unit );\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\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _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 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\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\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 (from flat array or array of THREE.MatrixN)\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 integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\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// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / 3D / Cube / 2DArray)\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.setTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT3DArray( 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.setTexture3D( v[ i ] || empty3dTexture, 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.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT2DArrayArray( 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.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] );\n\n\t}\n\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 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _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 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3DArray;\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\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 setValueT2DArrayArray;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nclass SingleUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass PureArrayUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.size = activeInfo.size;\n\t\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass StructuredUniform {\n\n\tconstructor( id ) {\n\n\t\tthis.id = id;\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t}\n\n\tsetValue( gl, value, textures ) {\n\n\t\tconst seq = this.seq;\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t\t}\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\nclass WebGLUniforms {\n\n\tconstructor( gl, program ) {\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t\tconst n = gl.getProgramParameter( program, 35718 );\n\n\t\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\t\tparseUniform( info, addr, this );\n\n\t\t}\n\n\t}\n\n\tsetValue( gl, name, value, textures ) {\n\n\t\tconst u = this.map[ name ];\n\n\t\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n\t}\n\n\tsetOptional( gl, object, name ) {\n\n\t\tconst v = object[ name ];\n\n\t\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n\t}\n\n\tstatic upload( gl, seq, values, textures ) {\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ],\n\t\t\t\tv = values[ u.id ];\n\n\t\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tstatic seqWithValue( seq, values ) {\n\n\t\tconst r = [];\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tif ( u.id in values ) r.push( u );\n\n\t\t}\n\n\t\treturn r;\n\n\t}\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 handleSource( string, errorLine ) {\n\n\tconst lines = string.split( '\\n' );\n\tconst lines2 = [];\n\n\tconst from = Math.max( errorLine - 6, 0 );\n\tconst to = Math.min( errorLine + 6, lines.length );\n\n\tfor ( let i = from; i < to; i ++ ) {\n\n\t\tconst line = i + 1;\n\t\tlines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );\n\n\t}\n\n\treturn lines2.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\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 errors = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && errors === '' ) return '';\n\n\tconst errorMatches = /ERROR: 0:(\\d+)/.exec( errors );\n\tif ( errorMatches ) {\n\n\t\t// --enable-privileged-webgl-extension\n\t\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\t\tconst errorLine = parseInt( errorMatches[ 1 ] );\n\t\treturn type.toUpperCase() + '\\n\\n' + errors + '\\n\\n' + handleSource( gl.getShaderSource( shader ), errorLine );\n\n\t} else {\n\n\t\treturn errors;\n\n\t}\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.envMapCubeUVHeight || 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.transmission ) && 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\tlet locationSize = 1;\n\t\tif ( info.type === 35674 ) locationSize = 2;\n\t\tif ( info.type === 35675 ) locationSize = 3;\n\t\tif ( info.type === 35676 ) locationSize = 4;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = {\n\t\t\ttype: info.type,\n\t\t\tlocation: gl.getAttribLocation( program, name ),\n\t\t\tlocationSize: locationSize\n\t\t};\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\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\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 generateCubeUVSize( parameters ) {\n\n\tconst imageHeight = parameters.envMapCubeUVHeight;\n\n\tif ( imageHeight === null ) return null;\n\n\tconst maxMip = Math.log2( imageHeight ) - 2;\n\n\tconst texelHeight = 1.0 / imageHeight;\n\n\tconst texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );\n\n\treturn { texelWidth, texelHeight, maxMip };\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\t// TODO Send this event to Three.js DevTools\n\t// console.log( 'WebGLProgram', cacheKey );\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\tconst envMapCubeUVSize = generateCubeUVSize( parameters );\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( 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\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',\n\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.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\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\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\t( parameters.morphColors && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',\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'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )',\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\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\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',\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.clearcoat ? '#define USE_CLEARCOAT' : '',\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\n\t\t\tparameters.iridescence ? '#define USE_IRIDESCENCE' : '',\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaTest ? '#define USE_ALPHATEST' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\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'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\t\t\tparameters.opaque ? '#define OPAQUE' : '',\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\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.useDepthPacking ? '#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'precision mediump sampler2DArray;',\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 ) ? '' : 'layout(location = 0) 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(\n\t\t\t\t'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +\n\t\t\t\t'VALIDATE_STATUS ' + gl.getProgramParameter( program, 35715 ) + '\\n\\n' +\n\t\t\t\t'Program Info Log: ' + programLog + '\\n' +\n\t\t\t\tvertexErrors + '\\n' +\n\t\t\t\tfragmentErrors\n\t\t\t);\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Program Info Log:', 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\nlet _id = 0;\n\nclass WebGLShaderCache {\n\n\tconstructor() {\n\n\t\tthis.shaderCache = new Map();\n\t\tthis.materialCache = new Map();\n\n\t}\n\n\tupdate( material ) {\n\n\t\tconst vertexShader = material.vertexShader;\n\t\tconst fragmentShader = material.fragmentShader;\n\n\t\tconst vertexShaderStage = this._getShaderStage( vertexShader );\n\t\tconst fragmentShaderStage = this._getShaderStage( fragmentShader );\n\n\t\tconst materialShaders = this._getShaderCacheForMaterial( material );\n\n\t\tif ( materialShaders.has( vertexShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( vertexShaderStage );\n\t\t\tvertexShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\tif ( materialShaders.has( fragmentShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( fragmentShaderStage );\n\t\t\tfragmentShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( material ) {\n\n\t\tconst materialShaders = this.materialCache.get( material );\n\n\t\tfor ( const shaderStage of materialShaders ) {\n\n\t\t\tshaderStage.usedTimes --;\n\n\t\t\tif ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );\n\n\t\t}\n\n\t\tthis.materialCache.delete( material );\n\n\t\treturn this;\n\n\t}\n\n\tgetVertexShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.vertexShader ).id;\n\n\t}\n\n\tgetFragmentShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.fragmentShader ).id;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shaderCache.clear();\n\t\tthis.materialCache.clear();\n\n\t}\n\n\t_getShaderCacheForMaterial( material ) {\n\n\t\tconst cache = this.materialCache;\n\n\t\tif ( cache.has( material ) === false ) {\n\n\t\t\tcache.set( material, new Set() );\n\n\t\t}\n\n\t\treturn cache.get( material );\n\n\t}\n\n\t_getShaderStage( code ) {\n\n\t\tconst cache = this.shaderCache;\n\n\t\tif ( cache.has( code ) === false ) {\n\n\t\t\tconst stage = new WebGLShaderStage( code );\n\t\t\tcache.set( code, stage );\n\n\t\t}\n\n\t\treturn cache.get( code );\n\n\t}\n\n}\n\nclass WebGLShaderStage {\n\n\tconstructor( code ) {\n\n\t\tthis.id = _id ++;\n\n\t\tthis.code = code;\n\t\tthis.usedTimes = 0;\n\n\t}\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst _programLayers = new Layers();\n\tconst _customShaders = new WebGLShaderCache();\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst vertexTextures = capabilities.vertexTextures;\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\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst geometry = object.geometry;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;\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\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\t//\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tlet morphTextureStride = 0;\n\n\t\tif ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;\n\t\tif ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;\n\t\tif ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;\n\n\t\t//\n\n\t\tlet vertexShader, fragmentShader;\n\t\tlet customVertexShaderID, customFragmentShaderID;\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\t_customShaders.update( material );\n\n\t\t\tcustomVertexShaderID = _customShaders.getVertexShaderID( material );\n\t\t\tcustomFragmentShaderID = _customShaders.getFragmentShaderID( material );\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst useAlphaTest = material.alphaTest > 0;\n\t\tconst useClearcoat = material.clearcoat > 0;\n\t\tconst useIridescence = material.iridescence > 0;\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\tcustomVertexShaderID: customVertexShaderID,\n\t\t\tcustomFragmentShaderID: customFragmentShaderID,\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 ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ),\n\t\t\tmap: !! material.map,\n\t\t\tmatcap: !! material.matcap,\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapCubeUVHeight: envMapCubeUVHeight,\n\t\t\tlightMap: !! material.lightMap,\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! 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\n\t\t\tdecodeVideoTexture: !! material.map && ( material.map.isVideoTexture === true ) && ( material.map.encoding === sRGBEncoding ),\n\n\t\t\tclearcoat: useClearcoat,\n\t\t\tclearcoatMap: useClearcoat && !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: useClearcoat && !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: useClearcoat && !! material.clearcoatNormalMap,\n\n\t\t\tiridescence: useIridescence,\n\t\t\tiridescenceMap: useIridescence && !! material.iridescenceMap,\n\t\t\tiridescenceThicknessMap: useIridescence && !! material.iridescenceThicknessMap,\n\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\tspecularIntensityMap: !! material.specularIntensityMap,\n\t\t\tspecularColorMap: !! material.specularColorMap,\n\n\t\t\topaque: material.transparent === false && material.blending === NormalBlending,\n\n\t\t\talphaMap: !! material.alphaMap,\n\t\t\talphaTest: useAlphaTest,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: material.sheen > 0,\n\t\t\tsheenColorMap: !! material.sheenColorMap,\n\t\t\tsheenRoughnessMap: !! material.sheenRoughnessMap,\n\n\t\t\ttransmission: material.transmission > 0,\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\t\t\tthicknessMap: !! material.thicknessMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( !! material.normalMap && !! geometry.attributes.tangent ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,\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.iridescenceMap || !! material.iridescenceThicknessMap || !! material.displacementMap || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || !! material.sheenColorMap || !! material.sheenRoughnessMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.iridescenceMap || !! material.iridescenceThicknessMap || material.transmission > 0 || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || material.sheen > 0 || !! material.sheenColorMap || !! material.sheenRoughnessMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog === true,\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: object.isSkinnedMesh === true,\n\n\t\t\tmorphTargets: geometry.morphAttributes.position !== undefined,\n\t\t\tmorphNormals: geometry.morphAttributes.normal !== undefined,\n\t\t\tmorphColors: geometry.morphAttributes.color !== undefined,\n\t\t\tmorphTargetsCount: morphTargetsCount,\n\t\t\tmorphTextureStride: morphTextureStride,\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\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tuseDepthPacking: !! material.depthPacking,\n\t\t\tdepthPacking: material.depthPacking || 0,\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.customVertexShaderID );\n\t\t\tarray.push( parameters.customFragmentShaderID );\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\tgetProgramCacheKeyParameters( array, parameters );\n\t\t\tgetProgramCacheKeyBooleans( array, parameters );\n\t\t\tarray.push( renderer.outputEncoding );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getProgramCacheKeyParameters( array, parameters ) {\n\n\t\tarray.push( parameters.precision );\n\t\tarray.push( parameters.outputEncoding );\n\t\tarray.push( parameters.envMapMode );\n\t\tarray.push( parameters.envMapCubeUVHeight );\n\t\tarray.push( parameters.combine );\n\t\tarray.push( parameters.vertexUvs );\n\t\tarray.push( parameters.fogExp2 );\n\t\tarray.push( parameters.sizeAttenuation );\n\t\tarray.push( parameters.morphTargetsCount );\n\t\tarray.push( parameters.morphAttributeCount );\n\t\tarray.push( parameters.numDirLights );\n\t\tarray.push( parameters.numPointLights );\n\t\tarray.push( parameters.numSpotLights );\n\t\tarray.push( parameters.numHemiLights );\n\t\tarray.push( parameters.numRectAreaLights );\n\t\tarray.push( parameters.numDirLightShadows );\n\t\tarray.push( parameters.numPointLightShadows );\n\t\tarray.push( parameters.numSpotLightShadows );\n\t\tarray.push( parameters.shadowMapType );\n\t\tarray.push( parameters.toneMapping );\n\t\tarray.push( parameters.numClippingPlanes );\n\t\tarray.push( parameters.numClipIntersection );\n\t\tarray.push( parameters.depthPacking );\n\n\t}\n\n\tfunction getProgramCacheKeyBooleans( array, parameters ) {\n\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.isWebGL2 )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.supportsVertexTextures )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.instancing )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.instancingColor )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.map )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.matcap )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.envMap )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.lightMap )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.aoMap )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.emissiveMap )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.bumpMap )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.normalMap )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.objectSpaceNormalMap )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.tangentSpaceNormalMap )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.clearcoat )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.clearcoatMap )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.clearcoatRoughnessMap )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.clearcoatNormalMap )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.iridescence )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.iridescenceMap )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.iridescenceThicknessMap )\n\t\t\t_programLayers.enable( 20 );\n\t\tif ( parameters.displacementMap )\n\t\t\t_programLayers.enable( 21 );\n\t\tif ( parameters.specularMap )\n\t\t\t_programLayers.enable( 22 );\n\t\tif ( parameters.roughnessMap )\n\t\t\t_programLayers.enable( 23 );\n\t\tif ( parameters.metalnessMap )\n\t\t\t_programLayers.enable( 24 );\n\t\tif ( parameters.gradientMap )\n\t\t\t_programLayers.enable( 25 );\n\t\tif ( parameters.alphaMap )\n\t\t\t_programLayers.enable( 26 );\n\t\tif ( parameters.alphaTest )\n\t\t\t_programLayers.enable( 27 );\n\t\tif ( parameters.vertexColors )\n\t\t\t_programLayers.enable( 28 );\n\t\tif ( parameters.vertexAlphas )\n\t\t\t_programLayers.enable( 29 );\n\t\tif ( parameters.vertexUvs )\n\t\t\t_programLayers.enable( 30 );\n\t\tif ( parameters.vertexTangents )\n\t\t\t_programLayers.enable( 31 );\n\t\tif ( parameters.uvsVertexOnly )\n\t\t\t_programLayers.enable( 32 );\n\t\tif ( parameters.fog )\n\t\t\t_programLayers.enable( 33 );\n\n\t\tarray.push( _programLayers.mask );\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.useFog )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.flatShading )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.logarithmicDepthBuffer )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.skinning )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.morphTargets )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.morphNormals )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.morphColors )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.premultipliedAlpha )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.shadowMapEnabled )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.physicallyCorrectLights )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.doubleSided )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.flipSided )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.useDepthPacking )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.dithering )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.specularIntensityMap )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.specularColorMap )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.transmission )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.transmissionMap )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.thicknessMap )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.sheen )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.sheenColorMap )\n\t\t\t_programLayers.enable( 20 );\n\t\tif ( parameters.sheenRoughnessMap )\n\t\t\t_programLayers.enable( 21 );\n\t\tif ( parameters.decodeVideoTexture )\n\t\t\t_programLayers.enable( 22 );\n\t\tif ( parameters.opaque )\n\t\t\t_programLayers.enable( 23 );\n\n\t\tarray.push( _programLayers.mask );\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\tfunction releaseShaderCache( material ) {\n\n\t\t_customShaders.remove( material );\n\n\t}\n\n\tfunction dispose() {\n\n\t\t_customShaders.dispose();\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\treleaseShaderCache: releaseShaderCache,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs,\n\t\tdispose: dispose\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.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() {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transmissive = [];\n\tconst transparent = [];\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransmissive.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\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\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.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\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.push( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.push( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.push( renderItem );\n\n\t\t}\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\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.unshift( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.unshift( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.unshift( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );\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.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransmissive: transmissive,\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() {\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();\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();\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, physicallyCorrectLights ) {\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\t// artist-friendly light intensity scaling factor\n\t\tconst scaleFactor = ( physicallyCorrectLights !== true ) ? Math.PI : 1;\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 * scaleFactor;\n\t\t\t\tg += color.g * intensity * scaleFactor;\n\t\t\t\tb += color.b * intensity * scaleFactor;\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 * scaleFactor );\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 * scaleFactor );\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 * scaleFactor );\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 * scaleFactor );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor );\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\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( physicallyCorrectLights ) {\n\n\t\tlights.setup( lightsArray, physicallyCorrectLights );\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\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDepthMaterial = true;\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\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.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.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\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDistanceMaterial = true;\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.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.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.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\nconst vertex = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nconst fragment = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include <packing>\\nvoid main() {\\n\\tconst float samples = float( VSM_SAMPLES );\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\\n\\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\\n\\tfor ( float i = 0.0; i < samples; i ++ ) {\\n\\t\\tfloat uvOffset = uvStart + i * uvStride;\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean / samples;\\n\\tsquared_mean = squared_mean / samples;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, _capabilities ) {\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_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),\n\t\t_distanceMaterial = new MeshDistanceMaterial(),\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\t\tdefines: {\n\t\t\tVSM_SAMPLES: 8\n\t\t},\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: vertex,\n\t\tfragmentShader: fragment\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 ) {\n\n\t\t\t\tconst pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {};\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 !== true && 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\tif ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {\n\n\t\t\tshadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;\n\t\t\tshadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;\n\n\t\t\tshadowMaterialVertical.needsUpdate = true;\n\t\t\tshadowMaterialHorizontal.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( shadow.mapPass === null ) {\n\n\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );\n\n\t\t}\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 getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tconst customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;\n\n\t\tif ( customMaterial !== undefined ) {\n\n\t\t\tresult = customMaterial;\n\n\t\t} else {\n\n\t\t\tresult = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;\n\n\t\t}\n\n\t\tif ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||\n\t\t\t( material.displacementMap && material.displacementScale !== 0 ) ||\n\t\t\t( material.alphaMap && material.alphaTest > 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.alphaMap = material.alphaMap;\n\t\tresult.alphaTest = material.alphaTest;\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.displacementMap = material.displacementMap;\n\t\tresult.displacementScale = material.displacementScale;\n\t\tresult.displacementBias = material.displacementBias;\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, 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, 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\tconst uboBindings = new WeakMap();\n\tconst uboProgamMap = new WeakMap();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentBoundFramebuffers = {};\n\tlet currentDrawbuffers = new WeakMap();\n\tlet defaultDrawbuffers = [];\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 scissorParam = gl.getParameter( 3088 );\n\tconst viewportParam = gl.getParameter( 2978 );\n\n\tconst currentScissor = new Vector4().fromArray( scissorParam );\n\tconst currentViewport = new Vector4().fromArray( viewportParam );\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 bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t// 36009 is equivalent to 36160\n\n\t\t\t\tif ( target === 36009 ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ 36160 ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t\tif ( target === 36160 ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ 36009 ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction drawBuffers( renderTarget, framebuffer ) {\n\n\t\tlet drawBuffers = defaultDrawbuffers;\n\n\t\tlet needsUpdate = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tdrawBuffers = currentDrawbuffers.get( framebuffer );\n\n\t\t\tif ( drawBuffers === undefined ) {\n\n\t\t\t\tdrawBuffers = [];\n\t\t\t\tcurrentDrawbuffers.set( framebuffer, drawBuffers );\n\n\t\t\t}\n\n\t\t\tif ( renderTarget.isWebGLMultipleRenderTargets ) {\n\n\t\t\t\tconst textures = renderTarget.texture;\n\n\t\t\t\tif ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== 36064 ) {\n\n\t\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tdrawBuffers[ i ] = 36064 + i;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tdrawBuffers.length = textures.length;\n\n\t\t\t\t\tneedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( drawBuffers[ 0 ] !== 36064 ) {\n\n\t\t\t\t\tdrawBuffers[ 0 ] = 36064;\n\n\t\t\t\t\tneedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( drawBuffers[ 0 ] !== 1029 ) {\n\n\t\t\t\tdrawBuffers[ 0 ] = 1029;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgl.drawBuffers( drawBuffers );\n\n\t\t\t} else {\n\n\t\t\t\textensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( drawBuffers );\n\n\t\t\t}\n\n\t\t}\n\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, 769, 0, 1 );\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.blendFuncSeparate( 0, 769, 0, 1 );\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\tmaterial.alphaToCoverage === true\n\t\t\t? enable( 32926 )\n\t\t\t: disable( 32926 );\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 texSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage2D.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 texSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage3D.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 compressedTexSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage2D.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 texStorage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage2D.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 texStorage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage3D.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\tfunction updateUBOMapping( uniformsGroup, program ) {\n\n\t\tlet mapping = uboProgamMap.get( program );\n\n\t\tif ( mapping === undefined ) {\n\n\t\t\tmapping = new WeakMap();\n\n\t\t\tuboProgamMap.set( program, mapping );\n\n\t\t}\n\n\t\tlet blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( blockIndex === undefined ) {\n\n\t\t\tblockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name );\n\n\t\t\tmapping.set( uniformsGroup, blockIndex );\n\n\t\t}\n\n\t}\n\n\tfunction uniformBlockBinding( uniformsGroup, program ) {\n\n\t\tconst mapping = uboProgamMap.get( program );\n\t\tconst blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( uboBindings.get( uniformsGroup ) !== blockIndex ) {\n\n\t\t\t// bind shader specific block index to global block point\n\n\t\t\tgl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex );\n\n\t\t\tuboBindings.set( uniformsGroup, blockIndex );\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\t\tgl.disable( 32926 );\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.bindFramebuffer( 36160, null );\n\n\t\tif ( isWebGL2 === true ) {\n\n\t\t\tgl.bindFramebuffer( 36009, null );\n\t\t\tgl.bindFramebuffer( 36008, null );\n\n\t\t}\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\tcurrentBoundFramebuffers = {};\n\t\tcurrentDrawbuffers = new WeakMap();\n\t\tdefaultDrawbuffers = [];\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\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\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\tbindFramebuffer: bindFramebuffer,\n\t\tdrawBuffers: drawBuffers,\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\tupdateUBOMapping: updateUBOMapping,\n\t\tuniformBlockBinding: uniformBlockBinding,\n\n\t\ttexStorage2D: texStorage2D,\n\t\ttexStorage3D: texStorage3D,\n\t\ttexSubImage2D: texSubImage2D,\n\t\ttexSubImage3D: texSubImage3D,\n\t\tcompressedTexSubImage2D: compressedTexSubImage2D,\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\tconst multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;\n\tconst supportsInvalidateFramebuffer = /OculusBrowser/g.test( navigator.userAgent );\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\tconst _sources = new WeakMap(); // maps WebglTexture objects to instances of Source\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// eslint-disable-next-line compat/compat\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\t// eslint-disable-next-line compat/compat\n\t\t\tnew OffscreenCanvas( width, height ) : createElementNS( '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 ? 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$1( image ) {\n\n\t\treturn isPowerOfTwo( image.width ) && 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 ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType, encoding, isVideoTexture = false ) {\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 === 33319 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33328;\n\t\t\tif ( glType === 5131 ) internalFormat = 33327;\n\t\t\tif ( glType === 5121 ) internalFormat = 33323;\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 = ( encoding === sRGBEncoding && isVideoTexture === false ) ? 35907 : 32856;\n\t\t\tif ( glType === 32819 ) internalFormat = 32854;\n\t\t\tif ( glType === 32820 ) internalFormat = 32855;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 33327 || internalFormat === 33328 ||\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\tfunction getMipLevels( texture, image, supportsMips ) {\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {\n\n\t\t\treturn Math.log2( Math.max( image.width, image.height ) ) + 1;\n\n\t\t} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {\n\n\t\t\t// user-defined mipmaps\n\n\t\t\treturn texture.mipmaps.length;\n\n\t\t} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {\n\n\t\t\treturn image.mipmaps.length;\n\n\t\t} else {\n\n\t\t\t// texture without mipmaps (only base level)\n\n\t\t\treturn 1;\n\n\t\t}\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}\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}\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// check if it's necessary to remove the WebGLTexture object\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures ) {\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\t\t\twebglTexture.usedTimes --;\n\n\t\t\t// the WebGLTexture object is not used anymore, remove it\n\n\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\tdeleteTexture( texture );\n\n\t\t\t}\n\n\t\t\t// remove the weak map entry if no WebGLTexture uses the source anymore\n\n\t\t\tif ( Object.keys( webglTextures ).length === 0 ) {\n\n\t\t\t\t_sources.delete( source );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deleteTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\t\tdelete webglTextures[ textureProperties.__cacheKey ];\n\n\t\tinfo.memory.textures --;\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 ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t\tinfo.memory.textures --;\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\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) {\n\n\t\t\t\tfor ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) {\n\n\t\t\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLMultipleRenderTargets ) {\n\n\t\t\tfor ( let i = 0, il = texture.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachmentProperties = properties.get( texture[ i ] );\n\n\t\t\t\tif ( attachmentProperties.__webglTexture ) {\n\n\t\t\t\t\t_gl.deleteTexture( attachmentProperties.__webglTexture );\n\n\t\t\t\t\tinfo.memory.textures --;\n\n\t\t\t\t}\n\n\t\t\t\tproperties.remove( texture[ i ] );\n\n\t\t\t}\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\tfunction getTextureCacheKey( texture ) {\n\n\t\tconst array = [];\n\n\t\tarray.push( texture.wrapS );\n\t\tarray.push( texture.wrapT );\n\t\tarray.push( texture.magFilter );\n\t\tarray.push( texture.minFilter );\n\t\tarray.push( texture.anisotropy );\n\t\tarray.push( texture.internalFormat );\n\t\tarray.push( texture.format );\n\t\tarray.push( texture.type );\n\t\tarray.push( texture.generateMipmaps );\n\t\tarray.push( texture.premultiplyAlpha );\n\t\tarray.push( texture.flipY );\n\t\tarray.push( texture.unpackAlignment );\n\t\tarray.push( texture.encoding );\n\n\t\treturn array.join();\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.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' );\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\tlet forceUpload = false;\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}\n\n\t\t// create Source <-> WebGLTextures mapping if necessary\n\n\t\tconst source = texture.source;\n\t\tlet webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures === undefined ) {\n\n\t\t\twebglTextures = {};\n\t\t\t_sources.set( source, webglTextures );\n\n\t\t}\n\n\t\t// check if there is already a WebGLTexture object for the given texture parameters\n\n\t\tconst textureCacheKey = getTextureCacheKey( texture );\n\n\t\tif ( textureCacheKey !== textureProperties.__cacheKey ) {\n\n\t\t\t// if not, create a new instance of WebGLTexture\n\n\t\t\tif ( webglTextures[ textureCacheKey ] === undefined ) {\n\n\t\t\t\t// create new entry\n\n\t\t\t\twebglTextures[ textureCacheKey ] = {\n\t\t\t\t\ttexture: _gl.createTexture(),\n\t\t\t\t\tusedTimes: 0\n\t\t\t\t};\n\n\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t// when a new instance of WebGLTexture was created, a texture upload is required\n\t\t\t\t// even if the image contents are identical\n\n\t\t\t\tforceUpload = true;\n\n\t\t\t}\n\n\t\t\twebglTextures[ textureCacheKey ].usedTimes ++;\n\n\t\t\t// every time the texture cache key changes, it's necessary to check if an instance of\n\t\t\t// WebGLTexture can be deleted in order to avoid a memory leak.\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\n\t\t\tif ( webglTexture !== undefined ) {\n\n\t\t\t\twebglTextures[ textureProperties.__cacheKey ].usedTimes --;\n\n\t\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\t\tdeleteTexture( texture );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// store references to cache key and WebGLTexture object\n\n\t\t\ttextureProperties.__cacheKey = textureCacheKey;\n\t\t\ttextureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture;\n\n\t\t}\n\n\t\treturn forceUpload;\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataArrayTexture ) textureType = 35866;\n\t\tif ( texture.isData3DTexture ) textureType = 32879;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\tif ( source.version !== source.__currentVersion || forceUpload === true ) {\n\n\t\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;\n\t\t\tlet image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\t\t\timage = verifyColorSpace( texture, image );\n\n\t\t\tconst supportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format, texture.encoding );\n\n\t\t\tlet glType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding, texture.isVideoTexture );\n\n\t\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\t\tlet mipmap;\n\t\t\tconst mipmaps = texture.mipmaps;\n\n\t\t\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( source.__currentVersion === undefined ) || ( forceUpload === true );\n\t\t\tconst levels = getMipLevels( texture, image, supportsMips );\n\n\t\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t\t// populate depth texture with dummy data\n\n\t\t\t\tglInternalFormat = 6402;\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// validation checks for WebGL 1\n\n\t\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\t\ttexture.type = UnsignedIntType;\n\t\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t//\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( 3553, 1, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tstate.texSubImage2D( 3553, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t}\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\n\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( 3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\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\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\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 ( texture.isDataArrayTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( 35866, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.texSubImage3D( 35866, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( 32879, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.texSubImage3D( 32879, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isFramebufferTexture ) {\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tlet width = image.width, height = image.height;\n\n\t\t\t\t\t\tfor ( let i = 0; i < levels; i ++ ) {\n\n\t\t\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t\t\t\t\twidth >>= 1;\n\t\t\t\t\t\t\theight >>= 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} else {\n\n\t\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 3553, i, 0, 0, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tstate.texSubImage2D( 3553, 0, 0, 0, glFormat, glType, image );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( textureType );\n\n\t\t\t}\n\n\t\t\tsource.__currentVersion = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\tif ( source.version !== source.__currentVersion || forceUpload === true ) {\n\n\t\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\t\tconst isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );\n\t\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\tconst cubeImage = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t}\n\n\t\t\t\tcubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );\n\n\t\t\t}\n\n\t\t\tconst image = cubeImage[ 0 ],\n\t\t\t\tsupportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format, texture.encoding ),\n\t\t\t\tglType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );\n\n\t\t\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( source.__currentVersion === undefined ) || ( forceUpload === true );\n\t\t\tlet levels = getMipLevels( texture, image, supportsMips );\n\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tlet mipmaps;\n\n\t\t\tif ( isCompressed ) {\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( 34067, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\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\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( 34069 + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\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\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\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\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\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\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t// TODO: Uniformly handle mipmap definitions\n\t\t\t\t\t// Normal textures and compressed cube textures define base level + mips with their mipmap array\n\t\t\t\t\t// Uncompressed cube textures use their mipmap array only for mips (no base level)\n\n\t\t\t\t\tif ( mipmaps.length > 0 ) levels ++;\n\n\t\t\t\t\tstate.texStorage2D( 34067, levels, glInternalFormat, cubeImage[ 0 ].width, cubeImage[ 0 ].height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\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\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\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\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ 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}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\t// We assume images for cube map have the same size.\n\t\t\t\tgenerateMipmap( 34067 );\n\n\t\t\t}\n\n\t\t\tsource.__currentVersion = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\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, texture, attachment, textureTarget ) {\n\n\t\tconst glFormat = utils.convert( texture.format, texture.encoding );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( ! renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\tif ( textureTarget === 32879 || textureTarget === 35866 ) {\n\n\t\t\t\tstate.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );\n\n\t\t} else {\n\n\t\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\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 || useMultisampledRTT( renderTarget ) ) {\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\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\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\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( 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 textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tconst texture = textures[ i ];\n\n\t\t\t\tconst glFormat = utils.convert( texture.format, texture.encoding );\n\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\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\tstate.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\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 36096, 3553, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 33306, 3553, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t\t}\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\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {\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\tstate.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\tstate.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\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// rebind framebuffer with external textures\n\tfunction rebindTextures( renderTarget, colorTexture, depthTexture ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( colorTexture !== undefined ) {\n\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, 36064, 3553 );\n\n\t\t}\n\n\t\tif ( depthTexture !== undefined ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\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\tif ( renderTarget.isWebGLMultipleRenderTargets !== true ) {\n\n\t\t\tif ( textureProperties.__webglTexture === undefined ) {\n\n\t\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t}\n\n\t\t\ttextureProperties.__version = texture.version;\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\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 ( isMultipleRenderTargets ) {\n\n\t\t\t\tif ( capabilities.drawBuffers ) {\n\n\t\t\t\t\tconst textures = renderTarget.texture;\n\n\t\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\t\t\t\tif ( attachmentProperties.__webglTexture === undefined ) {\n\n\t\t\t\t\t\t\tattachmentProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t\t\t\t\tinfo.memory.textures ++;\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\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\tconst textures = isMultipleRenderTargets ? texture : [ texture ];\n\n\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = [];\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tconst texture = textures[ i ];\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format, texture.encoding );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );\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.framebufferRenderbuffer( 36160, 36064 + i, 36161, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( 36160, null );\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, texture, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067 );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else if ( isMultipleRenderTargets ) {\n\n\t\t\tconst textures = renderTarget.texture;\n\n\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachment = textures[ i ];\n\t\t\t\tconst attachmentProperties = properties.get( attachment );\n\n\t\t\t\tstate.bindTexture( 3553, attachmentProperties.__webglTexture );\n\t\t\t\tsetTextureParameters( 3553, attachment, supportsMips );\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, 36064 + i, 3553 );\n\n\t\t\t\tif ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) {\n\n\t\t\t\t\tgenerateMipmap( 3553 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else {\n\n\t\t\tlet glTextureType = 3553;\n\n\t\t\tif ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tglTextureType = renderTarget.isWebGL3DRenderTarget ? 32879 : 35866;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture 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, texture, 36064, glTextureType );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( glTextureType );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\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 supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\tconst textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst texture = textures[ i ];\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\t\tgenerateMipmap( target );\n\t\t\t\tstate.unbindTexture();\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\tconst textures = renderTarget.isWebGLMultipleRenderTargets ? renderTarget.texture : [ renderTarget.texture ];\n\t\t\tconst width = renderTarget.width;\n\t\t\tconst height = renderTarget.height;\n\t\t\tlet mask = 16384;\n\t\t\tconst invalidationArray = [];\n\t\t\tconst depthStyle = renderTarget.stencilBuffer ? 33306 : 36096;\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\tconst isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );\n\n\t\t\t// If MRT we need to remove FBO attachments\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064 + i, 36161, null );\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t_gl.framebufferTexture2D( 36009, 36064 + i, 3553, null, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tinvalidationArray.push( 36064 + i );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\tinvalidationArray.push( depthStyle );\n\n\t\t\t\t}\n\n\t\t\t\tconst ignoreDepthValues = ( renderTargetProperties.__ignoreDepthValues !== undefined ) ? renderTargetProperties.__ignoreDepthValues : false;\n\n\t\t\t\tif ( ignoreDepthValues === false ) {\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36008, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( ignoreDepthValues === true ) {\n\n\t\t\t\t\t_gl.invalidateFramebuffer( 36008, [ depthStyle ] );\n\t\t\t\t\t_gl.invalidateFramebuffer( 36009, [ depthStyle ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\t\t\t\t\t_gl.framebufferTexture2D( 36009, 36064, 3553, webglTexture, 0 );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\tif ( supportsInvalidateFramebuffer ) {\n\n\t\t\t\t\t_gl.invalidateFramebuffer( 36008, invalidationArray );\n\n\t\t\t\t}\n\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( 36008, null );\n\t\t\tstate.bindFramebuffer( 36009, null );\n\n\t\t\t// If MRT since pre-blit we removed the FBO we need to reconstruct the attachments\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064 + i, 36161, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t_gl.framebufferTexture2D( 36009, 36064 + i, 3553, webglTexture, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn Math.min( maxSamples, renderTarget.samples );\n\n\t}\n\n\tfunction useMultisampledRTT( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\treturn isWebGL2 && renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false;\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\tfunction verifyColorSpace( texture, image ) {\n\n\t\tconst encoding = texture.encoding;\n\t\tconst format = texture.format;\n\t\tconst type = texture.type;\n\n\t\tif ( texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat ) return image;\n\n\t\tif ( encoding !== LinearEncoding ) {\n\n\t\t\t// sRGB\n\n\t\t\tif ( encoding === sRGBEncoding ) {\n\n\t\t\t\tif ( isWebGL2 === false ) {\n\n\t\t\t\t\t// in WebGL 1, try to use EXT_sRGB extension and unsized formats\n\n\t\t\t\t\tif ( extensions.has( 'EXT_sRGB' ) === true && format === RGBAFormat ) {\n\n\t\t\t\t\t\ttexture.format = _SRGBAFormat;\n\n\t\t\t\t\t\t// it's not possible to generate mips in WebGL 1 with this extension\n\n\t\t\t\t\t\ttexture.minFilter = LinearFilter;\n\t\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// slow fallback (CPU decode)\n\n\t\t\t\t\t\timage = ImageUtils.sRGBToLinear( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format\n\n\t\t\t\t\tif ( format !== RGBAFormat || type !== UnsignedByteType ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.WebGLTextures: Unsupported texture encoding:', encoding );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\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.rebindTextures = rebindTextures;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\tthis.setupDepthRenderbuffer = setupDepthRenderbuffer;\n\tthis.setupFrameBufferTexture = setupFrameBufferTexture;\n\tthis.useMultisampledRTT = useMultisampledRTT;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p, encoding = null ) {\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\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 === 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\tif ( p === RGBFormat ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: THREE.RGBFormat has been removed. Use THREE.RGBAFormat instead. https://github.com/mrdoob/three.js/pull/23228' );\n\t\t\treturn 6408;\n\n\t\t}\n\n\t\t// WebGL 1 sRGB fallback\n\n\t\tif ( p === _SRGBAFormat ) {\n\n\t\t\textension = extensions.get( 'EXT_sRGB' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.SRGB_ALPHA_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\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 === RGBAIntegerFormat ) return 36249;\n\n\t\t// S3TC\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\tif ( encoding === sRGBEncoding ) {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;\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} else {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\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\t// PVRTC\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === 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\t// ETC1\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\t// ETC2\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 ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;\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\t// ASTC\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\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_ASTC_4x4_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x4_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x8_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x8_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x10_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x10_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x12_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;\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\t// BPTC\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\tif ( p === RGBA_BPTC_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_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\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\t// if \"p\" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)\n\n\t\treturn ( gl[ p ] !== undefined ) ? gl[ p ] : null;\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isArrayCamera = true;\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isGroup = true;\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nconst _moveEvent = { type: 'move' };\n\nclass WebXRController {\n\n\tconstructor() {\n\n\t\tthis._targetRay = null;\n\t\tthis._grip = null;\n\t\tthis._hand = null;\n\n\t}\n\n\tgetHandSpace() {\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() {\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\t\t\tthis._targetRay.hasLinearVelocity = false;\n\t\t\tthis._targetRay.linearVelocity = new Vector3();\n\t\t\tthis._targetRay.hasAngularVelocity = false;\n\t\t\tthis._targetRay.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t}\n\n\tgetGripSpace() {\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\t\t\tthis._grip.hasLinearVelocity = false;\n\t\t\tthis._grip.linearVelocity = new Vector3();\n\t\t\tthis._grip.hasAngularVelocity = false;\n\t\t\tthis._grip.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t}\n\n\tdispatchEvent( 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( 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( 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 ( 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\tif ( gripPose.linearVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = true;\n\t\t\t\t\t\t\tgrip.linearVelocity.copy( gripPose.linearVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( gripPose.angularVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = true;\n\t\t\t\t\t\t\tgrip.angularVelocity.copy( gripPose.angularVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = false;\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\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t// Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it\n\t\t\t\tif ( inputPose === null && gripPose !== null ) {\n\n\t\t\t\t\tinputPose = gripPose;\n\n\t\t\t\t}\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t\tif ( inputPose.linearVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = true;\n\t\t\t\t\t\ttargetRay.linearVelocity.copy( inputPose.linearVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( inputPose.angularVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = true;\n\t\t\t\t\t\ttargetRay.angularVelocity.copy( inputPose.angularVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.dispatchEvent( _moveEvent );\n\n\t\t\t\t}\n\n\t\t\t}\n\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\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 = UnsignedIntType;\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.isDepthTexture = true;\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 = false;\n\n\t}\n\n\n}\n\nclass WebXRManager extends EventDispatcher {\n\n\tconstructor( renderer, gl ) {\n\n\t\tsuper();\n\n\t\tconst scope = this;\n\n\t\tlet session = null;\n\t\tlet framebufferScaleFactor = 1.0;\n\n\t\tlet referenceSpace = null;\n\t\tlet referenceSpaceType = 'local-floor';\n\t\tlet customReferenceSpace = null;\n\n\t\tlet pose = null;\n\t\tlet glBinding = null;\n\t\tlet glProjLayer = null;\n\t\tlet glBaseLayer = null;\n\t\tlet xrFrame = null;\n\t\tconst attributes = gl.getContextAttributes();\n\t\tlet initialRenderTarget = null;\n\t\tlet newRenderTarget = null;\n\n\t\tconst controllers = [];\n\t\tconst controllerInputSources = [];\n\n\t\t//\n\n\t\tconst cameraL = new PerspectiveCamera();\n\t\tcameraL.layers.enable( 1 );\n\t\tcameraL.viewport = new Vector4();\n\n\t\tconst cameraR = new PerspectiveCamera();\n\t\tcameraR.layers.enable( 2 );\n\t\tcameraR.viewport = new Vector4();\n\n\t\tconst cameras = [ cameraL, cameraR ];\n\n\t\tconst cameraVR = new ArrayCamera();\n\t\tcameraVR.layers.enable( 1 );\n\t\tcameraVR.layers.enable( 2 );\n\n\t\tlet _currentDepthNear = null;\n\t\tlet _currentDepthFar = null;\n\n\t\t//\n\n\t\tthis.cameraAutoUpdate = true;\n\t\tthis.enabled = false;\n\n\t\tthis.isPresenting = false;\n\n\t\tthis.getController = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getTargetRaySpace();\n\n\t\t};\n\n\t\tthis.getControllerGrip = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getGripSpace();\n\n\t\t};\n\n\t\tthis.getHand = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getHandSpace();\n\n\t\t};\n\n\t\t//\n\n\t\tfunction onSessionEvent( event ) {\n\n\t\t\tconst controllerIndex = controllerInputSources.indexOf( event.inputSource );\n\n\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\tif ( controller !== undefined ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onSessionEnd() {\n\n\t\t\tsession.removeEventListener( 'select', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'end', onSessionEnd );\n\t\t\tsession.removeEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\n\t\t\t\tif ( inputSource === null ) continue;\n\n\t\t\t\tcontrollerInputSources[ i ] = null;\n\n\t\t\t\tcontrollers[ i ].disconnect( inputSource );\n\n\t\t\t}\n\n\t\t\t_currentDepthNear = null;\n\t\t\t_currentDepthFar = null;\n\n\t\t\t// restore framebuffer/rendering state\n\n\t\t\trenderer.setRenderTarget( initialRenderTarget );\n\n\t\t\tglBaseLayer = null;\n\t\t\tglProjLayer = null;\n\t\t\tglBinding = null;\n\t\t\tsession = null;\n\t\t\tnewRenderTarget = null;\n\n\t\t\t//\n\n\t\t\tanimation.stop();\n\n\t\t\tscope.isPresenting = false;\n\n\t\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t\t}\n\n\t\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\t\tframebufferScaleFactor = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\t\treferenceSpaceType = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getReferenceSpace = function () {\n\n\t\t\treturn customReferenceSpace || referenceSpace;\n\n\t\t};\n\n\t\tthis.setReferenceSpace = function ( space ) {\n\n\t\t\tcustomReferenceSpace = space;\n\n\t\t};\n\n\t\tthis.getBaseLayer = function () {\n\n\t\t\treturn glProjLayer !== null ? glProjLayer : glBaseLayer;\n\n\t\t};\n\n\t\tthis.getBinding = function () {\n\n\t\t\treturn glBinding;\n\n\t\t};\n\n\t\tthis.getFrame = function () {\n\n\t\t\treturn xrFrame;\n\n\t\t};\n\n\t\tthis.getSession = function () {\n\n\t\t\treturn session;\n\n\t\t};\n\n\t\tthis.setSession = async function ( value ) {\n\n\t\t\tsession = value;\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\tinitialRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t\t}\n\n\t\t\t\tif ( ( session.renderState.layers === undefined ) || ( renderer.capabilities.isWebGL2 === false ) ) {\n\n\t\t\t\t\tconst layerInit = {\n\t\t\t\t\t\tantialias: ( session.renderState.layers === undefined ) ? attributes.antialias : true,\n\t\t\t\t\t\talpha: attributes.alpha,\n\t\t\t\t\t\tdepth: attributes.depth,\n\t\t\t\t\t\tstencil: attributes.stencil,\n\t\t\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBaseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\t\t\tsession.updateRenderState( { baseLayer: glBaseLayer } );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglBaseLayer.framebufferWidth,\n\t\t\t\t\t\tglBaseLayer.framebufferHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tencoding: renderer.outputEncoding\n\t\t\t\t\t\t}\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tlet depthFormat = null;\n\t\t\t\t\tlet depthType = null;\n\t\t\t\t\tlet glDepthFormat = null;\n\n\t\t\t\t\tif ( attributes.depth ) {\n\n\t\t\t\t\t\tglDepthFormat = attributes.stencil ? 35056 : 33190;\n\t\t\t\t\t\tdepthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;\n\t\t\t\t\t\tdepthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst projectionlayerInit = {\n\t\t\t\t\t\tcolorFormat: 32856,\n\t\t\t\t\t\tdepthFormat: glDepthFormat,\n\t\t\t\t\t\tscaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBinding = new XRWebGLBinding( session, gl );\n\n\t\t\t\t\tglProjLayer = glBinding.createProjectionLayer( projectionlayerInit );\n\n\t\t\t\t\tsession.updateRenderState( { layers: [ glProjLayer ] } );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglProjLayer.textureWidth,\n\t\t\t\t\t\tglProjLayer.textureHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tdepthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil,\n\t\t\t\t\t\t\tencoding: renderer.outputEncoding,\n\t\t\t\t\t\t\tsamples: attributes.antialias ? 4 : 0\n\t\t\t\t\t\t} );\n\n\t\t\t\t\tconst renderTargetProperties = renderer.properties.get( newRenderTarget );\n\t\t\t\t\trenderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues;\n\n\t\t\t\t}\n\n\t\t\t\tnewRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278\n\n\t\t\t\t// Set foveation to maximum.\n\t\t\t\tthis.setFoveation( 1.0 );\n\n\t\t\t\tcustomReferenceSpace = null;\n\t\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\t\tanimation.setContext( session );\n\t\t\t\tanimation.start();\n\n\t\t\t\tscope.isPresenting = true;\n\n\t\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction onInputSourcesChange( event ) {\n\n\t\t\t// Notify disconnected\n\n\t\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.removed[ i ];\n\t\t\t\tconst index = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( index >= 0 ) {\n\n\t\t\t\t\tcontrollerInputSources[ index ] = null;\n\t\t\t\t\tcontrollers[ index ].dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Notify connected\n\n\t\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.added[ i ];\n\n\t\t\t\tlet controllerIndex = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\t\t// Assign input source a controller that currently has no input source\n\n\t\t\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\t\t\tif ( i >= controllerInputSources.length ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources.push( inputSource );\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t} else if ( controllerInputSources[ i ] === null ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources[ i ] = inputSource;\n\t\t\t\t\t\t\tcontrollerIndex = 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\t// If all controllers do currently receive input we ignore new ones\n\n\t\t\t\t\tif ( controllerIndex === - 1 ) break;\n\n\t\t\t\t}\n\n\t\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst cameraLPos = new Vector3();\n\t\tconst cameraRPos = new Vector3();\n\n\t\t/**\n\t\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t\t * the cameras' projection and world matrices have already been set.\n\t\t * And that near and far planes are identical for both cameras.\n\t\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t\t */\n\t\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t\t// VR systems will have identical far and near planes, and\n\t\t\t// most likely identical top and bottom frustum extents.\n\t\t\t// Use the left camera for these values.\n\t\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\t\tconst left = near * leftFov;\n\t\t\tconst right = near * rightFov;\n\n\t\t\t// Calculate the new camera's position offset from the\n\t\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t\t// TODO: Better way to apply this offset?\n\t\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.translateX( xOffset );\n\t\t\tcamera.translateZ( zOffset );\n\t\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t\t// Find the union of the frustum values of the cameras and scale\n\t\t\t// the values so that the near plane's position does not change in world space,\n\t\t\t// although must now be relative to the new union camera.\n\t\t\tconst near2 = near + zOffset;\n\t\t\tconst far2 = far + zOffset;\n\t\t\tconst left2 = left - xOffset;\n\t\t\tconst right2 = right + ( ipd - xOffset );\n\t\t\tconst top2 = topFov * far / far2 * near2;\n\t\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t\t}\n\n\t\tfunction updateCamera( camera, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t\t}\n\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t}\n\n\t\tthis.updateCamera = function ( camera ) {\n\n\t\t\tif ( session === null ) return;\n\n\t\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\t\tsession.updateRenderState( {\n\t\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\t\tdepthFar: cameraVR.far\n\t\t\t\t} );\n\n\t\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t\t}\n\n\t\t\tconst parent = camera.parent;\n\t\t\tconst cameras = cameraVR.cameras;\n\n\t\t\tupdateCamera( cameraVR, parent );\n\n\t\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t\t}\n\n\t\t\tcameraVR.matrixWorld.decompose( cameraVR.position, cameraVR.quaternion, cameraVR.scale );\n\n\t\t\t// update user camera and its children\n\n\t\t\tcamera.position.copy( cameraVR.position );\n\t\t\tcamera.quaternion.copy( cameraVR.quaternion );\n\t\t\tcamera.scale.copy( cameraVR.scale );\n\t\t\tcamera.matrix.copy( cameraVR.matrix );\n\t\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\n\t\t\tconst children = camera.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t\t}\n\n\t\t\t// update projection matrix for proper view frustum culling\n\n\t\t\tif ( cameras.length === 2 ) {\n\n\t\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t\t} else {\n\n\t\t\t\t// assume single camera setup (AR)\n\n\t\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getCamera = function () {\n\n\t\t\treturn cameraVR;\n\n\t\t};\n\n\t\tthis.getFoveation = function () {\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\treturn glProjLayer.fixedFoveation;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\treturn glBaseLayer.fixedFoveation;\n\n\t\t\t}\n\n\t\t\treturn undefined;\n\n\t\t};\n\n\t\tthis.setFoveation = function ( foveation ) {\n\n\t\t\t// 0 = no foveation = full resolution\n\t\t\t// 1 = maximum foveation = the edges render at lower resolution\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\tglProjLayer.fixedFoveation = foveation;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {\n\n\t\t\t\tglBaseLayer.fixedFoveation = foveation;\n\n\t\t\t}\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time, frame ) {\n\n\t\t\tpose = frame.getViewerPose( customReferenceSpace || referenceSpace );\n\t\t\txrFrame = frame;\n\n\t\t\tif ( pose !== null ) {\n\n\t\t\t\tconst views = pose.views;\n\n\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\trenderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer );\n\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t}\n\n\t\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\t\tconst view = views[ i ];\n\n\t\t\t\t\tlet viewport = null;\n\n\t\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\t\tviewport = glBaseLayer.getViewport( view );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst glSubImage = glBinding.getViewSubImage( glProjLayer, view );\n\t\t\t\t\t\tviewport = glSubImage.viewport;\n\n\t\t\t\t\t\t// For side-by-side projection, we only produce a single texture for both eyes.\n\t\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\t\trenderer.setRenderTargetTextures(\n\t\t\t\t\t\t\t\tnewRenderTarget,\n\t\t\t\t\t\t\t\tglSubImage.colorTexture,\n\t\t\t\t\t\t\t\tglProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture );\n\n\t\t\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlet camera = cameras[ i ];\n\n\t\t\t\t\tif ( camera === undefined ) {\n\n\t\t\t\t\t\tcamera = new PerspectiveCamera();\n\t\t\t\t\t\tcamera.layers.enable( i );\n\t\t\t\t\t\tcamera.viewport = new Vector4();\n\t\t\t\t\t\tcameras[ i ] = camera;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\t\t\t\tconst controller = controllers[ i ];\n\n\t\t\t\tif ( inputSource !== null && controller !== undefined ) {\n\n\t\t\t\t\tcontroller.update( inputSource, frame, customReferenceSpace || referenceSpace );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t\t\txrFrame = null;\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\n\t\t};\n\n\t\tthis.dispose = function () {};\n\n\t}\n\n}\n\nfunction WebGLMaterials( renderer, 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, transmissionRenderTarget ) {\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\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\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material, transmissionRenderTarget );\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\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\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.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.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\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\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.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\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.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.ior.value = material.ior;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\n\t\t\t// artist-friendly light intensity scaling factor\n\t\t\tconst scaleFactor = ( renderer.physicallyCorrectLights !== true ) ? Math.PI : 1;\n\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor;\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\t\t// 13. iridescence map\n\t\t// 14. iridescence thickness map\n\t\t// 15. specular intensity map\n\t\t// 16. specular tint map\n\t\t// 17. transmission map\n\t\t// 18. thickness 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} else if ( material.iridescenceMap ) {\n\n\t\t\tuvScaleMap = material.iridescenceMap;\n\n\t\t} else if ( material.iridescenceThicknessMap ) {\n\n\t\t\tuvScaleMap = material.iridescenceThicknessMap;\n\n\t\t} else if ( material.specularIntensityMap ) {\n\n\t\t\tuvScaleMap = material.specularIntensityMap;\n\n\t\t} else if ( material.specularColorMap ) {\n\n\t\t\tuvScaleMap = material.specularColorMap;\n\n\t\t} else if ( material.transmissionMap ) {\n\n\t\t\tuvScaleMap = material.transmissionMap;\n\n\t\t} else if ( material.thicknessMap ) {\n\n\t\t\tuvScaleMap = material.thicknessMap;\n\n\t\t} else if ( material.sheenColorMap ) {\n\n\t\t\tuvScaleMap = material.sheenColorMap;\n\n\t\t} else if ( material.sheenRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.sheenRoughnessMap;\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\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\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\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\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 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}\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}\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\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, transmissionRenderTarget ) {\n\n\t\tuniforms.ior.value = material.ior; // also part of uniforms common\n\n\t\tif ( material.sheen > 0 ) {\n\n\t\t\tuniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen );\n\n\t\t\tuniforms.sheenRoughness.value = material.sheenRoughness;\n\n\t\t\tif ( material.sheenColorMap ) {\n\n\t\t\t\tuniforms.sheenColorMap.value = material.sheenColorMap;\n\n\t\t\t}\n\n\t\t\tif ( material.sheenRoughnessMap ) {\n\n\t\t\t\tuniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.clearcoat > 0 ) {\n\n\t\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\n\t\t\tif ( material.clearcoatMap ) {\n\n\t\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.iridescence > 0 ) {\n\n\t\t\tuniforms.iridescence.value = material.iridescence;\n\t\t\tuniforms.iridescenceIOR.value = material.iridescenceIOR;\n\t\t\tuniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ];\n\t\t\tuniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ];\n\n\t\t\tif ( material.iridescenceMap ) {\n\n\t\t\t\tuniforms.iridescenceMap.value = material.iridescenceMap;\n\n\t\t\t}\n\n\t\t\tif ( material.iridescenceThicknessMap ) {\n\n\t\t\t\tuniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.transmission > 0 ) {\n\n\t\t\tuniforms.transmission.value = material.transmission;\n\t\t\tuniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;\n\t\t\tuniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );\n\n\t\t\tif ( material.transmissionMap ) {\n\n\t\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t\t}\n\n\t\t\tuniforms.thickness.value = material.thickness;\n\n\t\t\tif ( material.thicknessMap ) {\n\n\t\t\t\tuniforms.thicknessMap.value = material.thicknessMap;\n\n\t\t\t}\n\n\t\t\tuniforms.attenuationDistance.value = material.attenuationDistance;\n\t\t\tuniforms.attenuationColor.value.copy( material.attenuationColor );\n\n\t\t}\n\n\t\tuniforms.specularIntensity.value = material.specularIntensity;\n\t\tuniforms.specularColor.value.copy( material.specularColor );\n\n\t\tif ( material.specularIntensityMap ) {\n\n\t\t\tuniforms.specularIntensityMap.value = material.specularIntensityMap;\n\n\t\t}\n\n\t\tif ( material.specularColorMap ) {\n\n\t\t\tuniforms.specularColorMap.value = material.specularColorMap;\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}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\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\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction WebGLUniformsGroups( gl, info, capabilities, state ) {\n\n\tlet buffers = {};\n\tlet updateList = {};\n\tlet allocatedBindingPoints = [];\n\n\tconst maxBindingPoints = ( capabilities.isWebGL2 ) ? gl.getParameter( 35375 ) : 0; // binding points are global whereas block indices are per shader program\n\n\tfunction bind( uniformsGroup, program ) {\n\n\t\tconst webglProgram = program.program;\n\t\tstate.uniformBlockBinding( uniformsGroup, webglProgram );\n\n\t}\n\n\tfunction update( uniformsGroup, program ) {\n\n\t\tlet buffer = buffers[ uniformsGroup.id ];\n\n\t\tif ( buffer === undefined ) {\n\n\t\t\tprepareUniformsGroup( uniformsGroup );\n\n\t\t\tbuffer = createBuffer( uniformsGroup );\n\t\t\tbuffers[ uniformsGroup.id ] = buffer;\n\n\t\t\tuniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\t}\n\n\t\t// ensure to update the binding points/block indices mapping for this program\n\n\t\tconst webglProgram = program.program;\n\t\tstate.updateUBOMapping( uniformsGroup, webglProgram );\n\n\t\t// update UBO once per frame\n\n\t\tconst frame = info.render.frame;\n\n\t\tif ( updateList[ uniformsGroup.id ] !== frame ) {\n\n\t\t\tupdateBufferData( uniformsGroup );\n\n\t\t\tupdateList[ uniformsGroup.id ] = frame;\n\n\t\t}\n\n\t}\n\n\tfunction createBuffer( uniformsGroup ) {\n\n\t\t// the setup of an UBO is independent of a particular shader program but global\n\n\t\tconst bindingPointIndex = allocateBindingPointIndex();\n\t\tuniformsGroup.__bindingPointIndex = bindingPointIndex;\n\n\t\tconst buffer = gl.createBuffer();\n\t\tconst size = uniformsGroup.__size;\n\t\tconst usage = uniformsGroup.usage;\n\n\t\tgl.bindBuffer( 35345, buffer );\n\t\tgl.bufferData( 35345, size, usage );\n\t\tgl.bindBuffer( 35345, null );\n\t\tgl.bindBufferBase( 35345, bindingPointIndex, buffer );\n\n\t\treturn buffer;\n\n\t}\n\n\tfunction allocateBindingPointIndex() {\n\n\t\tfor ( let i = 0; i < maxBindingPoints; i ++ ) {\n\n\t\t\tif ( allocatedBindingPoints.indexOf( i ) === - 1 ) {\n\n\t\t\t\tallocatedBindingPoints.push( i );\n\t\t\t\treturn i;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconsole.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );\n\n\t\treturn 0;\n\n\t}\n\n\tfunction updateBufferData( uniformsGroup ) {\n\n\t\tconst buffer = buffers[ uniformsGroup.id ];\n\t\tconst uniforms = uniformsGroup.uniforms;\n\t\tconst cache = uniformsGroup.__cache;\n\n\t\tgl.bindBuffer( 35345, buffer );\n\n\t\tfor ( let i = 0, il = uniforms.length; i < il; i ++ ) {\n\n\t\t\tconst uniform = uniforms[ i ];\n\n\t\t\t// partly update the buffer if necessary\n\n\t\t\tif ( hasUniformChanged( uniform, i, cache ) === true ) {\n\n\t\t\t\tconst value = uniform.value;\n\t\t\t\tconst offset = uniform.__offset;\n\n\t\t\t\tif ( typeof value === 'number' ) {\n\n\t\t\t\t\tuniform.__data[ 0 ] = value;\n\t\t\t\t\tgl.bufferSubData( 35345, offset, uniform.__data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( uniform.value.isMatrix3 ) {\n\n\t\t\t\t\t\t// manually converting 3x3 to 3x4\n\n\t\t\t\t\t\tuniform.__data[ 0 ] = uniform.value.elements[ 0 ];\n\t\t\t\t\t\tuniform.__data[ 1 ] = uniform.value.elements[ 1 ];\n\t\t\t\t\t\tuniform.__data[ 2 ] = uniform.value.elements[ 2 ];\n\t\t\t\t\t\tuniform.__data[ 3 ] = uniform.value.elements[ 0 ];\n\t\t\t\t\t\tuniform.__data[ 4 ] = uniform.value.elements[ 3 ];\n\t\t\t\t\t\tuniform.__data[ 5 ] = uniform.value.elements[ 4 ];\n\t\t\t\t\t\tuniform.__data[ 6 ] = uniform.value.elements[ 5 ];\n\t\t\t\t\t\tuniform.__data[ 7 ] = uniform.value.elements[ 0 ];\n\t\t\t\t\t\tuniform.__data[ 8 ] = uniform.value.elements[ 6 ];\n\t\t\t\t\t\tuniform.__data[ 9 ] = uniform.value.elements[ 7 ];\n\t\t\t\t\t\tuniform.__data[ 10 ] = uniform.value.elements[ 8 ];\n\t\t\t\t\t\tuniform.__data[ 11 ] = uniform.value.elements[ 0 ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tvalue.toArray( uniform.__data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tgl.bufferSubData( 35345, offset, uniform.__data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tgl.bindBuffer( 35345, null );\n\n\t}\n\n\tfunction hasUniformChanged( uniform, index, cache ) {\n\n\t\tconst value = uniform.value;\n\n\t\tif ( cache[ index ] === undefined ) {\n\n\t\t\t// cache entry does not exist so far\n\n\t\t\tif ( typeof value === 'number' ) {\n\n\t\t\t\tcache[ index ] = value;\n\n\t\t\t} else {\n\n\t\t\t\tcache[ index ] = value.clone();\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t} else {\n\n\t\t\t// compare current value with cached entry\n\n\t\t\tif ( typeof value === 'number' ) {\n\n\t\t\t\tif ( cache[ index ] !== value ) {\n\n\t\t\t\t\tcache[ index ] = value;\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst cachedObject = cache[ index ];\n\n\t\t\t\tif ( cachedObject.equals( value ) === false ) {\n\n\t\t\t\t\tcachedObject.copy( value );\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction prepareUniformsGroup( uniformsGroup ) {\n\n\t\t// determine total buffer size according to the STD140 layout\n\t\t// Hint: STD140 is the only supported layout in WebGL 2\n\n\t\tconst uniforms = uniformsGroup.uniforms;\n\n\t\tlet offset = 0; // global buffer offset in bytes\n\t\tconst chunkSize = 16; // size of a chunk in bytes\n\t\tlet chunkOffset = 0; // offset within a single chunk in bytes\n\n\t\tfor ( let i = 0, l = uniforms.length; i < l; i ++ ) {\n\n\t\t\tconst uniform = uniforms[ i ];\n\t\t\tconst info = getUniformSize( uniform );\n\n\t\t\t// the following two properties will be used for partial buffer updates\n\n\t\t\tuniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT );\n\t\t\tuniform.__offset = offset;\n\n\t\t\t//\n\n\t\t\tif ( i > 0 ) {\n\n\t\t\t\tchunkOffset = offset % chunkSize;\n\n\t\t\t\tconst remainingSizeInChunk = chunkSize - chunkOffset;\n\n\t\t\t\t// check for chunk overflow\n\n\t\t\t\tif ( chunkOffset !== 0 && ( remainingSizeInChunk - info.boundary ) < 0 ) {\n\n\t\t\t\t\t// add padding and adjust offset\n\n\t\t\t\t\toffset += ( chunkSize - chunkOffset );\n\t\t\t\t\tuniform.__offset = offset;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\toffset += info.storage;\n\n\t\t}\n\n\t\t// ensure correct final padding\n\n\t\tchunkOffset = offset % chunkSize;\n\n\t\tif ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset );\n\n\t\t//\n\n\t\tuniformsGroup.__size = offset;\n\t\tuniformsGroup.__cache = {};\n\n\t\treturn this;\n\n\t}\n\n\tfunction getUniformSize( uniform ) {\n\n\t\tconst value = uniform.value;\n\n\t\tconst info = {\n\t\t\tboundary: 0, // bytes\n\t\t\tstorage: 0 // bytes\n\t\t};\n\n\t\t// determine sizes according to STD140\n\n\t\tif ( typeof value === 'number' ) {\n\n\t\t\t// float/int\n\n\t\t\tinfo.boundary = 4;\n\t\t\tinfo.storage = 4;\n\n\t\t} else if ( value.isVector2 ) {\n\n\t\t\t// vec2\n\n\t\t\tinfo.boundary = 8;\n\t\t\tinfo.storage = 8;\n\n\t\t} else if ( value.isVector3 || value.isColor ) {\n\n\t\t\t// vec3\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes\n\n\t\t} else if ( value.isVector4 ) {\n\n\t\t\t// vec4\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 16;\n\n\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t// mat3 (in STD140 a 3x3 matrix is represented as 3x4)\n\n\t\t\tinfo.boundary = 48;\n\t\t\tinfo.storage = 48;\n\n\t\t} else if ( value.isMatrix4 ) {\n\n\t\t\t// mat4\n\n\t\t\tinfo.boundary = 64;\n\t\t\tinfo.storage = 64;\n\n\t\t} else if ( value.isTexture ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value );\n\n\t\t}\n\n\t\treturn info;\n\n\t}\n\n\tfunction onUniformsGroupsDispose( event ) {\n\n\t\tconst uniformsGroup = event.target;\n\n\t\tuniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\tconst index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex );\n\t\tallocatedBindingPoints.splice( index, 1 );\n\n\t\tgl.deleteBuffer( buffers[ uniformsGroup.id ] );\n\n\t\tdelete buffers[ uniformsGroup.id ];\n\t\tdelete updateList[ uniformsGroup.id ];\n\n\t}\n\n\tfunction dispose() {\n\n\t\tfor ( const id in buffers ) {\n\n\t\t\tgl.deleteBuffer( buffers[ id ] );\n\n\t\t}\n\n\t\tallocatedBindingPoints = [];\n\t\tbuffers = {};\n\t\tupdateList = {};\n\n\t}\n\n\treturn {\n\n\t\tbind: bind,\n\t\tupdate: update,\n\n\t\tdispose: dispose\n\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = createElementNS( 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters = {} ) {\n\n\tthis.isWebGLRenderer = true;\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\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 _alpha;\n\n\tif ( _context !== null ) {\n\n\t\t_alpha = _context.getContextAttributes().alpha;\n\n\t} else {\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false;\n\n\t}\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.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//\n\n\tObject.defineProperties( this, {\n\n\t\t// @deprecated since r136, 0e21088102b4de7e0a0a33140620b7a3424b9e6d\n\n\t\tgammaFactor: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaFactor has been removed.' );\n\t\t\t\treturn 2;\n\n\t\t\t},\n\t\t\tset: function () {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaFactor has been removed.' );\n\n\t\t\t}\n\t\t}\n\n\t} );\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = 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// transmission\n\n\tlet _transmissionRenderTarget = null;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector2 = new Vector2();\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: true,\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// OffscreenCanvas does not have setAttribute, see #22811\n\t\tif ( 'setAttribute' in _canvas ) _canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t_canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, 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, cubeuvmaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates, uniformsGroups;\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\n\t\tinfo = new WebGLInfo();\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\tcubeuvmaps = new WebGLCubeUVMaps( _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, capabilities, textures );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( _this, properties );\n\t\trenderLists = new WebGLRenderLists();\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _alpha, _premultipliedAlpha );\n\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\t\tuniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );\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.shadowMap = shadowMap;\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// 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\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\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\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\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 = true, depth = true, stencil = true ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color ) bits |= 16384;\n\t\tif ( depth ) bits |= 256;\n\t\tif ( 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\t\t_canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tcubeuvmaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\t\tuniformsGroups.dispose();\n\t\tprogramCache.dispose();\n\n\t\txr.dispose();\n\n\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\tif ( _transmissionRenderTarget ) {\n\n\t\t\t_transmissionRenderTarget.dispose();\n\t\t\t_transmissionRenderTarget = null;\n\n\t\t}\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\tconst infoAutoReset = info.autoReset;\n\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\tconst shadowMapType = shadowMap.type;\n\n\t\tinitGLContext();\n\n\t\tinfo.autoReset = infoAutoReset;\n\t\tshadowMap.enabled = shadowMapEnabled;\n\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\tshadowMap.type = shadowMapType;\n\n\t}\n\n\tfunction onContextCreationError( event ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );\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\treleaseMaterialProgramReferences( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\tconst programs = properties.get( material ).programs;\n\n\t\tif ( programs !== undefined ) {\n\n\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t} );\n\n\t\t\tif ( material.isShaderMaterial ) {\n\n\t\t\t\tprogramCache.releaseShaderCache( material );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\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, geometry, 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\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\trenderStateStack.push( currentRenderState );\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( _this.physicallyCorrectLights );\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\tgetProgram( material2, scene, object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\trenderStateStack.pop();\n\t\tcurrentRenderState = null;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tfunction onXRSessionStart() {\n\n\t\tanimation.stop();\n\n\t}\n\n\tfunction onXRSessionEnd() {\n\n\t\tanimation.start();\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof self !== 'undefined' ) animation.setContext( self );\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\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\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// 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\tif ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );\n\n\t\t\tcamera = xr.getCamera(); // use XR camera for rendering\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _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\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene );\n\n\t\t// render scene\n\n\t\tcurrentRenderState.setupLights( _this.physicallyCorrectLights );\n\n\t\tif ( camera.isArrayCamera ) {\n\n\t\t\tconst cameras = camera.cameras;\n\n\t\t\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\n\n\t\t\t\tconst camera2 = cameras[ i ];\n\n\t\t\t\trenderScene( currentRenderList, scene, camera2, camera2.viewport );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderScene( currentRenderList, scene, camera );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\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\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t// _gl.finish();\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\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.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 renderScene( currentRenderList, scene, camera, viewport ) {\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transmissiveObjects = currentRenderList.transmissive;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera );\n\n\t\tif ( viewport ) state.viewport( _currentViewport.copy( viewport ) );\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\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}\n\n\tfunction renderTransmissionPass( opaqueObjects, scene, camera ) {\n\n\t\tconst isWebGL2 = capabilities.isWebGL2;\n\n\t\tif ( _transmissionRenderTarget === null ) {\n\n\t\t\t_transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {\n\t\t\t\tgenerateMipmaps: true,\n\t\t\t\ttype: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,\n\t\t\t\tminFilter: LinearMipmapLinearFilter,\n\t\t\t\tsamples: ( isWebGL2 && _antialias === true ) ? 4 : 0\n\t\t\t} );\n\n\t\t}\n\n\t\t_this.getDrawingBufferSize( _vector2 );\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\t_transmissionRenderTarget.setSize( _vector2.x, _vector2.y );\n\n\t\t} else {\n\n\t\t\t_transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );\n\n\t\t}\n\n\t\t//\n\n\t\tconst currentRenderTarget = _this.getRenderTarget();\n\t\t_this.setRenderTarget( _transmissionRenderTarget );\n\t\t_this.clear();\n\n\t\t// Turn off the features which can affect the frag color for opaque objects pass.\n\t\t// Otherwise they are applied twice in opaque objects pass and transmission objects pass.\n\t\tconst currentToneMapping = _this.toneMapping;\n\t\t_this.toneMapping = NoToneMapping;\n\n\t\trenderObjects( opaqueObjects, scene, camera );\n\n\t\t_this.toneMapping = currentToneMapping;\n\n\t\ttextures.updateMultisampleRenderTarget( _transmissionRenderTarget );\n\t\ttextures.updateRenderTargetMipmap( _transmissionRenderTarget );\n\n\t\t_this.setRenderTarget( currentRenderTarget );\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 ( object.layers.test( camera.layers ) ) {\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\tmaterial.onBeforeRender( _this, scene, camera, geometry, object, group );\n\n\t\tif ( material.transparent === true && material.side === DoubleSide ) {\n\n\t\t\tmaterial.side = BackSide;\n\t\t\tmaterial.needsUpdate = true;\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\tmaterial.side = FrontSide;\n\t\t\tmaterial.needsUpdate = true;\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\tmaterial.side = DoubleSide;\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 getProgram( 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 programs = materialProperties.programs;\n\n\t\t// always update environment and fog - changing these trigger an getProgram 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 = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );\n\n\t\tif ( programs === undefined ) {\n\n\t\t\t// new material\n\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tprograms = new Map();\n\t\t\tmaterialProperties.programs = programs;\n\n\t\t}\n\n\t\tlet program = programs.get( programCacheKey );\n\n\t\tif ( program !== undefined ) {\n\n\t\t\t// early out if program and light state is identical\n\n\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\treturn program;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBuild( object, parameters, _this );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tupdateCommonMaterialProperties( material, parameters );\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 = program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.currentProgram = program;\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t\treturn program;\n\n\t}\n\n\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\t\tmaterialProperties.instancing = parameters.instancing;\n\t\tmaterialProperties.skinning = parameters.skinning;\n\t\tmaterialProperties.morphTargets = parameters.morphTargets;\n\t\tmaterialProperties.morphNormals = parameters.morphNormals;\n\t\tmaterialProperties.morphColors = parameters.morphColors;\n\t\tmaterialProperties.morphTargetsCount = parameters.morphTargetsCount;\n\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\t\tmaterialProperties.vertexTangents = parameters.vertexTangents;\n\t\tmaterialProperties.toneMapping = parameters.toneMapping;\n\n\t}\n\n\tfunction setProgram( camera, scene, geometry, 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.isXRRenderTarget === true ? _currentRenderTarget.texture.encoding : LinearEncoding );\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;\n\t\tconst vertexTangents = !! material.normalMap && !! geometry.attributes.tangent;\n\t\tconst morphTargets = !! geometry.morphAttributes.position;\n\t\tconst morphNormals = !! geometry.morphAttributes.normal;\n\t\tconst morphColors = !! geometry.morphAttributes.color;\n\t\tconst toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping;\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\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\t//\n\n\t\tlet needsProgramChange = false;\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( material.fog === true && materialProperties.fog !== fog ) {\n\n\t\t\t\tneedsProgramChange = true;\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\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexTangents !== vertexTangents ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.morphTargets !== morphTargets ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.morphNormals !== morphNormals ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.morphColors !== morphColors ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.toneMapping !== toneMapping ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tneedsProgramChange = true;\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\t//\n\n\t\tlet program = materialProperties.currentProgram;\n\n\t\tif ( needsProgramChange === true ) {\n\n\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst p_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\tobject.isSkinnedMesh ) {\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 and morph target uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone and morph texture must go before other textures\n\t\t// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures\n\n\t\tif ( object.isSkinnedMesh ) {\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\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();\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\tconsole.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tif ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\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 === true ) {\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, _transmissionRenderTarget );\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\t// UBOs\n\n\t\tif ( material.isShaderMaterial || material.isRawShaderMaterial ) {\n\n\t\t\tconst groups = material.uniformsGroups;\n\n\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\t\tuniformsGroups.update( group, program );\n\t\t\t\t\tuniformsGroups.bind( group, program );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\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\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.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {\n\n\t\tproperties.get( renderTarget.texture ).__webglTexture = colorTexture;\n\t\tproperties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\trenderTargetProperties.__hasExternalTextures = true;\n\n\t\tif ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\trenderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;\n\n\t\t\tif ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\t\t// The multisample_render_to_texture extension doesn't work properly if there\n\t\t\t\t// are midframe flushes and an external depth buffer. Disable use of the extension.\n\t\t\t\tif ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );\n\t\t\t\t\trenderTargetProperties.__useRenderToTexture = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\trenderTargetProperties.__webglFramebuffer = defaultFramebuffer;\n\t\trenderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;\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\tlet useDefaultFramebuffer = true;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\tif ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {\n\n\t\t\t\t// We need to make sure to rebind the framebuffer.\n\t\t\t\tstate.bindFramebuffer( 36160, null );\n\t\t\t\tuseDefaultFramebuffer = false;\n\n\t\t\t} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {\n\n\t\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t\t} else if ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\t\t// Color and depth texture must be rebound in order for the swapchain to update.\n\t\t\t\ttextures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet framebuffer = null;\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.isData3DTexture || texture.isDataArrayTexture ) {\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 ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {\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\tconst framebufferBound = state.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {\n\n\t\t\tstate.drawBuffers( renderTarget, 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\t_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings\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\tstate.bindFramebuffer( 36160, framebuffer );\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\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\tstate.bindFramebuffer( 36160, framebuffer );\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\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexSubImage2D( 3553, level, 0, 0, position.x, position.y, width, height );\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 = sourceBox.max.x - sourceBox.min.x + 1;\n\t\tconst height = sourceBox.max.y - sourceBox.min.y + 1;\n\t\tconst depth = sourceBox.max.z - sourceBox.min.z + 1;\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.isData3DTexture ) {\n\n\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\tglTarget = 32879;\n\n\t\t} else if ( dstTexture.isDataArrayTexture ) {\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\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;\n\n\t\t_gl.pixelStorei( 3314, image.width );\n\t\t_gl.pixelStorei( 32878, image.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\tif ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {\n\n\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );\n\t\t\t\t_gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );\n\n\t\t\t}\n\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\tif ( texture.isCubeTexture ) {\n\n\t\t\ttextures.setTextureCube( texture, 0 );\n\n\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\ttextures.setTexture3D( texture, 0 );\n\n\t\t} else if ( texture.isDataArrayTexture ) {\n\n\t\t\ttextures.setTexture2DArray( texture, 0 );\n\n\t\t} else {\n\n\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t}\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\t_currentActiveCubeFace = 0;\n\t\t_currentActiveMipmapLevel = 0;\n\t\t_currentRenderTarget = null;\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 } ) );\n\n\t}\n\n}\n\nclass WebGL1Renderer extends WebGLRenderer {}\n\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.isFogExp2 = true;\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.isFog = true;\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isScene = true;\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\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.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InterleavedBuffer {\n\n\tconstructor( array, stride ) {\n\n\t\tthis.isInterleavedBuffer = true;\n\n\t\tthis.array = array;\n\t\tthis.stride = stride;\n\t\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\n\t\tthis.version = 0;\n\n\t\tthis.uuid = generateUUID();\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( 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( 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( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tclone( 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 = 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 this.constructor( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( 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 = 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.from( 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 = /*@__PURE__*/ new Vector3();\n\nclass InterleavedBufferAttribute {\n\n\tconstructor( interleavedBuffer, itemSize, offset, normalized = false ) {\n\n\t\tthis.isInterleavedBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.data = interleavedBuffer;\n\t\tthis.itemSize = itemSize;\n\t\tthis.offset = offset;\n\n\t\tthis.normalized = normalized === true;\n\n\t}\n\n\tget count() {\n\n\t\treturn this.data.count;\n\n\t}\n\n\tget array() {\n\n\t\treturn this.data.array;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tthis.data.needsUpdate = value;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, 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\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyNormalMatrix( 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\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.transformDirection( 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( 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( 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( 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( 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( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t}\n\n\tgetY( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t}\n\n\tgetZ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t}\n\n\tgetW( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t}\n\n\tsetXY( 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( 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( 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( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved 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( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved 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 interleaved 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\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isSpriteMaterial = true;\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.fog = 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\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\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 = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material ) {\n\n\t\tsuper();\n\n\t\tthis.isSprite = true;\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.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, 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, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__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$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\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$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / 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 = /*@__PURE__*/ new Vector3();\n\nconst _skinIndex = /*@__PURE__*/ new Vector4();\nconst _skinWeight = /*@__PURE__*/ new Vector4();\n\nconst _vector$5 = /*@__PURE__*/ new Vector3();\nconst _matrix = /*@__PURE__*/ new Matrix4();\n\nclass SkinnedMesh extends Mesh {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isSkinnedMesh = true;\n\n\t\tthis.type = 'SkinnedMesh';\n\n\t\tthis.bindMode = 'attached';\n\t\tthis.bindMatrix = new Matrix4();\n\t\tthis.bindMatrixInverse = new Matrix4();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\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( 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() {\n\n\t\tthis.skeleton.pose();\n\n\t}\n\n\tnormalizeSkinWeights() {\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.fromBufferAttribute( skinWeight, 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( force ) {\n\n\t\tsuper.updateMatrixWorld( 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( 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.copy( target ).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.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n}\n\nclass Bone extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBone = true;\n\n\t\tthis.type = 'Bone';\n\n\t}\n\n}\n\nclass DataTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.isDataTexture = true;\n\n\t\tthis.image = { data: data, width: width, height: height };\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\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 = 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\tcomputeBoneTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)\n\t\t//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)\n\t\t//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)\n\t\t//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = ceilPowerOfTwo( size );\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tboneMatrices.set( this.boneMatrices ); // copy current values\n\n\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\t\tboneTexture.needsUpdate = true;\n\n\t\tthis.boneMatrices = boneMatrices;\n\t\tthis.boneTexture = boneTexture;\n\t\tthis.boneTextureSize = size;\n\n\t\treturn this;\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\nclass InstancedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized, meshPerAttribute = 1 ) {\n\n\t\tif ( typeof normalized === 'number' ) {\n\n\t\t\tmeshPerAttribute = normalized;\n\n\t\t\tnormalized = false;\n\n\t\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t\t}\n\n\t\tsuper( array, itemSize, normalized );\n\n\t\tthis.isInstancedBufferAttribute = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();\nconst _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = /*@__PURE__*/ new Mesh();\n\nclass InstancedMesh extends Mesh {\n\n\tconstructor( geometry, material, count ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isInstancedMesh = true;\n\n\t\tthis.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );\n\t\tthis.instanceColor = null;\n\n\t\tthis.count = count;\n\n\t\tthis.frustumCulled = false;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\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( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tgetMatrixAt( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\traycast( 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( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tsetMatrixAt( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineBasicMaterial = true;\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.fog = true;\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.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _start$1 = /*@__PURE__*/ new Vector3();\nconst _end$1 = /*@__PURE__*/ new Vector3();\nconst _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _ray$1 = /*@__PURE__*/ new Ray();\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\n\nclass Line extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isLine = true;\n\n\t\tthis.type = 'Line';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i ] += _start$1.distanceTo( _end$1 );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === 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\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tconst a = index.getX( i );\n\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nconst _start = /*@__PURE__*/ new Vector3();\nconst _end = /*@__PURE__*/ new Vector3();\n\nclass LineSegments extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineSegments = true;\n\n\t\tthis.type = 'LineSegments';\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [];\n\n\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\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.isLineLoop = true;\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isPointsMaterial = true;\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.fog = 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.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _inverseMatrix = /*@__PURE__*/ new Matrix4();\nconst _ray = /*@__PURE__*/ new Ray();\nconst _sphere = /*@__PURE__*/ new Sphere();\nconst _position$2 = /*@__PURE__*/ new Vector3();\n\nclass Points extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isPoints = true;\n\n\t\tthis.type = 'Points';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\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\t\t_sphere.radius += threshold;\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\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\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.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.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.isVideoTexture = true;\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\nclass FramebufferTexture extends Texture {\n\n\tconstructor( width, height, format ) {\n\n\t\tsuper( { width, height } );\n\n\t\tthis.isFramebufferTexture = true;\n\n\t\tthis.format = format;\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\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.isCompressedTexture = true;\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\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.isCanvasTexture = true;\n\n\t\tthis.needsUpdate = true;\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\nclass Curve {\n\n\tconstructor() {\n\n\t\tthis.type = 'Curve';\n\n\t\tthis.arcLengthDivisions = 200;\n\n\t}\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint( /* 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( 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( 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( 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() {\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( 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() {\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( 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( 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( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t}\n\n\tcomputeFrenetFrames( 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\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( 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( 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() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\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: '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( 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.isEllipseCurve = true;\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\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.isArcCurve = true;\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\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 = /*@__PURE__*/ new Vector3();\nconst px = /*@__PURE__*/ new CubicPoly();\nconst py = /*@__PURE__*/ new CubicPoly();\nconst pz = /*@__PURE__*/ 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.isCatmullRomCurve3 = true;\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\n/**\n * Bezier Curves formulas obtained from\n * https://en.wikipedia.org/wiki/B%C3%A9zier_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.isCubicBezierCurve = true;\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\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.isCubicBezierCurve3 = true;\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\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isLineCurve = true;\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\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.type = 'LineCurve3';\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.isQuadraticBezierCurve = true;\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\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isQuadraticBezierCurve3 = true;\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\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isSplineCurve = true;\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\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, optionalTarget ) {\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, optionalTarget );\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.isEllipseCurve ? divisions * 2\n\t\t\t\t: ( curve.isLineCurve || curve.isLineCurve3 ) ? 1\n\t\t\t\t\t: 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\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 LatheGeometry extends BufferGeometry {\n\n\tconstructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], 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 = 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\t\tconst initNormals = [];\n\t\tconst normals = [];\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\t\tconst normal = new Vector3();\n\t\tconst curNormal = new Vector3();\n\t\tconst prevNormal = new Vector3();\n\t\tlet dx = 0;\n\t\tlet dy = 0;\n\n\t\t// pre-compute normals for initial \"meridian\"\n\n\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\tswitch ( j ) {\n\n\t\t\t\tcase 0:\t\t\t\t// special handling for 1st vertex on path\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tprevNormal.copy( normal );\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ( points.length - 1 ):\t// special handling for last Vertex on path\n\n\t\t\t\t\tinitNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\t\t\t// default handling for all vertices in between\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tcurNormal.copy( normal );\n\n\t\t\t\t\tnormal.x += prevNormal.x;\n\t\t\t\t\tnormal.y += prevNormal.y;\n\t\t\t\t\tnormal.z += prevNormal.z;\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tprevNormal.copy( curNormal );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate vertices, uvs and normals\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\t\t\t\t// normal\n\n\t\t\t\tconst x = initNormals[ 3 * j + 0 ] * sin;\n\t\t\t\tconst y = initNormals[ 3 * j + 1 ];\n\t\t\t\tconst z = initNormals[ 3 * j + 0 ] * cos;\n\n\t\t\t\tnormals.push( x, y, z );\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( c, d, b );\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\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );\n\n\t}\n\n}\n\nclass CapsuleGeometry extends LatheGeometry {\n\n\tconstructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {\n\n\t\tconst path = new Path();\n\t\tpath.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );\n\t\tpath.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );\n\n\t\tsuper( path.getPoints( capSegments ), radialSegments );\n\n\t\tthis.type = 'CapsuleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: length,\n\t\t\tcapSegments: capSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );\n\n\t}\n\n}\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\tstatic fromJSON( data ) {\n\n\t\treturn new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );\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\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\tstatic fromJSON( data ) {\n\n\t\treturn new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\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\tstatic fromJSON( data ) {\n\n\t\treturn new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\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\tstatic fromJSON( data ) {\n\n\t\treturn new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );\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\tstatic fromJSON( data ) {\n\n\t\treturn new DodecahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1$1 = /*@__PURE__*/ new Vector3();\nconst _normal = /*@__PURE__*/ new Vector3();\nconst _triangle = /*@__PURE__*/ new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null, thresholdAngle = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry,\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\tconst precisionPoints = 4;\n\t\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\t\tconst thresholdDot = Math.cos( DEG2RAD * thresholdAngle );\n\n\t\t\tconst indexAttr = geometry.getIndex();\n\t\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\t\tconst indexArr = [ 0, 0, 0 ];\n\t\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\t\tconst hashes = new Array( 3 );\n\n\t\t\tconst edgeData = {};\n\t\t\tconst vertices = [];\n\t\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\t\tif ( indexAttr ) {\n\n\t\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t\t}\n\n\t\t\t\tconst { a, b, c } = _triangle;\n\t\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t\t// create hashes for the edge from the vertices\n\t\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t\t// skip degenerate triangles\n\t\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\t// iterate over every edge\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\t\tnormal: _normal.clone(),\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// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\t\tfor ( const key in edgeData ) {\n\n\t\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = 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\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, 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 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 ) && // doesn'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\nclass ShapeUtils {\n\n\t// calculate area of the contour polygon\n\n\tstatic area( 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\tstatic isClockWise( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t}\n\n\tstatic triangulateShape( 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 = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), 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\tconst depth = options.depth !== undefined ? options.depth : 1;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;\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//\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 = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\tconst extrudePath = data.options.extrudePath;\n\n\t\tif ( extrudePath !== undefined ) {\n\n\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t}\n\n\t\treturn new ExtrudeGeometry( geometryShapes, data.options );\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 ) < Math.abs( a_x - b_x ) ) {\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$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tdata.options = Object.assign( {}, options );\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\tstatic fromJSON( data ) {\n\n\t\treturn new IcosahedronGeometry( data.radius, data.detail );\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\tstatic fromJSON( data ) {\n\n\t\treturn new OctahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\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\tstatic fromJSON( data ) {\n\n\t\treturn new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {\n\n\t\tsuper();\n\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 = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\treturn new ShapeGeometry( geometryShapes, data.curveSegments );\n\n\t}\n\n}\n\nfunction toJSON( 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 = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\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\tstatic fromJSON( data ) {\n\n\t\treturn new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );\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\tstatic fromJSON( data ) {\n\n\t\treturn new TetrahedronGeometry( data.radius, data.detail );\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\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\tstatic fromJSON( data ) {\n\n\t\treturn new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );\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\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 segment\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 vectors, 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\tstatic fromJSON( data ) {\n\n\t\treturn new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\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\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\treturn new TubeGeometry(\n\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\tdata.tubularSegments,\n\t\t\tdata.radius,\n\t\t\tdata.radialSegments,\n\t\t\tdata.closed\n\t\t);\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\t// buffer\n\n\t\t\tconst vertices = [];\n\t\t\tconst edges = new Set();\n\n\t\t\t// helper variables\n\n\t\t\tconst start = new Vector3();\n\t\t\tconst end = new Vector3();\n\n\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\t// indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tconst indices = geometry.index;\n\t\t\t\tlet groups = geometry.groups;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t\t}\n\n\t\t\t\t// create a data structure that contains all edges without duplicates\n\n\t\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\t\tconst groupStart = group.start;\n\t\t\t\t\tconst groupCount = group.count;\n\n\t\t\t\t\tfor ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\tconst index1 = indices.getX( i + j );\n\t\t\t\t\t\t\tconst index2 = indices.getX( i + ( j + 1 ) % 3 );\n\n\t\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\n\t\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\n\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.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// build geometry\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n}\n\nfunction isUniqueEdge( start, end, edges ) {\n\n\tconst hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;\n\tconst hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge\n\n\tif ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {\n\n\t\treturn false;\n\n\t} else {\n\n\t\tedges.add( hash1 );\n\t\tedges.add( hash2 );\n\t\treturn true;\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxGeometry,\n\tCapsuleGeometry: CapsuleGeometry,\n\tCapsuleBufferGeometry: CapsuleGeometry,\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\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\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShadowMaterial = true;\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.fog = 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.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.isRawShaderMaterial = true;\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nclass MeshStandardMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshStandardMaterial = true;\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.type = 'MeshStandardMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.roughness = 1.0;\n\t\tthis.metalness = 0.0;\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.roughnessMap = null;\n\n\t\tthis.metalnessMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapIntensity = 1.0;\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.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.color.copy( source.color );\n\t\tthis.roughness = source.roughness;\n\t\tthis.metalness = source.metalness;\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.roughnessMap = source.roughnessMap;\n\n\t\tthis.metalnessMap = source.metalnessMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapIntensity = source.envMapIntensity;\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.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhysicalMaterial extends MeshStandardMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhysicalMaterial = true;\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.type = 'MeshPhysicalMaterial';\n\n\t\tthis.clearcoatMap = null;\n\t\tthis.clearcoatRoughness = 0.0;\n\t\tthis.clearcoatRoughnessMap = null;\n\t\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\t\tthis.clearcoatNormalMap = null;\n\n\t\tthis.ior = 1.5;\n\n\t\tObject.defineProperty( this, 'reflectivity', {\n\t\t\tget: function () {\n\n\t\t\t\treturn ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );\n\n\t\t\t},\n\t\t\tset: function ( reflectivity ) {\n\n\t\t\t\tthis.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );\n\n\t\t\t}\n\t\t} );\n\n\t\tthis.iridescenceMap = null;\n\t\tthis.iridescenceIOR = 1.3;\n\t\tthis.iridescenceThicknessRange = [ 100, 400 ];\n\t\tthis.iridescenceThicknessMap = null;\n\n\t\tthis.sheenColor = new Color( 0x000000 );\n\t\tthis.sheenColorMap = null;\n\t\tthis.sheenRoughness = 1.0;\n\t\tthis.sheenRoughnessMap = null;\n\n\t\tthis.transmissionMap = null;\n\n\t\tthis.thickness = 0;\n\t\tthis.thicknessMap = null;\n\t\tthis.attenuationDistance = 0.0;\n\t\tthis.attenuationColor = new Color( 1, 1, 1 );\n\n\t\tthis.specularIntensity = 1.0;\n\t\tthis.specularIntensityMap = null;\n\t\tthis.specularColor = new Color( 1, 1, 1 );\n\t\tthis.specularColorMap = null;\n\n\t\tthis._sheen = 0.0;\n\t\tthis._clearcoat = 0;\n\t\tthis._iridescence = 0;\n\t\tthis._transmission = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tget sheen() {\n\n\t\treturn this._sheen;\n\n\t}\n\n\tset sheen( value ) {\n\n\t\tif ( this._sheen > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._sheen = value;\n\n\t}\n\n\tget clearcoat() {\n\n\t\treturn this._clearcoat;\n\n\t}\n\n\tset clearcoat( value ) {\n\n\t\tif ( this._clearcoat > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._clearcoat = value;\n\n\t}\n\n\tget iridescence() {\n\n\t\treturn this._iridescence;\n\n\t}\n\n\tset iridescence( value ) {\n\n\t\tif ( this._iridescence > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._iridescence = value;\n\n\t}\n\n\tget transmission() {\n\n\t\treturn this._transmission;\n\n\t}\n\n\tset transmission( value ) {\n\n\t\tif ( this._transmission > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._transmission = value;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.clearcoat = source.clearcoat;\n\t\tthis.clearcoatMap = source.clearcoatMap;\n\t\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\t\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\t\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\t\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\t\tthis.ior = source.ior;\n\n\t\tthis.iridescence = source.iridescence;\n\t\tthis.iridescenceMap = source.iridescenceMap;\n\t\tthis.iridescenceIOR = source.iridescenceIOR;\n\t\tthis.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];\n\t\tthis.iridescenceThicknessMap = source.iridescenceThicknessMap;\n\n\t\tthis.sheen = source.sheen;\n\t\tthis.sheenColor.copy( source.sheenColor );\n\t\tthis.sheenColorMap = source.sheenColorMap;\n\t\tthis.sheenRoughness = source.sheenRoughness;\n\t\tthis.sheenRoughnessMap = source.sheenRoughnessMap;\n\n\t\tthis.transmission = source.transmission;\n\t\tthis.transmissionMap = source.transmissionMap;\n\n\t\tthis.thickness = source.thickness;\n\t\tthis.thicknessMap = source.thicknessMap;\n\t\tthis.attenuationDistance = source.attenuationDistance;\n\t\tthis.attenuationColor.copy( source.attenuationColor );\n\n\t\tthis.specularIntensity = source.specularIntensity;\n\t\tthis.specularIntensityMap = source.specularIntensityMap;\n\t\tthis.specularColor.copy( source.specularColor );\n\t\tthis.specularColorMap = source.specularColorMap;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhongMaterial = true;\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.flatShading = false;\n\n\t\tthis.fog = 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\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.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshToonMaterial = true;\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.fog = 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\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.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshNormalMaterial = true;\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.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.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshLambertMaterial = true;\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.fog = 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.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.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshMatcapMaterial = true;\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.flatShading = false;\n\n\t\tthis.fog = true;\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.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineDashedMaterial = true;\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\n// same as Array.prototype.slice, but also works on typed arrays\nfunction arraySlice( array, from, to ) {\n\n\tif ( isTypedArray( array ) ) {\n\n\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t}\n\n\treturn array.slice( from, to );\n\n}\n\n// converts an array to a specific type\nfunction convertArray( array, type, forceClone ) {\n\n\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t! forceClone && array.constructor === type ) return array;\n\n\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\treturn new type( array ); // create typed array\n\n\t}\n\n\treturn Array.prototype.slice.call( array ); // create Array\n\n}\n\nfunction isTypedArray( object ) {\n\n\treturn ArrayBuffer.isView( object ) &&\n\t\t! ( object instanceof DataView );\n\n}\n\n// returns an array by which times and values can be sorted\nfunction getKeyframeOrder( times ) {\n\n\tfunction compareTime( i, j ) {\n\n\t\treturn times[ i ] - times[ j ];\n\n\t}\n\n\tconst n = times.length;\n\tconst result = new Array( n );\n\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\tresult.sort( compareTime );\n\n\treturn result;\n\n}\n\n// uses the array previously returned by 'getKeyframeOrder' to sort data\nfunction sortedArray( values, stride, order ) {\n\n\tconst nValues = values.length;\n\tconst result = new values.constructor( nValues );\n\n\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\tconst srcOffset = order[ i ] * stride;\n\n\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t}\n\n\t}\n\n\treturn result;\n\n}\n\n// function for parsing AOS keyframe formats\nfunction flattenJSON( jsonKeys, times, values, valuePropertyName ) {\n\n\tlet i = 1, key = jsonKeys[ 0 ];\n\n\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\tkey = jsonKeys[ i ++ ];\n\n\t}\n\n\tif ( key === undefined ) return; // no data\n\n\tlet value = key[ valuePropertyName ];\n\tif ( value === undefined ) return; // no data\n\n\tif ( Array.isArray( value ) ) {\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else if ( value.toArray !== undefined ) {\n\n\t\t// ...assume THREE.Math-ish\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else {\n\n\t\t// otherwise push as-is\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push( value );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t}\n\n}\n\nfunction subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\tconst clip = sourceClip.clone();\n\n\tclip.name = name;\n\n\tconst tracks = [];\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tconst track = clip.tracks[ i ];\n\t\tconst valueSize = track.getValueSize();\n\n\t\tconst times = [];\n\t\tconst values = [];\n\n\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( times.length === 0 ) continue;\n\n\t\ttrack.times = convertArray( times, track.times.constructor );\n\t\ttrack.values = convertArray( values, track.values.constructor );\n\n\t\ttracks.push( track );\n\n\t}\n\n\tclip.tracks = tracks;\n\n\t// find minimum .times value across all tracks in the trimmed clip\n\n\tlet minStartTime = Infinity;\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t}\n\n\t}\n\n\t// shift all tracks such that clip begins at t=0\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t}\n\n\tclip.resetDuration();\n\n\treturn clip;\n\n}\n\nfunction makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\tif ( fps <= 0 ) fps = 30;\n\n\tconst numTracks = referenceClip.tracks.length;\n\tconst referenceTime = referenceFrame / fps;\n\n\t// Make each track's values relative to the values at the reference frame\n\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t// Skip this track if it's non-numeric\n\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t} );\n\n\t\tif ( targetTrack === undefined ) continue;\n\n\t\tlet referenceOffset = 0;\n\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t}\n\n\t\tlet targetOffset = 0;\n\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t}\n\n\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\tlet referenceValue;\n\n\t\t// Find the value to subtract out of the track\n\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\tconst startIndex = referenceOffset;\n\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\treferenceValue = arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\treferenceValue = arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t} else {\n\n\t\t\t// Interpolate to the reference value\n\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\tconst startIndex = referenceOffset;\n\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\treferenceValue = arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t}\n\n\t\t// Conjugate the quaternion\n\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t}\n\n\t\t// Subtract the reference value from all of the track values\n\n\t\tconst numTimes = targetTrack.times.length;\n\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\tvalueStart,\n\t\t\t\t\treferenceValue,\n\t\t\t\t\t0,\n\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\tvalueStart\n\t\t\t\t);\n\n\t\t\t} else {\n\n\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\treturn targetClip;\n\n}\n\nvar AnimationUtils = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tarraySlice: arraySlice,\n\tconvertArray: convertArray,\n\tisTypedArray: isTypedArray,\n\tgetKeyframeOrder: getKeyframeOrder,\n\tsortedArray: sortedArray,\n\tflattenJSON: flattenJSON,\n\tsubclip: subclip,\n\tmakeClipAdditive: makeClipAdditive\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\nclass Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tthis.parameterPositions = parameterPositions;\n\t\tthis._cachedIndex = 0;\n\n\t\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\t\tthis.sampleValues = sampleValues;\n\t\tthis.valueSize = sampleSize;\n\n\t\tthis.settings = null;\n\t\tthis.DefaultSettings_ = {};\n\n\t}\n\n\tevaluate( 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.copySampleValue_( i1 - 1 );\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.copySampleValue_( 0 );\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.copySampleValue_( 0 );\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.copySampleValue_( i1 - 1 );\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\tgetSettings_() {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t}\n\n\tcopySampleValue_( 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_( /* 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_( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\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\nclass CubicInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t\tthis._weightPrev = - 0;\n\t\tthis._offsetPrev = - 0;\n\t\tthis._weightNext = - 0;\n\t\tthis._offsetNext = - 0;\n\n\t\tthis.DefaultSettings_ = {\n\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\n\t\t};\n\n\t}\n\n\tintervalChanged_( 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_( 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\nclass LinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( 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 preceding\n * the parameter.\n */\n\nclass DiscreteInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( 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 = convertArray( times, this.TimeBufferType );\n\t\tthis.values = 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': convertArray( track.times, Array ),\n\t\t\t\t'values': 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 = arraySlice( times, from, to );\n\t\t\tthis.values = 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 ( 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 = arraySlice( this.times ),\n\t\t\tvalues = 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 = arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = 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 = arraySlice( this.times, 0 );\n\t\tconst values = 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\nclass QuaternionLinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( 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 = 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 = getKeyframeOrder( times );\n\t\t\ttimes = sortedArray( times, 1, order );\n\t\t\tvalues = 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\tflattenJSON( 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;\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\tflattenJSON( 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\nclass LoadingManager {\n\n\tconstructor( onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet isLoading = false;\n\t\tlet itemsLoaded = 0;\n\t\tlet itemsTotal = 0;\n\t\tlet urlModifier = undefined;\n\t\tconst handlers = [];\n\n\t\t// Refer to #5689 for the reason why we don't set .onStart\n\t\t// in the constructor\n\n\t\tthis.onStart = undefined;\n\t\tthis.onLoad = onLoad;\n\t\tthis.onProgress = onProgress;\n\t\tthis.onError = onError;\n\n\t\tthis.itemStart = function ( url ) {\n\n\t\t\titemsTotal ++;\n\n\t\t\tif ( isLoading === false ) {\n\n\t\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tisLoading = true;\n\n\t\t};\n\n\t\tthis.itemEnd = function ( url ) {\n\n\t\t\titemsLoaded ++;\n\n\t\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\t\tisLoading = false;\n\n\t\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\t\tscope.onLoad();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.itemError = function ( url ) {\n\n\t\t\tif ( scope.onError !== undefined ) {\n\n\t\t\t\tscope.onError( url );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.resolveURL = function ( url ) {\n\n\t\t\tif ( urlModifier ) {\n\n\t\t\t\treturn urlModifier( url );\n\n\t\t\t}\n\n\t\t\treturn url;\n\n\t\t};\n\n\t\tthis.setURLModifier = function ( transform ) {\n\n\t\t\turlModifier = transform;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.addHandler = function ( regex, loader ) {\n\n\t\t\thandlers.push( regex, loader );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.removeHandler = function ( regex ) {\n\n\t\t\tconst index = handlers.indexOf( regex );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\thandlers.splice( index, 2 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.getHandler = function ( file ) {\n\n\t\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\t\tconst regex = handlers[ i ];\n\t\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\t\treturn loader;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t};\n\n\t}\n\n}\n\nconst DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();\n\nclass Loader {\n\n\tconstructor( manager ) {\n\n\t\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t\tthis.crossOrigin = 'anonymous';\n\t\tthis.withCredentials = false;\n\t\tthis.path = '';\n\t\tthis.resourcePath = '';\n\t\tthis.requestHeader = {};\n\n\t}\n\n\tload( /* url, onLoad, onProgress, onError */ ) {}\n\n\tloadAsync( 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( /* data */ ) {}\n\n\tsetCrossOrigin( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t}\n\n\tsetWithCredentials( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t}\n\n\tsetPath( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t}\n\n\tsetResourcePath( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t}\n\n\tsetRequestHeader( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n}\n\nconst loading = {};\n\nclass HttpError extends Error {\n\n\tconstructor( message, response ) {\n\n\t\tsuper( message );\n\t\tthis.response = response;\n\n\t}\n\n}\n\nclass FileLoader 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 ( 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 cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tthis.manager.itemStart( url );\n\n\t\t\tsetTimeout( () => {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tthis.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// Initialise array for duplicate requests\n\t\tloading[ url ] = [];\n\n\t\tloading[ url ].push( {\n\t\t\tonLoad: onLoad,\n\t\t\tonProgress: onProgress,\n\t\t\tonError: onError,\n\t\t} );\n\n\t\t// create request\n\t\tconst req = new Request( url, {\n\t\t\theaders: new Headers( this.requestHeader ),\n\t\t\tcredentials: this.withCredentials ? 'include' : 'same-origin',\n\t\t\t// An abort controller could be added within a future PR\n\t\t} );\n\n\t\t// record states ( avoid data race )\n\t\tconst mimeType = this.mimeType;\n\t\tconst responseType = this.responseType;\n\n\t\t// start the fetch\n\t\tfetch( req )\n\t\t\t.then( response => {\n\n\t\t\t\tif ( response.status === 200 || response.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 ( response.status === 0 ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Workaround: Checking if response.body === undefined for Alipay browser #23548\n\n\t\t\t\t\tif ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {\n\n\t\t\t\t\t\treturn response;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\t\tconst reader = response.body.getReader();\n\t\t\t\t\tconst contentLength = response.headers.get( 'Content-Length' );\n\t\t\t\t\tconst total = contentLength ? parseInt( contentLength ) : 0;\n\t\t\t\t\tconst lengthComputable = total !== 0;\n\t\t\t\t\tlet loaded = 0;\n\n\t\t\t\t\t// periodically read data into the new stream tracking while download progress\n\t\t\t\t\tconst stream = new ReadableStream( {\n\t\t\t\t\t\tstart( controller ) {\n\n\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\tfunction readData() {\n\n\t\t\t\t\t\t\t\treader.read().then( ( { done, value } ) => {\n\n\t\t\t\t\t\t\t\t\tif ( done ) {\n\n\t\t\t\t\t\t\t\t\t\tcontroller.close();\n\n\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\tloaded += value.byteLength;\n\n\t\t\t\t\t\t\t\t\t\tconst event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );\n\t\t\t\t\t\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\t\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tcontroller.enqueue( value );\n\t\t\t\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\t\t\t}\n\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} );\n\n\t\t\t\t\treturn new Response( stream );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new HttpError( `fetch for \"${response.url}\" responded with ${response.status}: ${response.statusText}`, response );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( response => {\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\n\t\t\t\t\t\treturn response.arrayBuffer();\n\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\treturn response.blob();\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\treturn response.text()\n\t\t\t\t\t\t\t.then( text => {\n\n\t\t\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\t\t\treturn parser.parseFromString( text, mimeType );\n\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\treturn response.json();\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( mimeType === undefined ) {\n\n\t\t\t\t\t\t\treturn response.text();\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// sniff encoding\n\t\t\t\t\t\t\tconst re = /charset=\"?([^;\"\\s]*)\"?/i;\n\t\t\t\t\t\t\tconst exec = re.exec( mimeType );\n\t\t\t\t\t\t\tconst label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;\n\t\t\t\t\t\t\tconst decoder = new TextDecoder( label );\n\t\t\t\t\t\t\treturn response.arrayBuffer().then( ab => decoder.decode( ab ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( data => {\n\n\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\tCache.add( url, data );\n\n\t\t\t\tconst callbacks = loading[ url ];\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.onLoad ) callback.onLoad( data );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.catch( err => {\n\n\t\t\t\t// Abort errors and other errors are handled the same\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tif ( callbacks === undefined ) {\n\n\t\t\t\t\t// When onLoad was called and url was deleted in `loading`\n\t\t\t\t\tthis.manager.itemError( url );\n\t\t\t\t\tthrow err;\n\n\t\t\t\t}\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( err );\n\n\t\t\t\t}\n\n\t\t\t\tthis.manager.itemError( url );\n\n\t\t\t} )\n\t\t\t.finally( () => {\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\tthis.manager.itemStart( url );\n\n\t}\n\n\tsetResponseType( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t}\n\n\tsetMimeType( 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\nclass CompressedTextureLoader 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 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 = createElementNS( 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\tremoveEventListeners();\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\tremoveEventListeners();\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\tfunction removeEventListeners() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.slice( 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\nclass DataTextureLoader 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 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\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\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\nclass TextureLoader 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 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\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\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.isLight = true;\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tdispose() {\n\n\t\t// Empty here in base class; some subclasses override.\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\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\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.isHemisphereLight = true;\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, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__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\t\tthis.blurSamples = 8;\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$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\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\tdispose() {\n\n\t\tif ( this.map ) {\n\n\t\t\tthis.map.dispose();\n\n\t\t}\n\n\t\tif ( this.mapPass ) {\n\n\t\t\tthis.mapPass.dispose();\n\n\t\t}\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.isSpotLightShadow = true;\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 = 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\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\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.isSpotLight = true;\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// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\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\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__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.isPointLightShadow = true;\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\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isPointLight = true;\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// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\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\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t\tthis.isDirectionalLightShadow = true;\n\n\t}\n\n}\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isDirectionalLight = true;\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\tdispose() {\n\n\t\tthis.shadow.dispose();\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\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isAmbientLight = true;\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isRectAreaLight = true;\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in nits)\n\t\treturn this.intensity * this.width * this.height * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in nits) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( this.width * this.height * Math.PI );\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\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.isSphericalHarmonics3 = true;\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.isLightProbe = true;\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\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 = MaterialLoader.createMaterialFromType( 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 = json.sheen;\n\t\tif ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );\n\t\tif ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;\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.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;\n\t\tif ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );\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.iridescence !== undefined ) material.iridescence = json.iridescence;\n\t\tif ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;\n\t\tif ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.thickness !== undefined ) material.thickness = json.thickness;\n\t\tif ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;\n\t\tif ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );\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.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\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.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\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\t\tif ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );\n\t\tif ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );\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.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );\n\t\tif ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );\n\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\t\tif ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );\n\n\t\tif ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );\n\t\tif ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );\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\tstatic createMaterialFromType( type ) {\n\n\t\tconst materialLib = {\n\t\t\tShadowMaterial,\n\t\t\tSpriteMaterial,\n\t\t\tRawShaderMaterial,\n\t\t\tShaderMaterial,\n\t\t\tPointsMaterial,\n\t\t\tMeshPhysicalMaterial,\n\t\t\tMeshStandardMaterial,\n\t\t\tMeshPhongMaterial,\n\t\t\tMeshToonMaterial,\n\t\t\tMeshNormalMaterial,\n\t\t\tMeshLambertMaterial,\n\t\t\tMeshDepthMaterial,\n\t\t\tMeshDistanceMaterial,\n\t\t\tMeshBasicMaterial,\n\t\t\tMeshMatcapMaterial,\n\t\t\tLineDashedMaterial,\n\t\t\tLineBasicMaterial,\n\t\t\tMaterial\n\t\t};\n\n\t\treturn new materialLib[ type ]();\n\n\t}\n\n}\n\nclass LoaderUtils {\n\n\tstatic decodeText( 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\tstatic extractUrlBase( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.slice( 0, index + 1 );\n\n\t}\n\n\tstatic 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}\n\nclass InstancedBufferGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isInstancedBufferGeometry = true;\n\n\t\tthis.type = 'InstancedBufferGeometry';\n\t\tthis.instanceCount = Infinity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.instanceCount = source.instanceCount;\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 data = super.toJSON( 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\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\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tif ( attribute.updateRange !== undefined ) {\n\n\t\t\t\tbufferAttribute.updateRange.offset = attribute.updateRange.offset;\n\t\t\t\tbufferAttribute.updateRange.count = attribute.updateRange.count;\n\n\t\t\t}\n\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\tasync loadAsync( url, onProgress ) {\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\n\t\tconst text = await loader.loadAsync( url, onProgress );\n\n\t\tconst json = JSON.parse( text );\n\n\t\tconst metadata = json.metadata;\n\n\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\tthrow new Error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\n\t\t}\n\n\t\treturn await scope.parseAsync( json );\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, textures, 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 ].data 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\tasync parseAsync( json ) {\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 = await this.parseImagesAsync( json.images );\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, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\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\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 '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: The legacy Geometry type is no longer supported.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( data.type in Geometries ) {\n\n\t\t\t\t\t\t\tgeometry = Geometries[ data.type ].fromJSON( data, shapes );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( `THREE.ObjectLoader: Unsupported geometry type \"${ data.type }\"` );\n\n\t\t\t\t\t\t}\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\tconst imageArray = [];\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\timageArray.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\timageArray.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\timages[ image.uuid ] = new Source( imageArray );\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\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\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\tasync parseImagesAsync( json ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tasync function 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 await loader.loadAsync( 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\tloader = new ImageLoader( this.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\tconst imageArray = [];\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 = await 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\timageArray.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\timageArray.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\timages[ image.uuid ] = new Source( imageArray );\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 = await deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\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\tconst source = images[ data.image ];\n\t\t\t\tconst image = source.data;\n\n\t\t\t\tlet texture;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture();\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();\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture();\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.source = source;\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\tif ( data.userData !== undefined ) texture.userData = data.userData;\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, textures, 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\tfunction getTexture( uuid ) {\n\n\t\t\tif ( textures[ uuid ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined texture', uuid );\n\n\t\t\t}\n\n\t\t\treturn textures[ uuid ];\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} else {\n\n\t\t\t\t\t\tobject.background = getTexture( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.environment !== undefined ) {\n\n\t\t\t\t\tobject.environment = getTexture( data.environment );\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\t\t\t\tconst instanceColor = data.instanceColor;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\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, textures, 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}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping\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\nclass ImageBitmapLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.isImageBitmapLoader = true;\n\n\t\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t\t}\n\n\t\tif ( typeof fetch === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t\t}\n\n\t\tthis.options = { premultiplyAlpha: 'none' };\n\n\t}\n\n\tsetOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t}\n\n\tload( 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\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\tthis.isHemisphereLightProbe = true;\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\nclass AmbientLightProbe extends LightProbe {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.isAmbientLightProbe = true;\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\nconst _eyeRight = /*@__PURE__*/ new Matrix4();\nconst _eyeLeft = /*@__PURE__*/ new Matrix4();\nconst _projectionMatrix = /*@__PURE__*/ 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\t_projectionMatrix.copy( camera.projectionMatrix );\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( 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\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.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\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.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 = true ) {\n\n\t\tthis.autoStart = autoStart;\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$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__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$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\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$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.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$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.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 = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__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\tdisconnect() {\n\n\t\tsuper.disconnect();\n\n\t\tthis.panner.disconnect( 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, _quaternion, _scale );\n\n\t\t_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );\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.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position.x, _position.y, _position.z );\n\t\t\tpanner.setOrientation( _orientation.x, _orientation.y, _orientation.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 = /*@__PURE__*/ /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /*@__PURE__*/ /(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 = /*@__PURE__*/ /(?:\\.(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 = /*@__PURE__*/ /\\.(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\nclass Composite {\n\n\tconstructor( targetGroup, path, optionalParsedPath ) {\n\n\t\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis._targetGroup = targetGroup;\n\t\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n\t}\n\n\tgetValue( 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( 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() {\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() {\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// Note: This class uses a State pattern on a per-method basis:\n// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n// prototype version of these methods with one that represents\n// the bound state. When the property is not found, the methods\n// become no-ops.\nclass PropertyBinding {\n\n\tconstructor( rootNode, path, parsedPath ) {\n\n\t\tthis.path = path;\n\t\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\t\tthis.rootNode = rootNode;\n\n\t\t// initial state of these methods that calls 'bind'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n\n\tstatic create( 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\tstatic sanitizeNodeName( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t}\n\n\tstatic parseTrackName( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( matches === null ) {\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\tstatic findNode( root, nodeName ) {\n\n\t\tif ( nodeName === undefined || 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\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable() {}\n\t_setValue_unavailable() {}\n\n\t// Getters\n\n\t_getValue_direct( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.targetObject[ this.propertyName ];\n\n\t}\n\n\t_getValue_array( buffer, offset ) {\n\n\t\tconst source = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t}\n\n\t}\n\n\t_getValue_arrayElement( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t}\n\n\t_getValue_toArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t}\n\n\t// Direct\n\n\t_setValue_direct( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// EntireArray\n\n\t_setValue_array( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t}\n\n\t_setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// ArrayElement\n\n\t_setValue_arrayElement( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// HasToFromArray\n\n\t_setValue_fromArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t}\n\n\t_setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t_getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t}\n\n\t_setValue_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() {\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.morphAttributes ) {\n\n\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\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\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() {\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\nPropertyBinding.Composite = Composite;\n\nPropertyBinding.prototype.BindingType = {\n\tDirect: 0,\n\tEntireArray: 1,\n\tArrayElement: 2,\n\tHasFromToArray: 3\n};\n\nPropertyBinding.prototype.Versioning = {\n\tNone: 0,\n\tNeedsUpdate: 1,\n\tMatrixWorldNeedsUpdate: 2\n};\n\nPropertyBinding.prototype.GetterByBindingType = [\n\n\tPropertyBinding.prototype._getValue_direct,\n\tPropertyBinding.prototype._getValue_array,\n\tPropertyBinding.prototype._getValue_arrayElement,\n\tPropertyBinding.prototype._getValue_toArray,\n\n];\n\nPropertyBinding.prototype.SetterByBindingTypeAndVersioning = [\n\n\t[\n\t\t// Direct\n\t\tPropertyBinding.prototype._setValue_direct,\n\t\tPropertyBinding.prototype._setValue_direct_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// EntireArray\n\n\t\tPropertyBinding.prototype._setValue_array,\n\t\tPropertyBinding.prototype._setValue_array_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// ArrayElement\n\t\tPropertyBinding.prototype._setValue_arrayElement,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// HasToFromArray\n\t\tPropertyBinding.prototype._setValue_fromArray,\n\t\tPropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,\n\n\t]\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.isAnimationObjectGroup = true;\n\n\t\tthis.uuid = 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\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\nconst _controlInterpolantsResultBuffer = new Float32Array( 1 );\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\t++ binding.referenceCount;\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, _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\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\nlet id = 0;\n\nclass UniformsGroup extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isUniformsGroup = true;\n\n\t\tObject.defineProperty( this, 'id', { value: id ++ } );\n\n\t\tthis.name = '';\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.uniforms = [];\n\n\t}\n\n\tadd( uniform ) {\n\n\t\tthis.uniforms.push( uniform );\n\n\t\treturn this;\n\n\t}\n\n\tremove( uniform ) {\n\n\t\tconst index = this.uniforms.indexOf( uniform );\n\n\t\tif ( index !== - 1 ) this.uniforms.splice( index, 1 );\n\n\t\treturn this;\n\n\t}\n\n\tsetName( name ) {\n\n\t\tthis.name = name;\n\n\t\treturn this;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.usage = source.usage;\n\n\t\tconst uniformsSource = source.uniforms;\n\n\t\tthis.uniforms.length = 0;\n\n\t\tfor ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {\n\n\t\t\tthis.uniforms.push( uniformsSource[ i ].clone() );\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\nclass InstancedInterleavedBuffer extends InterleavedBuffer {\n\n\tconstructor( array, stride, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, stride );\n\n\t\tthis.isInstancedInterleavedBuffer = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tconst ib = super.clone( data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tconst json = super.toJSON( data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n}\n\nclass GLBufferAttribute {\n\n\tconstructor( buffer, type, itemSize, elementSize, count ) {\n\n\t\tthis.isGLBufferAttribute = true;\n\n\t\tthis.buffer = buffer;\n\t\tthis.type = type;\n\t\tthis.itemSize = itemSize;\n\t\tthis.elementSize = elementSize;\n\t\tthis.count = count;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetBuffer( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t}\n\n\tsetType( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetItemSize( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetCount( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Raycaster {\n\n\tconstructor( origin, direction, near = 0, far = Infinity ) {\n\n\t\tthis.ray = new Ray( origin, direction );\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.camera = null;\n\t\tthis.layers = new Layers();\n\n\t\tthis.params = {\n\t\t\tMesh: {},\n\t\t\tLine: { threshold: 1 },\n\t\t\tLOD: {},\n\t\t\tPoints: { threshold: 1 },\n\t\t\tSprite: {}\n\t\t};\n\n\t}\n\n\tset( 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( coords, camera ) {\n\n\t\tif ( 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.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( object, recursive = true, 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( objects, recursive = true, 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\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\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 between 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( 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$4 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox2 = true;\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$4.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\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\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\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\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$4.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = 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\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\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\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 = 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\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\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\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$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$3 );\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$2 = /*@__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.isSkeletonHelper = true;\n\n\t\tthis.type = 'SkeletonHelper';\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$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.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.isBone === true ) {\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.IcosahedronGeometry( 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$1 = /*@__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\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$1.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 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\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.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\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 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__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\thttps://github.com/evanw/lightgl.js/blob/master/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// near\n\n\t\taddLine( 'n1', 'n2' );\n\t\taddLine( 'n2', 'n4' );\n\t\taddLine( 'n4', 'n3' );\n\t\taddLine( 'n3', 'n1' );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2' );\n\t\taddLine( 'f2', 'f4' );\n\t\taddLine( 'f4', 'f3' );\n\t\taddLine( 'f3', 'f1' );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1' );\n\t\taddLine( 'n2', 'f2' );\n\t\taddLine( 'n3', 'f3' );\n\t\taddLine( 'n4', 'f4' );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1' );\n\t\taddLine( 'p', 'n2' );\n\t\taddLine( 'p', 'n3' );\n\t\taddLine( 'p', 'n4' );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2' );\n\t\taddLine( 'u2', 'u3' );\n\t\taddLine( 'u3', 'u1' );\n\n\t\t// target\n\n\t\taddLine( 'c', 't' );\n\t\taddLine( 'p', 'c' );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2' );\n\t\taddLine( 'cn3', 'cn4' );\n\n\t\taddLine( 'cf1', 'cf2' );\n\t\taddLine( 'cf3', 'cf4' );\n\n\t\tfunction addLine( a, b ) {\n\n\t\t\taddPoint( a );\n\t\t\taddPoint( b );\n\n\t\t}\n\n\t\tfunction addPoint( id ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( 0, 0, 0 );\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\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\tthis.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );\n\n\t}\n\n\tsetColors( frustum, cone, up, target, cross ) {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst colorAttribute = geometry.getAttribute( 'color' );\n\n\t\t// near\n\n\t\tcolorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2\n\t\tcolorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4\n\t\tcolorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3\n\t\tcolorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1\n\n\t\t// far\n\n\t\tcolorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2\n\t\tcolorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4\n\t\tcolorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3\n\t\tcolorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1\n\n\t\t// sides\n\n\t\tcolorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1\n\t\tcolorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2\n\t\tcolorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3\n\t\tcolorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4\n\n\t\t// cone\n\n\t\tcolorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1\n\t\tcolorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2\n\t\tcolorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3\n\t\tcolorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4\n\n\t\t// up\n\n\t\tcolorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2\n\t\tcolorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3\n\t\tcolorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1\n\n\t\t// target\n\n\t\tcolorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t\n\t\tcolorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c\n\n\t\t// cross\n\n\t\tcolorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2\n\t\tcolorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4\n\n\t\tcolorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2\n\t\tcolorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4\n\n\t\tcolorAttribute.needsUpdate = true;\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\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.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.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__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.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.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, recursive ) {\n\n\t\tsuper.copy( source, recursive );\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, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 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, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];\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\tthis.position.set( 0, 0, 0 );\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tthis.translateZ( - this.plane.constant );\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\tsetColors( xAxisColor, yAxisColor, zAxisColor ) {\n\n\t\tconst color = new Color();\n\t\tconst array = this.geometry.attributes.color.array;\n\n\t\tcolor.set( xAxisColor );\n\t\tcolor.toArray( array, 0 );\n\t\tcolor.toArray( array, 3 );\n\n\t\tcolor.set( yAxisColor );\n\t\tcolor.toArray( array, 6 );\n\t\tcolor.toArray( array, 9 );\n\n\t\tcolor.set( zAxisColor );\n\t\tcolor.toArray( array, 12 );\n\t\tcolor.toArray( array, 15 );\n\n\t\tthis.geometry.attributes.color.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\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\tlet toChange = 0;\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 ++;\n\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\n\t\t\tif ( toChange > 0 && ambiguous === false ) {\n\n\t\t\t\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\n// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf\n\nconst _tables = /*@__PURE__*/ _generateTables();\n\nfunction _generateTables() {\n\n\t// float32 to float16 helpers\n\n\tconst buffer = new ArrayBuffer( 4 );\n\tconst floatView = new Float32Array( buffer );\n\tconst uint32View = new Uint32Array( buffer );\n\n\tconst baseTable = new Uint32Array( 512 );\n\tconst shiftTable = new Uint32Array( 512 );\n\n\tfor ( let i = 0; i < 256; ++ i ) {\n\n\t\tconst e = i - 127;\n\n\t\t// very small number (0, -0)\n\n\t\tif ( e < - 27 ) {\n\n\t\t\tbaseTable[ i ] = 0x0000;\n\t\t\tbaseTable[ i | 0x100 ] = 0x8000;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// small number (denorm)\n\n\t\t} else if ( e < - 14 ) {\n\n\t\t\tbaseTable[ i ] = 0x0400 >> ( - e - 14 );\n\t\t\tbaseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;\n\t\t\tshiftTable[ i ] = - e - 1;\n\t\t\tshiftTable[ i | 0x100 ] = - e - 1;\n\n\t\t\t// normal number\n\n\t\t} else if ( e <= 15 ) {\n\n\t\t\tbaseTable[ i ] = ( e + 15 ) << 10;\n\t\t\tbaseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t\t// large number (Infinity, -Infinity)\n\n\t\t} else if ( e < 128 ) {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// stay (NaN, Infinity, -Infinity)\n\n\t\t} else {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t}\n\n\t}\n\n\t// float16 to float32 helpers\n\n\tconst mantissaTable = new Uint32Array( 2048 );\n\tconst exponentTable = new Uint32Array( 64 );\n\tconst offsetTable = new Uint32Array( 64 );\n\n\tfor ( let i = 1; i < 1024; ++ i ) {\n\n\t\tlet m = i << 13; // zero pad mantissa bits\n\t\tlet e = 0; // zero exponent\n\n\t\t// normalized\n\t\twhile ( ( m & 0x00800000 ) === 0 ) {\n\n\t\t\tm <<= 1;\n\t\t\te -= 0x00800000; // decrement exponent\n\n\t\t}\n\n\t\tm &= ~ 0x00800000; // clear leading 1 bit\n\t\te += 0x38800000; // adjust bias\n\n\t\tmantissaTable[ i ] = m | e;\n\n\t}\n\n\tfor ( let i = 1024; i < 2048; ++ i ) {\n\n\t\tmantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );\n\n\t}\n\n\tfor ( let i = 1; i < 31; ++ i ) {\n\n\t\texponentTable[ i ] = i << 23;\n\n\t}\n\n\texponentTable[ 31 ] = 0x47800000;\n\texponentTable[ 32 ] = 0x80000000;\n\n\tfor ( let i = 33; i < 63; ++ i ) {\n\n\t\texponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );\n\n\t}\n\n\texponentTable[ 63 ] = 0xc7800000;\n\n\tfor ( let i = 1; i < 64; ++ i ) {\n\n\t\tif ( i !== 32 ) {\n\n\t\t\toffsetTable[ i ] = 1024;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tfloatView: floatView,\n\t\tuint32View: uint32View,\n\t\tbaseTable: baseTable,\n\t\tshiftTable: shiftTable,\n\t\tmantissaTable: mantissaTable,\n\t\texponentTable: exponentTable,\n\t\toffsetTable: offsetTable\n\t};\n\n}\n\n// float32 to float16\n\nfunction toHalfFloat( val ) {\n\n\tif ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );\n\n\tval = clamp( val, - 65504, 65504 );\n\n\t_tables.floatView[ 0 ] = val;\n\tconst f = _tables.uint32View[ 0 ];\n\tconst e = ( f >> 23 ) & 0x1ff;\n\treturn _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );\n\n}\n\n// float16 to float32\n\nfunction fromHalfFloat( val ) {\n\n\tconst m = val >> 10;\n\t_tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];\n\treturn _tables.floatView[ 0 ];\n\n}\n\nvar DataUtils = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\ttoHalfFloat: toHalfFloat,\n\tfromHalfFloat: fromHalfFloat\n});\n\n// r133, c5bb5434555a3c3ddd784944a0a124f996fc721b\n\nclass ParametricGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tconsole.error( 'THREE.ParametricGeometry has been moved to /examples/jsm/geometries/ParametricGeometry.js' );\n\t\tsuper();\n\n\t}\n\n}\n\n// r133, eb58ff153119090d3bbb24474ea0ffc40c70dc92\n\nclass TextGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tconsole.error( 'THREE.TextGeometry has been moved to /examples/jsm/geometries/TextGeometry.js' );\n\t\tsuper();\n\n\t}\n\n}\n\n// r133, eb58ff153119090d3bbb24474ea0ffc40c70dc92\n\nfunction FontLoader() {\n\n\tconsole.error( 'THREE.FontLoader has been moved to /examples/jsm/loaders/FontLoader.js' );\n\n}\n\n// r133, eb58ff153119090d3bbb24474ea0ffc40c70dc92\n\nfunction Font() {\n\n\tconsole.error( 'THREE.Font has been moved to /examples/jsm/loaders/FontLoader.js' );\n\n}\n\n// r134, d65e0af06644fe5a84a6fc0e372f4318f95a04c0\n\nfunction ImmediateRenderObject() {\n\n\tconsole.error( 'THREE.ImmediateRenderObject has been removed.' );\n\n}\n\n// r138, 48b05d3500acc084df50be9b4c90781ad9b8cb17\n\nclass WebGLMultisampleRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, options ) {\n\n\t\tconsole.error( 'THREE.WebGLMultisampleRenderTarget has been removed. Use a normal render target and set the \"samples\" property to greater 0 to enable multisampling.' );\n\t\tsuper( width, height, options );\n\t\tthis.samples = 4;\n\n\t}\n\n}\n\n// r138, f9cd9cab03b7b64244e304900a3a2eeaa3a588ce\n\nclass DataTexture2DArray extends DataArrayTexture {\n\n\tconstructor( data, width, height, depth ) {\n\n\t\tconsole.warn( 'THREE.DataTexture2DArray has been renamed to DataArrayTexture.' );\n\t\tsuper( data, width, height, depth );\n\n\t}\n\n}\n\n// r138, f9cd9cab03b7b64244e304900a3a2eeaa3a588ce\n\nclass DataTexture3D extends Data3DTexture {\n\n\tconstructor( data, width, height, depth ) {\n\n\t\tconsole.warn( 'THREE.DataTexture3D has been renamed to Data3DTexture.' );\n\t\tsuper( data, width, height, depth );\n\n\t}\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\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, BackSide, BasicDepthPacking, BasicShadowMap, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry as BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry as CapsuleBufferGeometry, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry as CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedTexture, CompressedTextureLoader, ConeGeometry as ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry as CylinderBufferGeometry, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry as DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry as ExtrudeBufferGeometry, ExtrudeGeometry, FileLoader, FlatShading, Float16BufferAttribute, Float32BufferAttribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FramebufferTexture, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronGeometry as IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry as LatheBufferGeometry, LatheGeometry, Layers, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry as OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricGeometry, Path, PerspectiveCamera, Plane, PlaneGeometry as PlaneBufferGeometry, PlaneGeometry, PlaneHelper, 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, RGBFormat, 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, SRGBColorSpace, Scene, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry as ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Source, 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, Texture, TextureLoader, TorusGeometry as TorusBufferGeometry, TorusGeometry, TorusKnotGeometry as TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry as TubeBufferGeometry, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoTexture, WebGL1Renderer, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, _SRGBAFormat, sRGBEncoding };\n","\"use strict\";\r\n/**\r\n * @module vim-ts\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.RemoteValue = void 0;\r\n/**\r\n * Returns a value from cache or queue up existing request or start a new requests\r\n */\r\nclass RemoteValue {\r\n    constructor(getter, label) {\r\n        this._getter = getter;\r\n        this.label = label ?? '';\r\n    }\r\n    abort() {\r\n        this._request = undefined;\r\n    }\r\n    /**\r\n     * Returns a value from cache or queue up existing request or start a new requests\r\n     */\r\n    get() {\r\n        if (this._value !== undefined) {\r\n            // console.log(this.label + ' returning cached value ')\r\n            return Promise.resolve(this._value);\r\n        }\r\n        if (this._request) {\r\n            // console.log(this.label + ' returning existing request')\r\n            return this._request;\r\n        }\r\n        // console.log(this.label + ' creating new request')\r\n        this._request = this._getter().then((value) => {\r\n            this._value = value;\r\n            this._request = undefined;\r\n            return this._value;\r\n        });\r\n        return this._request;\r\n    }\r\n}\r\nexports.RemoteValue = RemoteValue;\r\n","\"use strict\";\r\n/**\r\n * @module vim-ts\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.NoLog = exports.DefaultLog = exports.Logger = void 0;\r\nclass Logger {\r\n}\r\nexports.Logger = Logger;\r\nclass DefaultLog {\r\n    constructor() {\r\n        this.log = (s) => console.log(s);\r\n        this.warn = (s) => console.warn(s);\r\n        this.error = (s) => console.error(s);\r\n    }\r\n}\r\nexports.DefaultLog = DefaultLog;\r\nclass NoLog {\r\n    constructor() {\r\n        this.log = (s) => { };\r\n        this.warn = (s) => { };\r\n        this.error = (s) => { };\r\n    }\r\n}\r\nexports.NoLog = NoLog;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.RequestTracker = void 0;\r\nconst logging_1 = require(\"./logging\");\r\n/**\r\n * Represents the state of a single web request\r\n */\r\nclass Request {\r\n    constructor(field) {\r\n        this.status = 'active';\r\n        this.loaded = 0;\r\n        this.total = 0;\r\n        this.lengthComputable = true;\r\n        this.field = field;\r\n    }\r\n}\r\n/**\r\n * Represents a collection of webrequests\r\n * Will only send update signal at most every delay\r\n * Provides convenient aggregation of metrics.\r\n */\r\nclass RequestTracker {\r\n    constructor(source, logger = new logging_1.NoLog()) {\r\n        this.all = new Map();\r\n        this.lastUpdate = 0;\r\n        this.delay = 500;\r\n        this.sleeping = false;\r\n        /**\r\n         * callback on update, called at most every delay time.\r\n         */\r\n        this.onUpdate = undefined;\r\n        this.source = source;\r\n        this.logs = logger;\r\n    }\r\n    /**\r\n     * Returns the sum of .loaded across all requests\r\n     */\r\n    get loaded() {\r\n        let result = 0;\r\n        this.all.forEach((request) => {\r\n            result += request.loaded;\r\n        });\r\n        return result;\r\n    }\r\n    /**\r\n     * Returns the sum of .total across all requests\r\n     */\r\n    get total() {\r\n        let result = 0;\r\n        this.all.forEach((request) => {\r\n            result += request.total;\r\n        });\r\n        return result;\r\n    }\r\n    /**\r\n     * Starts tracking a new web request\r\n     */\r\n    start(field) {\r\n        this.all.set(field, new Request(field));\r\n        this.signal();\r\n    }\r\n    /**\r\n     * Update an existing web request\r\n     */\r\n    update(field, progress) {\r\n        const r = this.all.get(field);\r\n        if (!r)\r\n            throw new Error('Updating missing download');\r\n        if (r.status !== 'active')\r\n            return;\r\n        r.loaded = progress.loaded;\r\n        r.total = progress.total;\r\n        r.lengthComputable = progress.lengthComputable;\r\n        this.signal();\r\n    }\r\n    /**\r\n     * Notify a webrequest of failure\r\n     */\r\n    fail(field) {\r\n        this.logs.error(`${field} failed`);\r\n        const download = this.all.get(field);\r\n        if (!download)\r\n            throw new Error('Failing missing download');\r\n        download.status = 'failed';\r\n        this.signal();\r\n    }\r\n    /**\r\n     * Notify a webrequest of success\r\n     */\r\n    end(field) {\r\n        this.logs.log(`${field} completed`);\r\n        const download = this.all.get(field);\r\n        if (!download)\r\n            throw new Error('Failing missing download');\r\n        download.status = 'completed';\r\n        // We don't want to throttle end update.\r\n        this.onUpdate?.(this);\r\n    }\r\n    signal() {\r\n        if (this.sleeping)\r\n            return;\r\n        this.sleeping = true;\r\n        setTimeout(() => (this.sleeping = false), this.delay);\r\n        this.onUpdate?.(this);\r\n    }\r\n}\r\nexports.RequestTracker = RequestTracker;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.RetriableRequest = void 0;\r\nclass RetriableRequest {\r\n    constructor(url, headers, range, \r\n    // eslint-disable-next-line no-undef\r\n    responseType) {\r\n        this.url = url;\r\n        this.headers = headers ?? {};\r\n        this.range = range;\r\n        this.responseType = responseType;\r\n    }\r\n    abort() {\r\n        this.xhr?.abort();\r\n    }\r\n    send() {\r\n        this.xhr?.abort();\r\n        const xhr = new XMLHttpRequest();\r\n        xhr.open('GET', this.url);\r\n        xhr.responseType = this.responseType;\r\n        for (const key in this.headers) {\r\n            xhr.setRequestHeader(key, this.headers[key]);\r\n        }\r\n        if (this.range) {\r\n            xhr.setRequestHeader('Range', this.range);\r\n        }\r\n        xhr.onprogress = (e) => {\r\n            this.onProgress?.(e);\r\n        };\r\n        xhr.onload = (e) => {\r\n            this.onProgress?.(e);\r\n            this.onLoad?.(xhr.response);\r\n        };\r\n        xhr.onerror = (_) => {\r\n            this.onError?.();\r\n        };\r\n        xhr.send();\r\n        this.xhr = xhr;\r\n    }\r\n}\r\nexports.RetriableRequest = RetriableRequest;\r\n","\"use strict\";\r\n/**\r\n * @module vim-ts\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.RemoteBuffer = exports.setRemoteBufferMaxConcurency = void 0;\r\nconst requestTracker_1 = require(\"./requestTracker\");\r\nconst logging_1 = require(\"./logging\");\r\nconst retriableRequest_1 = require(\"./retriableRequest\");\r\nlet RemoteBufferMaxConcurency = 10;\r\nfunction setRemoteBufferMaxConcurency(value) {\r\n    RemoteBufferMaxConcurency = value;\r\n}\r\nexports.setRemoteBufferMaxConcurency = setRemoteBufferMaxConcurency;\r\n/**\r\n * Wrapper to provide tracking for all webrequests via request logger.\r\n */\r\nclass RemoteBuffer {\r\n    constructor(url, headers) {\r\n        this.headers = {};\r\n        this.maxConcurency = RemoteBufferMaxConcurency;\r\n        this._queue = [];\r\n        this._active = new Set();\r\n        this.url = url;\r\n        this.logs = new logging_1.NoLog();\r\n        this.headers = headers ?? {};\r\n        this._tracker = new requestTracker_1.RequestTracker(url, this.logs);\r\n        this._tracker.onUpdate = (p) => this.onProgress?.(p);\r\n    }\r\n    abort() {\r\n        this._active.forEach(request => {\r\n            request.abort();\r\n        });\r\n        this._active.clear();\r\n        this._queue.length = 0;\r\n    }\r\n    async http(range, label) {\r\n        const rangeStr = range\r\n            ? `bytes=${range.start}-${range.end - 1}`\r\n            : undefined;\r\n        const request = new retriableRequest_1.RetriableRequest(this.url, this.headers, rangeStr, 'arraybuffer');\r\n        request.msg = range\r\n            ? `${label} : [${range.start}, ${range.end}] of ${this.url}`\r\n            : `${label} of ${this.url}`;\r\n        this.enqueue(request);\r\n        return new Promise((resolve, reject) => {\r\n            this._tracker.start(label);\r\n            request.onProgress = (e) => {\r\n                this._tracker.update(label, e);\r\n            };\r\n            request.onLoad = (result) => {\r\n                this._tracker.end(label);\r\n                resolve(result);\r\n                this.end(request);\r\n            };\r\n            request.onError = () => {\r\n                this._tracker.fail(label);\r\n                this.retry(request);\r\n            };\r\n        });\r\n    }\r\n    enqueue(request) {\r\n        this._queue.push(request);\r\n        this.next();\r\n    }\r\n    retry(request) {\r\n        this._active.delete(request);\r\n        this.maxConcurency = Math.max(1, this.maxConcurency - 1);\r\n        setTimeout(() => this.enqueue(request), 2000);\r\n    }\r\n    end(request) {\r\n        this.logs.log('Finished ' + request.msg);\r\n        this._active.delete(request);\r\n        this.next();\r\n    }\r\n    next() {\r\n        if (this._queue.length === 0) {\r\n            return;\r\n        }\r\n        if (this._active.size >= this.maxConcurency) {\r\n            return;\r\n        }\r\n        const next = this._queue[0];\r\n        this._queue.shift();\r\n        this._active.add(next);\r\n        next.send();\r\n        this.logs.log('Started ' + next.msg);\r\n    }\r\n}\r\nexports.RemoteBuffer = RemoteBuffer;\r\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n//   claim that you wrote the original software. If you use this software\n//   in a product, an acknowledgment in the product documentation would be\n//   appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n//   misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\n/* eslint-disable space-unary-ops */\n\n/* Public constants ==========================================================*/\n/* ===========================================================================*/\n\n\n//const Z_FILTERED          = 1;\n//const Z_HUFFMAN_ONLY      = 2;\n//const Z_RLE               = 3;\nconst Z_FIXED               = 4;\n//const Z_DEFAULT_STRATEGY  = 0;\n\n/* Possible values of the data_type field (though see inflate()) */\nconst Z_BINARY              = 0;\nconst Z_TEXT                = 1;\n//const Z_ASCII             = 1; // = Z_TEXT\nconst Z_UNKNOWN             = 2;\n\n/*============================================================================*/\n\n\nfunction zero(buf) { let len = buf.length; while (--len >= 0) { buf[len] = 0; } }\n\n// From zutil.h\n\nconst STORED_BLOCK = 0;\nconst STATIC_TREES = 1;\nconst DYN_TREES    = 2;\n/* The three kinds of block type */\n\nconst MIN_MATCH    = 3;\nconst MAX_MATCH    = 258;\n/* The minimum and maximum match lengths */\n\n// From deflate.h\n/* ===========================================================================\n * Internal compression state.\n */\n\nconst LENGTH_CODES  = 29;\n/* number of length codes, not counting the special END_BLOCK code */\n\nconst LITERALS      = 256;\n/* number of literal bytes 0..255 */\n\nconst L_CODES       = LITERALS + 1 + LENGTH_CODES;\n/* number of Literal or Length codes, including the END_BLOCK code */\n\nconst D_CODES       = 30;\n/* number of distance codes */\n\nconst BL_CODES      = 19;\n/* number of codes used to transfer the bit lengths */\n\nconst HEAP_SIZE     = 2 * L_CODES + 1;\n/* maximum heap size */\n\nconst MAX_BITS      = 15;\n/* All codes must not exceed MAX_BITS bits */\n\nconst Buf_size      = 16;\n/* size of bit buffer in bi_buf */\n\n\n/* ===========================================================================\n * Constants\n */\n\nconst MAX_BL_BITS = 7;\n/* Bit length codes must not exceed MAX_BL_BITS bits */\n\nconst END_BLOCK   = 256;\n/* end of block literal code */\n\nconst REP_3_6     = 16;\n/* repeat previous bit length 3-6 times (2 bits of repeat count) */\n\nconst REPZ_3_10   = 17;\n/* repeat a zero length 3-10 times  (3 bits of repeat count) */\n\nconst REPZ_11_138 = 18;\n/* repeat a zero length 11-138 times  (7 bits of repeat count) */\n\n/* eslint-disable comma-spacing,array-bracket-spacing */\nconst extra_lbits =   /* extra bits for each length code */\n  new Uint8Array([0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0]);\n\nconst extra_dbits =   /* extra bits for each distance code */\n  new Uint8Array([0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13]);\n\nconst extra_blbits =  /* extra bits for each bit length code */\n  new Uint8Array([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,3,7]);\n\nconst bl_order =\n  new Uint8Array([16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15]);\n/* eslint-enable comma-spacing,array-bracket-spacing */\n\n/* The lengths of the bit length codes are sent in order of decreasing\n * probability, to avoid transmitting the lengths for unused bit length codes.\n */\n\n/* ===========================================================================\n * Local data. These are initialized only once.\n */\n\n// We pre-fill arrays with 0 to avoid uninitialized gaps\n\nconst DIST_CODE_LEN = 512; /* see definition of array dist_code below */\n\n// !!!! Use flat array instead of structure, Freq = i*2, Len = i*2+1\nconst static_ltree  = new Array((L_CODES + 2) * 2);\nzero(static_ltree);\n/* The static literal tree. Since the bit lengths are imposed, there is no\n * need for the L_CODES extra codes used during heap construction. However\n * The codes 286 and 287 are needed to build a canonical tree (see _tr_init\n * below).\n */\n\nconst static_dtree  = new Array(D_CODES * 2);\nzero(static_dtree);\n/* The static distance tree. (Actually a trivial tree since all codes use\n * 5 bits.)\n */\n\nconst _dist_code    = new Array(DIST_CODE_LEN);\nzero(_dist_code);\n/* Distance codes. The first 256 values correspond to the distances\n * 3 .. 258, the last 256 values correspond to the top 8 bits of\n * the 15 bit distances.\n */\n\nconst _length_code  = new Array(MAX_MATCH - MIN_MATCH + 1);\nzero(_length_code);\n/* length code for each normalized match length (0 == MIN_MATCH) */\n\nconst base_length   = new Array(LENGTH_CODES);\nzero(base_length);\n/* First normalized length for each code (0 = MIN_MATCH) */\n\nconst base_dist     = new Array(D_CODES);\nzero(base_dist);\n/* First normalized distance for each code (0 = distance of 1) */\n\n\nfunction StaticTreeDesc(static_tree, extra_bits, extra_base, elems, max_length) {\n\n  this.static_tree  = static_tree;  /* static tree or NULL */\n  this.extra_bits   = extra_bits;   /* extra bits for each code or NULL */\n  this.extra_base   = extra_base;   /* base index for extra_bits */\n  this.elems        = elems;        /* max number of elements in the tree */\n  this.max_length   = max_length;   /* max bit length for the codes */\n\n  // show if `static_tree` has data or dummy - needed for monomorphic objects\n  this.has_stree    = static_tree && static_tree.length;\n}\n\n\nlet static_l_desc;\nlet static_d_desc;\nlet static_bl_desc;\n\n\nfunction TreeDesc(dyn_tree, stat_desc) {\n  this.dyn_tree = dyn_tree;     /* the dynamic tree */\n  this.max_code = 0;            /* largest code with non zero frequency */\n  this.stat_desc = stat_desc;   /* the corresponding static tree */\n}\n\n\n\nconst d_code = (dist) => {\n\n  return dist < 256 ? _dist_code[dist] : _dist_code[256 + (dist >>> 7)];\n};\n\n\n/* ===========================================================================\n * Output a short LSB first on the stream.\n * IN assertion: there is enough room in pendingBuf.\n */\nconst put_short = (s, w) => {\n//    put_byte(s, (uch)((w) & 0xff));\n//    put_byte(s, (uch)((ush)(w) >> 8));\n  s.pending_buf[s.pending++] = (w) & 0xff;\n  s.pending_buf[s.pending++] = (w >>> 8) & 0xff;\n};\n\n\n/* ===========================================================================\n * Send a value on a given number of bits.\n * IN assertion: length <= 16 and value fits in length bits.\n */\nconst send_bits = (s, value, length) => {\n\n  if (s.bi_valid > (Buf_size - length)) {\n    s.bi_buf |= (value << s.bi_valid) & 0xffff;\n    put_short(s, s.bi_buf);\n    s.bi_buf = value >> (Buf_size - s.bi_valid);\n    s.bi_valid += length - Buf_size;\n  } else {\n    s.bi_buf |= (value << s.bi_valid) & 0xffff;\n    s.bi_valid += length;\n  }\n};\n\n\nconst send_code = (s, c, tree) => {\n\n  send_bits(s, tree[c * 2]/*.Code*/, tree[c * 2 + 1]/*.Len*/);\n};\n\n\n/* ===========================================================================\n * Reverse the first len bits of a code, using straightforward code (a faster\n * method would use a table)\n * IN assertion: 1 <= len <= 15\n */\nconst bi_reverse = (code, len) => {\n\n  let res = 0;\n  do {\n    res |= code & 1;\n    code >>>= 1;\n    res <<= 1;\n  } while (--len > 0);\n  return res >>> 1;\n};\n\n\n/* ===========================================================================\n * Flush the bit buffer, keeping at most 7 bits in it.\n */\nconst bi_flush = (s) => {\n\n  if (s.bi_valid === 16) {\n    put_short(s, s.bi_buf);\n    s.bi_buf = 0;\n    s.bi_valid = 0;\n\n  } else if (s.bi_valid >= 8) {\n    s.pending_buf[s.pending++] = s.bi_buf & 0xff;\n    s.bi_buf >>= 8;\n    s.bi_valid -= 8;\n  }\n};\n\n\n/* ===========================================================================\n * Compute the optimal bit lengths for a tree and update the total bit length\n * for the current block.\n * IN assertion: the fields freq and dad are set, heap[heap_max] and\n *    above are the tree nodes sorted by increasing frequency.\n * OUT assertions: the field len is set to the optimal bit length, the\n *     array bl_count contains the frequencies for each bit length.\n *     The length opt_len is updated; static_len is also updated if stree is\n *     not null.\n */\nconst gen_bitlen = (s, desc) => {\n//    deflate_state *s;\n//    tree_desc *desc;    /* the tree descriptor */\n\n  const tree            = desc.dyn_tree;\n  const max_code        = desc.max_code;\n  const stree           = desc.stat_desc.static_tree;\n  const has_stree       = desc.stat_desc.has_stree;\n  const extra           = desc.stat_desc.extra_bits;\n  const base            = desc.stat_desc.extra_base;\n  const max_length      = desc.stat_desc.max_length;\n  let h;              /* heap index */\n  let n, m;           /* iterate over the tree elements */\n  let bits;           /* bit length */\n  let xbits;          /* extra bits */\n  let f;              /* frequency */\n  let overflow = 0;   /* number of elements with bit length too large */\n\n  for (bits = 0; bits <= MAX_BITS; bits++) {\n    s.bl_count[bits] = 0;\n  }\n\n  /* In a first pass, compute the optimal bit lengths (which may\n   * overflow in the case of the bit length tree).\n   */\n  tree[s.heap[s.heap_max] * 2 + 1]/*.Len*/ = 0; /* root of the heap */\n\n  for (h = s.heap_max + 1; h < HEAP_SIZE; h++) {\n    n = s.heap[h];\n    bits = tree[tree[n * 2 + 1]/*.Dad*/ * 2 + 1]/*.Len*/ + 1;\n    if (bits > max_length) {\n      bits = max_length;\n      overflow++;\n    }\n    tree[n * 2 + 1]/*.Len*/ = bits;\n    /* We overwrite tree[n].Dad which is no longer needed */\n\n    if (n > max_code) { continue; } /* not a leaf node */\n\n    s.bl_count[bits]++;\n    xbits = 0;\n    if (n >= base) {\n      xbits = extra[n - base];\n    }\n    f = tree[n * 2]/*.Freq*/;\n    s.opt_len += f * (bits + xbits);\n    if (has_stree) {\n      s.static_len += f * (stree[n * 2 + 1]/*.Len*/ + xbits);\n    }\n  }\n  if (overflow === 0) { return; }\n\n  // Tracev((stderr,\"\\nbit length overflow\\n\"));\n  /* This happens for example on obj2 and pic of the Calgary corpus */\n\n  /* Find the first bit length which could increase: */\n  do {\n    bits = max_length - 1;\n    while (s.bl_count[bits] === 0) { bits--; }\n    s.bl_count[bits]--;      /* move one leaf down the tree */\n    s.bl_count[bits + 1] += 2; /* move one overflow item as its brother */\n    s.bl_count[max_length]--;\n    /* The brother of the overflow item also moves one step up,\n     * but this does not affect bl_count[max_length]\n     */\n    overflow -= 2;\n  } while (overflow > 0);\n\n  /* Now recompute all bit lengths, scanning in increasing frequency.\n   * h is still equal to HEAP_SIZE. (It is simpler to reconstruct all\n   * lengths instead of fixing only the wrong ones. This idea is taken\n   * from 'ar' written by Haruhiko Okumura.)\n   */\n  for (bits = max_length; bits !== 0; bits--) {\n    n = s.bl_count[bits];\n    while (n !== 0) {\n      m = s.heap[--h];\n      if (m > max_code) { continue; }\n      if (tree[m * 2 + 1]/*.Len*/ !== bits) {\n        // Tracev((stderr,\"code %d bits %d->%d\\n\", m, tree[m].Len, bits));\n        s.opt_len += (bits - tree[m * 2 + 1]/*.Len*/) * tree[m * 2]/*.Freq*/;\n        tree[m * 2 + 1]/*.Len*/ = bits;\n      }\n      n--;\n    }\n  }\n};\n\n\n/* ===========================================================================\n * Generate the codes for a given tree and bit counts (which need not be\n * optimal).\n * IN assertion: the array bl_count contains the bit length statistics for\n * the given tree and the field len is set for all tree elements.\n * OUT assertion: the field code is set for all tree elements of non\n *     zero code length.\n */\nconst gen_codes = (tree, max_code, bl_count) => {\n//    ct_data *tree;             /* the tree to decorate */\n//    int max_code;              /* largest code with non zero frequency */\n//    ushf *bl_count;            /* number of codes at each bit length */\n\n  const next_code = new Array(MAX_BITS + 1); /* next code value for each bit length */\n  let code = 0;              /* running code value */\n  let bits;                  /* bit index */\n  let n;                     /* code index */\n\n  /* The distribution counts are first used to generate the code values\n   * without bit reversal.\n   */\n  for (bits = 1; bits <= MAX_BITS; bits++) {\n    code = (code + bl_count[bits - 1]) << 1;\n    next_code[bits] = code;\n  }\n  /* Check that the bit counts in bl_count are consistent. The last code\n   * must be all ones.\n   */\n  //Assert (code + bl_count[MAX_BITS]-1 == (1<<MAX_BITS)-1,\n  //        \"inconsistent bit counts\");\n  //Tracev((stderr,\"\\ngen_codes: max_code %d \", max_code));\n\n  for (n = 0;  n <= max_code; n++) {\n    let len = tree[n * 2 + 1]/*.Len*/;\n    if (len === 0) { continue; }\n    /* Now reverse the bits */\n    tree[n * 2]/*.Code*/ = bi_reverse(next_code[len]++, len);\n\n    //Tracecv(tree != static_ltree, (stderr,\"\\nn %3d %c l %2d c %4x (%x) \",\n    //     n, (isgraph(n) ? n : ' '), len, tree[n].Code, next_code[len]-1));\n  }\n};\n\n\n/* ===========================================================================\n * Initialize the various 'constant' tables.\n */\nconst tr_static_init = () => {\n\n  let n;        /* iterates over tree elements */\n  let bits;     /* bit counter */\n  let length;   /* length value */\n  let code;     /* code value */\n  let dist;     /* distance index */\n  const bl_count = new Array(MAX_BITS + 1);\n  /* number of codes at each bit length for an optimal tree */\n\n  // do check in _tr_init()\n  //if (static_init_done) return;\n\n  /* For some embedded targets, global variables are not initialized: */\n/*#ifdef NO_INIT_GLOBAL_POINTERS\n  static_l_desc.static_tree = static_ltree;\n  static_l_desc.extra_bits = extra_lbits;\n  static_d_desc.static_tree = static_dtree;\n  static_d_desc.extra_bits = extra_dbits;\n  static_bl_desc.extra_bits = extra_blbits;\n#endif*/\n\n  /* Initialize the mapping length (0..255) -> length code (0..28) */\n  length = 0;\n  for (code = 0; code < LENGTH_CODES - 1; code++) {\n    base_length[code] = length;\n    for (n = 0; n < (1 << extra_lbits[code]); n++) {\n      _length_code[length++] = code;\n    }\n  }\n  //Assert (length == 256, \"tr_static_init: length != 256\");\n  /* Note that the length 255 (match length 258) can be represented\n   * in two different ways: code 284 + 5 bits or code 285, so we\n   * overwrite length_code[255] to use the best encoding:\n   */\n  _length_code[length - 1] = code;\n\n  /* Initialize the mapping dist (0..32K) -> dist code (0..29) */\n  dist = 0;\n  for (code = 0; code < 16; code++) {\n    base_dist[code] = dist;\n    for (n = 0; n < (1 << extra_dbits[code]); n++) {\n      _dist_code[dist++] = code;\n    }\n  }\n  //Assert (dist == 256, \"tr_static_init: dist != 256\");\n  dist >>= 7; /* from now on, all distances are divided by 128 */\n  for (; code < D_CODES; code++) {\n    base_dist[code] = dist << 7;\n    for (n = 0; n < (1 << (extra_dbits[code] - 7)); n++) {\n      _dist_code[256 + dist++] = code;\n    }\n  }\n  //Assert (dist == 256, \"tr_static_init: 256+dist != 512\");\n\n  /* Construct the codes of the static literal tree */\n  for (bits = 0; bits <= MAX_BITS; bits++) {\n    bl_count[bits] = 0;\n  }\n\n  n = 0;\n  while (n <= 143) {\n    static_ltree[n * 2 + 1]/*.Len*/ = 8;\n    n++;\n    bl_count[8]++;\n  }\n  while (n <= 255) {\n    static_ltree[n * 2 + 1]/*.Len*/ = 9;\n    n++;\n    bl_count[9]++;\n  }\n  while (n <= 279) {\n    static_ltree[n * 2 + 1]/*.Len*/ = 7;\n    n++;\n    bl_count[7]++;\n  }\n  while (n <= 287) {\n    static_ltree[n * 2 + 1]/*.Len*/ = 8;\n    n++;\n    bl_count[8]++;\n  }\n  /* Codes 286 and 287 do not exist, but we must include them in the\n   * tree construction to get a canonical Huffman tree (longest code\n   * all ones)\n   */\n  gen_codes(static_ltree, L_CODES + 1, bl_count);\n\n  /* The static distance tree is trivial: */\n  for (n = 0; n < D_CODES; n++) {\n    static_dtree[n * 2 + 1]/*.Len*/ = 5;\n    static_dtree[n * 2]/*.Code*/ = bi_reverse(n, 5);\n  }\n\n  // Now data ready and we can init static trees\n  static_l_desc = new StaticTreeDesc(static_ltree, extra_lbits, LITERALS + 1, L_CODES, MAX_BITS);\n  static_d_desc = new StaticTreeDesc(static_dtree, extra_dbits, 0,          D_CODES, MAX_BITS);\n  static_bl_desc = new StaticTreeDesc(new Array(0), extra_blbits, 0,         BL_CODES, MAX_BL_BITS);\n\n  //static_init_done = true;\n};\n\n\n/* ===========================================================================\n * Initialize a new block.\n */\nconst init_block = (s) => {\n\n  let n; /* iterates over tree elements */\n\n  /* Initialize the trees. */\n  for (n = 0; n < L_CODES;  n++) { s.dyn_ltree[n * 2]/*.Freq*/ = 0; }\n  for (n = 0; n < D_CODES;  n++) { s.dyn_dtree[n * 2]/*.Freq*/ = 0; }\n  for (n = 0; n < BL_CODES; n++) { s.bl_tree[n * 2]/*.Freq*/ = 0; }\n\n  s.dyn_ltree[END_BLOCK * 2]/*.Freq*/ = 1;\n  s.opt_len = s.static_len = 0;\n  s.sym_next = s.matches = 0;\n};\n\n\n/* ===========================================================================\n * Flush the bit buffer and align the output on a byte boundary\n */\nconst bi_windup = (s) =>\n{\n  if (s.bi_valid > 8) {\n    put_short(s, s.bi_buf);\n  } else if (s.bi_valid > 0) {\n    //put_byte(s, (Byte)s->bi_buf);\n    s.pending_buf[s.pending++] = s.bi_buf;\n  }\n  s.bi_buf = 0;\n  s.bi_valid = 0;\n};\n\n/* ===========================================================================\n * Compares to subtrees, using the tree depth as tie breaker when\n * the subtrees have equal frequency. This minimizes the worst case length.\n */\nconst smaller = (tree, n, m, depth) => {\n\n  const _n2 = n * 2;\n  const _m2 = m * 2;\n  return (tree[_n2]/*.Freq*/ < tree[_m2]/*.Freq*/ ||\n         (tree[_n2]/*.Freq*/ === tree[_m2]/*.Freq*/ && depth[n] <= depth[m]));\n};\n\n/* ===========================================================================\n * Restore the heap property by moving down the tree starting at node k,\n * exchanging a node with the smallest of its two sons if necessary, stopping\n * when the heap property is re-established (each father smaller than its\n * two sons).\n */\nconst pqdownheap = (s, tree, k) => {\n//    deflate_state *s;\n//    ct_data *tree;  /* the tree to restore */\n//    int k;               /* node to move down */\n\n  const v = s.heap[k];\n  let j = k << 1;  /* left son of k */\n  while (j <= s.heap_len) {\n    /* Set j to the smallest of the two sons: */\n    if (j < s.heap_len &&\n      smaller(tree, s.heap[j + 1], s.heap[j], s.depth)) {\n      j++;\n    }\n    /* Exit if v is smaller than both sons */\n    if (smaller(tree, v, s.heap[j], s.depth)) { break; }\n\n    /* Exchange v with the smallest son */\n    s.heap[k] = s.heap[j];\n    k = j;\n\n    /* And continue down the tree, setting j to the left son of k */\n    j <<= 1;\n  }\n  s.heap[k] = v;\n};\n\n\n// inlined manually\n// const SMALLEST = 1;\n\n/* ===========================================================================\n * Send the block data compressed using the given Huffman trees\n */\nconst compress_block = (s, ltree, dtree) => {\n//    deflate_state *s;\n//    const ct_data *ltree; /* literal tree */\n//    const ct_data *dtree; /* distance tree */\n\n  let dist;           /* distance of matched string */\n  let lc;             /* match length or unmatched char (if dist == 0) */\n  let sx = 0;         /* running index in sym_buf */\n  let code;           /* the code to send */\n  let extra;          /* number of extra bits to send */\n\n  if (s.sym_next !== 0) {\n    do {\n      dist = s.pending_buf[s.sym_buf + sx++] & 0xff;\n      dist += (s.pending_buf[s.sym_buf + sx++] & 0xff) << 8;\n      lc = s.pending_buf[s.sym_buf + sx++];\n      if (dist === 0) {\n        send_code(s, lc, ltree); /* send a literal byte */\n        //Tracecv(isgraph(lc), (stderr,\" '%c' \", lc));\n      } else {\n        /* Here, lc is the match length - MIN_MATCH */\n        code = _length_code[lc];\n        send_code(s, code + LITERALS + 1, ltree); /* send the length code */\n        extra = extra_lbits[code];\n        if (extra !== 0) {\n          lc -= base_length[code];\n          send_bits(s, lc, extra);       /* send the extra length bits */\n        }\n        dist--; /* dist is now the match distance - 1 */\n        code = d_code(dist);\n        //Assert (code < D_CODES, \"bad d_code\");\n\n        send_code(s, code, dtree);       /* send the distance code */\n        extra = extra_dbits[code];\n        if (extra !== 0) {\n          dist -= base_dist[code];\n          send_bits(s, dist, extra);   /* send the extra distance bits */\n        }\n      } /* literal or match pair ? */\n\n      /* Check that the overlay between pending_buf and sym_buf is ok: */\n      //Assert(s->pending < s->lit_bufsize + sx, \"pendingBuf overflow\");\n\n    } while (sx < s.sym_next);\n  }\n\n  send_code(s, END_BLOCK, ltree);\n};\n\n\n/* ===========================================================================\n * Construct one Huffman tree and assigns the code bit strings and lengths.\n * Update the total bit length for the current block.\n * IN assertion: the field freq is set for all tree elements.\n * OUT assertions: the fields len and code are set to the optimal bit length\n *     and corresponding code. The length opt_len is updated; static_len is\n *     also updated if stree is not null. The field max_code is set.\n */\nconst build_tree = (s, desc) => {\n//    deflate_state *s;\n//    tree_desc *desc; /* the tree descriptor */\n\n  const tree     = desc.dyn_tree;\n  const stree    = desc.stat_desc.static_tree;\n  const has_stree = desc.stat_desc.has_stree;\n  const elems    = desc.stat_desc.elems;\n  let n, m;          /* iterate over heap elements */\n  let max_code = -1; /* largest code with non zero frequency */\n  let node;          /* new node being created */\n\n  /* Construct the initial heap, with least frequent element in\n   * heap[SMALLEST]. The sons of heap[n] are heap[2*n] and heap[2*n+1].\n   * heap[0] is not used.\n   */\n  s.heap_len = 0;\n  s.heap_max = HEAP_SIZE;\n\n  for (n = 0; n < elems; n++) {\n    if (tree[n * 2]/*.Freq*/ !== 0) {\n      s.heap[++s.heap_len] = max_code = n;\n      s.depth[n] = 0;\n\n    } else {\n      tree[n * 2 + 1]/*.Len*/ = 0;\n    }\n  }\n\n  /* The pkzip format requires that at least one distance code exists,\n   * and that at least one bit should be sent even if there is only one\n   * possible code. So to avoid special checks later on we force at least\n   * two codes of non zero frequency.\n   */\n  while (s.heap_len < 2) {\n    node = s.heap[++s.heap_len] = (max_code < 2 ? ++max_code : 0);\n    tree[node * 2]/*.Freq*/ = 1;\n    s.depth[node] = 0;\n    s.opt_len--;\n\n    if (has_stree) {\n      s.static_len -= stree[node * 2 + 1]/*.Len*/;\n    }\n    /* node is 0 or 1 so it does not have extra bits */\n  }\n  desc.max_code = max_code;\n\n  /* The elements heap[heap_len/2+1 .. heap_len] are leaves of the tree,\n   * establish sub-heaps of increasing lengths:\n   */\n  for (n = (s.heap_len >> 1/*int /2*/); n >= 1; n--) { pqdownheap(s, tree, n); }\n\n  /* Construct the Huffman tree by repeatedly combining the least two\n   * frequent nodes.\n   */\n  node = elems;              /* next internal node of the tree */\n  do {\n    //pqremove(s, tree, n);  /* n = node of least frequency */\n    /*** pqremove ***/\n    n = s.heap[1/*SMALLEST*/];\n    s.heap[1/*SMALLEST*/] = s.heap[s.heap_len--];\n    pqdownheap(s, tree, 1/*SMALLEST*/);\n    /***/\n\n    m = s.heap[1/*SMALLEST*/]; /* m = node of next least frequency */\n\n    s.heap[--s.heap_max] = n; /* keep the nodes sorted by frequency */\n    s.heap[--s.heap_max] = m;\n\n    /* Create a new node father of n and m */\n    tree[node * 2]/*.Freq*/ = tree[n * 2]/*.Freq*/ + tree[m * 2]/*.Freq*/;\n    s.depth[node] = (s.depth[n] >= s.depth[m] ? s.depth[n] : s.depth[m]) + 1;\n    tree[n * 2 + 1]/*.Dad*/ = tree[m * 2 + 1]/*.Dad*/ = node;\n\n    /* and insert the new node in the heap */\n    s.heap[1/*SMALLEST*/] = node++;\n    pqdownheap(s, tree, 1/*SMALLEST*/);\n\n  } while (s.heap_len >= 2);\n\n  s.heap[--s.heap_max] = s.heap[1/*SMALLEST*/];\n\n  /* At this point, the fields freq and dad are set. We can now\n   * generate the bit lengths.\n   */\n  gen_bitlen(s, desc);\n\n  /* The field len is now set, we can generate the bit codes */\n  gen_codes(tree, max_code, s.bl_count);\n};\n\n\n/* ===========================================================================\n * Scan a literal or distance tree to determine the frequencies of the codes\n * in the bit length tree.\n */\nconst scan_tree = (s, tree, max_code) => {\n//    deflate_state *s;\n//    ct_data *tree;   /* the tree to be scanned */\n//    int max_code;    /* and its largest code of non zero frequency */\n\n  let n;                     /* iterates over all tree elements */\n  let prevlen = -1;          /* last emitted length */\n  let curlen;                /* length of current code */\n\n  let nextlen = tree[0 * 2 + 1]/*.Len*/; /* length of next code */\n\n  let count = 0;             /* repeat count of the current code */\n  let max_count = 7;         /* max repeat count */\n  let min_count = 4;         /* min repeat count */\n\n  if (nextlen === 0) {\n    max_count = 138;\n    min_count = 3;\n  }\n  tree[(max_code + 1) * 2 + 1]/*.Len*/ = 0xffff; /* guard */\n\n  for (n = 0; n <= max_code; n++) {\n    curlen = nextlen;\n    nextlen = tree[(n + 1) * 2 + 1]/*.Len*/;\n\n    if (++count < max_count && curlen === nextlen) {\n      continue;\n\n    } else if (count < min_count) {\n      s.bl_tree[curlen * 2]/*.Freq*/ += count;\n\n    } else if (curlen !== 0) {\n\n      if (curlen !== prevlen) { s.bl_tree[curlen * 2]/*.Freq*/++; }\n      s.bl_tree[REP_3_6 * 2]/*.Freq*/++;\n\n    } else if (count <= 10) {\n      s.bl_tree[REPZ_3_10 * 2]/*.Freq*/++;\n\n    } else {\n      s.bl_tree[REPZ_11_138 * 2]/*.Freq*/++;\n    }\n\n    count = 0;\n    prevlen = curlen;\n\n    if (nextlen === 0) {\n      max_count = 138;\n      min_count = 3;\n\n    } else if (curlen === nextlen) {\n      max_count = 6;\n      min_count = 3;\n\n    } else {\n      max_count = 7;\n      min_count = 4;\n    }\n  }\n};\n\n\n/* ===========================================================================\n * Send a literal or distance tree in compressed form, using the codes in\n * bl_tree.\n */\nconst send_tree = (s, tree, max_code) => {\n//    deflate_state *s;\n//    ct_data *tree; /* the tree to be scanned */\n//    int max_code;       /* and its largest code of non zero frequency */\n\n  let n;                     /* iterates over all tree elements */\n  let prevlen = -1;          /* last emitted length */\n  let curlen;                /* length of current code */\n\n  let nextlen = tree[0 * 2 + 1]/*.Len*/; /* length of next code */\n\n  let count = 0;             /* repeat count of the current code */\n  let max_count = 7;         /* max repeat count */\n  let min_count = 4;         /* min repeat count */\n\n  /* tree[max_code+1].Len = -1; */  /* guard already set */\n  if (nextlen === 0) {\n    max_count = 138;\n    min_count = 3;\n  }\n\n  for (n = 0; n <= max_code; n++) {\n    curlen = nextlen;\n    nextlen = tree[(n + 1) * 2 + 1]/*.Len*/;\n\n    if (++count < max_count && curlen === nextlen) {\n      continue;\n\n    } else if (count < min_count) {\n      do { send_code(s, curlen, s.bl_tree); } while (--count !== 0);\n\n    } else if (curlen !== 0) {\n      if (curlen !== prevlen) {\n        send_code(s, curlen, s.bl_tree);\n        count--;\n      }\n      //Assert(count >= 3 && count <= 6, \" 3_6?\");\n      send_code(s, REP_3_6, s.bl_tree);\n      send_bits(s, count - 3, 2);\n\n    } else if (count <= 10) {\n      send_code(s, REPZ_3_10, s.bl_tree);\n      send_bits(s, count - 3, 3);\n\n    } else {\n      send_code(s, REPZ_11_138, s.bl_tree);\n      send_bits(s, count - 11, 7);\n    }\n\n    count = 0;\n    prevlen = curlen;\n    if (nextlen === 0) {\n      max_count = 138;\n      min_count = 3;\n\n    } else if (curlen === nextlen) {\n      max_count = 6;\n      min_count = 3;\n\n    } else {\n      max_count = 7;\n      min_count = 4;\n    }\n  }\n};\n\n\n/* ===========================================================================\n * Construct the Huffman tree for the bit lengths and return the index in\n * bl_order of the last bit length code to send.\n */\nconst build_bl_tree = (s) => {\n\n  let max_blindex;  /* index of last bit length code of non zero freq */\n\n  /* Determine the bit length frequencies for literal and distance trees */\n  scan_tree(s, s.dyn_ltree, s.l_desc.max_code);\n  scan_tree(s, s.dyn_dtree, s.d_desc.max_code);\n\n  /* Build the bit length tree: */\n  build_tree(s, s.bl_desc);\n  /* opt_len now includes the length of the tree representations, except\n   * the lengths of the bit lengths codes and the 5+5+4 bits for the counts.\n   */\n\n  /* Determine the number of bit length codes to send. The pkzip format\n   * requires that at least 4 bit length codes be sent. (appnote.txt says\n   * 3 but the actual value used is 4.)\n   */\n  for (max_blindex = BL_CODES - 1; max_blindex >= 3; max_blindex--) {\n    if (s.bl_tree[bl_order[max_blindex] * 2 + 1]/*.Len*/ !== 0) {\n      break;\n    }\n  }\n  /* Update opt_len to include the bit length tree and counts */\n  s.opt_len += 3 * (max_blindex + 1) + 5 + 5 + 4;\n  //Tracev((stderr, \"\\ndyn trees: dyn %ld, stat %ld\",\n  //        s->opt_len, s->static_len));\n\n  return max_blindex;\n};\n\n\n/* ===========================================================================\n * Send the header for a block using dynamic Huffman trees: the counts, the\n * lengths of the bit length codes, the literal tree and the distance tree.\n * IN assertion: lcodes >= 257, dcodes >= 1, blcodes >= 4.\n */\nconst send_all_trees = (s, lcodes, dcodes, blcodes) => {\n//    deflate_state *s;\n//    int lcodes, dcodes, blcodes; /* number of codes for each tree */\n\n  let rank;                    /* index in bl_order */\n\n  //Assert (lcodes >= 257 && dcodes >= 1 && blcodes >= 4, \"not enough codes\");\n  //Assert (lcodes <= L_CODES && dcodes <= D_CODES && blcodes <= BL_CODES,\n  //        \"too many codes\");\n  //Tracev((stderr, \"\\nbl counts: \"));\n  send_bits(s, lcodes - 257, 5); /* not +255 as stated in appnote.txt */\n  send_bits(s, dcodes - 1,   5);\n  send_bits(s, blcodes - 4,  4); /* not -3 as stated in appnote.txt */\n  for (rank = 0; rank < blcodes; rank++) {\n    //Tracev((stderr, \"\\nbl code %2d \", bl_order[rank]));\n    send_bits(s, s.bl_tree[bl_order[rank] * 2 + 1]/*.Len*/, 3);\n  }\n  //Tracev((stderr, \"\\nbl tree: sent %ld\", s->bits_sent));\n\n  send_tree(s, s.dyn_ltree, lcodes - 1); /* literal tree */\n  //Tracev((stderr, \"\\nlit tree: sent %ld\", s->bits_sent));\n\n  send_tree(s, s.dyn_dtree, dcodes - 1); /* distance tree */\n  //Tracev((stderr, \"\\ndist tree: sent %ld\", s->bits_sent));\n};\n\n\n/* ===========================================================================\n * Check if the data type is TEXT or BINARY, using the following algorithm:\n * - TEXT if the two conditions below are satisfied:\n *    a) There are no non-portable control characters belonging to the\n *       \"block list\" (0..6, 14..25, 28..31).\n *    b) There is at least one printable character belonging to the\n *       \"allow list\" (9 {TAB}, 10 {LF}, 13 {CR}, 32..255).\n * - BINARY otherwise.\n * - The following partially-portable control characters form a\n *   \"gray list\" that is ignored in this detection algorithm:\n *   (7 {BEL}, 8 {BS}, 11 {VT}, 12 {FF}, 26 {SUB}, 27 {ESC}).\n * IN assertion: the fields Freq of dyn_ltree are set.\n */\nconst detect_data_type = (s) => {\n  /* block_mask is the bit mask of block-listed bytes\n   * set bits 0..6, 14..25, and 28..31\n   * 0xf3ffc07f = binary 11110011111111111100000001111111\n   */\n  let block_mask = 0xf3ffc07f;\n  let n;\n\n  /* Check for non-textual (\"block-listed\") bytes. */\n  for (n = 0; n <= 31; n++, block_mask >>>= 1) {\n    if ((block_mask & 1) && (s.dyn_ltree[n * 2]/*.Freq*/ !== 0)) {\n      return Z_BINARY;\n    }\n  }\n\n  /* Check for textual (\"allow-listed\") bytes. */\n  if (s.dyn_ltree[9 * 2]/*.Freq*/ !== 0 || s.dyn_ltree[10 * 2]/*.Freq*/ !== 0 ||\n      s.dyn_ltree[13 * 2]/*.Freq*/ !== 0) {\n    return Z_TEXT;\n  }\n  for (n = 32; n < LITERALS; n++) {\n    if (s.dyn_ltree[n * 2]/*.Freq*/ !== 0) {\n      return Z_TEXT;\n    }\n  }\n\n  /* There are no \"block-listed\" or \"allow-listed\" bytes:\n   * this stream either is empty or has tolerated (\"gray-listed\") bytes only.\n   */\n  return Z_BINARY;\n};\n\n\nlet static_init_done = false;\n\n/* ===========================================================================\n * Initialize the tree data structures for a new zlib stream.\n */\nconst _tr_init = (s) =>\n{\n\n  if (!static_init_done) {\n    tr_static_init();\n    static_init_done = true;\n  }\n\n  s.l_desc  = new TreeDesc(s.dyn_ltree, static_l_desc);\n  s.d_desc  = new TreeDesc(s.dyn_dtree, static_d_desc);\n  s.bl_desc = new TreeDesc(s.bl_tree, static_bl_desc);\n\n  s.bi_buf = 0;\n  s.bi_valid = 0;\n\n  /* Initialize the first block of the first file: */\n  init_block(s);\n};\n\n\n/* ===========================================================================\n * Send a stored block\n */\nconst _tr_stored_block = (s, buf, stored_len, last) => {\n//DeflateState *s;\n//charf *buf;       /* input block */\n//ulg stored_len;   /* length of input block */\n//int last;         /* one if this is the last block for a file */\n\n  send_bits(s, (STORED_BLOCK << 1) + (last ? 1 : 0), 3);    /* send block type */\n  bi_windup(s);        /* align on byte boundary */\n  put_short(s, stored_len);\n  put_short(s, ~stored_len);\n  if (stored_len) {\n    s.pending_buf.set(s.window.subarray(buf, buf + stored_len), s.pending);\n  }\n  s.pending += stored_len;\n};\n\n\n/* ===========================================================================\n * Send one empty static block to give enough lookahead for inflate.\n * This takes 10 bits, of which 7 may remain in the bit buffer.\n */\nconst _tr_align = (s) => {\n  send_bits(s, STATIC_TREES << 1, 3);\n  send_code(s, END_BLOCK, static_ltree);\n  bi_flush(s);\n};\n\n\n/* ===========================================================================\n * Determine the best encoding for the current block: dynamic trees, static\n * trees or store, and write out the encoded block.\n */\nconst _tr_flush_block = (s, buf, stored_len, last) => {\n//DeflateState *s;\n//charf *buf;       /* input block, or NULL if too old */\n//ulg stored_len;   /* length of input block */\n//int last;         /* one if this is the last block for a file */\n\n  let opt_lenb, static_lenb;  /* opt_len and static_len in bytes */\n  let max_blindex = 0;        /* index of last bit length code of non zero freq */\n\n  /* Build the Huffman trees unless a stored block is forced */\n  if (s.level > 0) {\n\n    /* Check if the file is binary or text */\n    if (s.strm.data_type === Z_UNKNOWN) {\n      s.strm.data_type = detect_data_type(s);\n    }\n\n    /* Construct the literal and distance trees */\n    build_tree(s, s.l_desc);\n    // Tracev((stderr, \"\\nlit data: dyn %ld, stat %ld\", s->opt_len,\n    //        s->static_len));\n\n    build_tree(s, s.d_desc);\n    // Tracev((stderr, \"\\ndist data: dyn %ld, stat %ld\", s->opt_len,\n    //        s->static_len));\n    /* At this point, opt_len and static_len are the total bit lengths of\n     * the compressed block data, excluding the tree representations.\n     */\n\n    /* Build the bit length tree for the above two trees, and get the index\n     * in bl_order of the last bit length code to send.\n     */\n    max_blindex = build_bl_tree(s);\n\n    /* Determine the best encoding. Compute the block lengths in bytes. */\n    opt_lenb = (s.opt_len + 3 + 7) >>> 3;\n    static_lenb = (s.static_len + 3 + 7) >>> 3;\n\n    // Tracev((stderr, \"\\nopt %lu(%lu) stat %lu(%lu) stored %lu lit %u \",\n    //        opt_lenb, s->opt_len, static_lenb, s->static_len, stored_len,\n    //        s->sym_next / 3));\n\n    if (static_lenb <= opt_lenb) { opt_lenb = static_lenb; }\n\n  } else {\n    // Assert(buf != (char*)0, \"lost buf\");\n    opt_lenb = static_lenb = stored_len + 5; /* force a stored block */\n  }\n\n  if ((stored_len + 4 <= opt_lenb) && (buf !== -1)) {\n    /* 4: two words for the lengths */\n\n    /* The test buf != NULL is only necessary if LIT_BUFSIZE > WSIZE.\n     * Otherwise we can't have processed more than WSIZE input bytes since\n     * the last block flush, because compression would have been\n     * successful. If LIT_BUFSIZE <= WSIZE, it is never too late to\n     * transform a block into a stored block.\n     */\n    _tr_stored_block(s, buf, stored_len, last);\n\n  } else if (s.strategy === Z_FIXED || static_lenb === opt_lenb) {\n\n    send_bits(s, (STATIC_TREES << 1) + (last ? 1 : 0), 3);\n    compress_block(s, static_ltree, static_dtree);\n\n  } else {\n    send_bits(s, (DYN_TREES << 1) + (last ? 1 : 0), 3);\n    send_all_trees(s, s.l_desc.max_code + 1, s.d_desc.max_code + 1, max_blindex + 1);\n    compress_block(s, s.dyn_ltree, s.dyn_dtree);\n  }\n  // Assert (s->compressed_len == s->bits_sent, \"bad compressed size\");\n  /* The above check is made mod 2^32, for files larger than 512 MB\n   * and uLong implemented on 32 bits.\n   */\n  init_block(s);\n\n  if (last) {\n    bi_windup(s);\n  }\n  // Tracev((stderr,\"\\ncomprlen %lu(%lu) \", s->compressed_len>>3,\n  //       s->compressed_len-7*last));\n};\n\n/* ===========================================================================\n * Save the match info and tally the frequency counts. Return true if\n * the current block must be flushed.\n */\nconst _tr_tally = (s, dist, lc) => {\n//    deflate_state *s;\n//    unsigned dist;  /* distance of matched string */\n//    unsigned lc;    /* match length-MIN_MATCH or unmatched char (if dist==0) */\n\n  s.pending_buf[s.sym_buf + s.sym_next++] = dist;\n  s.pending_buf[s.sym_buf + s.sym_next++] = dist >> 8;\n  s.pending_buf[s.sym_buf + s.sym_next++] = lc;\n  if (dist === 0) {\n    /* lc is the unmatched char */\n    s.dyn_ltree[lc * 2]/*.Freq*/++;\n  } else {\n    s.matches++;\n    /* Here, lc is the match length - MIN_MATCH */\n    dist--;             /* dist = match distance - 1 */\n    //Assert((ush)dist < (ush)MAX_DIST(s) &&\n    //       (ush)lc <= (ush)(MAX_MATCH-MIN_MATCH) &&\n    //       (ush)d_code(dist) < (ush)D_CODES,  \"_tr_tally: bad match\");\n\n    s.dyn_ltree[(_length_code[lc] + LITERALS + 1) * 2]/*.Freq*/++;\n    s.dyn_dtree[d_code(dist) * 2]/*.Freq*/++;\n  }\n\n  return (s.sym_next === s.sym_end);\n};\n\nmodule.exports._tr_init  = _tr_init;\nmodule.exports._tr_stored_block = _tr_stored_block;\nmodule.exports._tr_flush_block  = _tr_flush_block;\nmodule.exports._tr_tally = _tr_tally;\nmodule.exports._tr_align = _tr_align;\n","'use strict';\n\n// Note: adler32 takes 12% for level 0 and 2% for level 6.\n// It isn't worth it to make additional optimizations as in original.\n// Small size is preferable.\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n//   claim that you wrote the original software. If you use this software\n//   in a product, an acknowledgment in the product documentation would be\n//   appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n//   misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nconst adler32 = (adler, buf, len, pos) => {\n  let s1 = (adler & 0xffff) |0,\n      s2 = ((adler >>> 16) & 0xffff) |0,\n      n = 0;\n\n  while (len !== 0) {\n    // Set limit ~ twice less than 5552, to keep\n    // s2 in 31-bits, because we force signed ints.\n    // in other case %= will fail.\n    n = len > 2000 ? 2000 : len;\n    len -= n;\n\n    do {\n      s1 = (s1 + buf[pos++]) |0;\n      s2 = (s2 + s1) |0;\n    } while (--n);\n\n    s1 %= 65521;\n    s2 %= 65521;\n  }\n\n  return (s1 | (s2 << 16)) |0;\n};\n\n\nmodule.exports = adler32;\n","'use strict';\n\n// Note: we can't get significant speed boost here.\n// So write code to minimize size - no pregenerated tables\n// and array tools dependencies.\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n//   claim that you wrote the original software. If you use this software\n//   in a product, an acknowledgment in the product documentation would be\n//   appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n//   misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\n// Use ordinary array, since untyped makes no boost here\nconst makeTable = () => {\n  let c, table = [];\n\n  for (var n = 0; n < 256; n++) {\n    c = n;\n    for (var k = 0; k < 8; k++) {\n      c = ((c & 1) ? (0xEDB88320 ^ (c >>> 1)) : (c >>> 1));\n    }\n    table[n] = c;\n  }\n\n  return table;\n};\n\n// Create table on load. Just 255 signed longs. Not a problem.\nconst crcTable = new Uint32Array(makeTable());\n\n\nconst crc32 = (crc, buf, len, pos) => {\n  const t = crcTable;\n  const end = pos + len;\n\n  crc ^= -1;\n\n  for (let i = pos; i < end; i++) {\n    crc = (crc >>> 8) ^ t[(crc ^ buf[i]) & 0xFF];\n  }\n\n  return (crc ^ (-1)); // >>> 0;\n};\n\n\nmodule.exports = crc32;\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n//   claim that you wrote the original software. If you use this software\n//   in a product, an acknowledgment in the product documentation would be\n//   appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n//   misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nmodule.exports = {\n  2:      'need dictionary',     /* Z_NEED_DICT       2  */\n  1:      'stream end',          /* Z_STREAM_END      1  */\n  0:      '',                    /* Z_OK              0  */\n  '-1':   'file error',          /* Z_ERRNO         (-1) */\n  '-2':   'stream error',        /* Z_STREAM_ERROR  (-2) */\n  '-3':   'data error',          /* Z_DATA_ERROR    (-3) */\n  '-4':   'insufficient memory', /* Z_MEM_ERROR     (-4) */\n  '-5':   'buffer error',        /* Z_BUF_ERROR     (-5) */\n  '-6':   'incompatible version' /* Z_VERSION_ERROR (-6) */\n};\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n//   claim that you wrote the original software. If you use this software\n//   in a product, an acknowledgment in the product documentation would be\n//   appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n//   misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nmodule.exports = {\n\n  /* Allowed flush values; see deflate() and inflate() below for details */\n  Z_NO_FLUSH:         0,\n  Z_PARTIAL_FLUSH:    1,\n  Z_SYNC_FLUSH:       2,\n  Z_FULL_FLUSH:       3,\n  Z_FINISH:           4,\n  Z_BLOCK:            5,\n  Z_TREES:            6,\n\n  /* Return codes for the compression/decompression functions. Negative values\n  * are errors, positive values are used for special but normal events.\n  */\n  Z_OK:               0,\n  Z_STREAM_END:       1,\n  Z_NEED_DICT:        2,\n  Z_ERRNO:           -1,\n  Z_STREAM_ERROR:    -2,\n  Z_DATA_ERROR:      -3,\n  Z_MEM_ERROR:       -4,\n  Z_BUF_ERROR:       -5,\n  //Z_VERSION_ERROR: -6,\n\n  /* compression levels */\n  Z_NO_COMPRESSION:         0,\n  Z_BEST_SPEED:             1,\n  Z_BEST_COMPRESSION:       9,\n  Z_DEFAULT_COMPRESSION:   -1,\n\n\n  Z_FILTERED:               1,\n  Z_HUFFMAN_ONLY:           2,\n  Z_RLE:                    3,\n  Z_FIXED:                  4,\n  Z_DEFAULT_STRATEGY:       0,\n\n  /* Possible values of the data_type field (though see inflate()) */\n  Z_BINARY:                 0,\n  Z_TEXT:                   1,\n  //Z_ASCII:                1, // = Z_TEXT (deprecated)\n  Z_UNKNOWN:                2,\n\n  /* The deflate compression method */\n  Z_DEFLATED:               8\n  //Z_NULL:                 null // Use -1 or null inline, depending on var type\n};\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n//   claim that you wrote the original software. If you use this software\n//   in a product, an acknowledgment in the product documentation would be\n//   appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n//   misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nconst { _tr_init, _tr_stored_block, _tr_flush_block, _tr_tally, _tr_align } = require('./trees');\nconst adler32 = require('./adler32');\nconst crc32   = require('./crc32');\nconst msg     = require('./messages');\n\n/* Public constants ==========================================================*/\n/* ===========================================================================*/\n\nconst {\n  Z_NO_FLUSH, Z_PARTIAL_FLUSH, Z_FULL_FLUSH, Z_FINISH, Z_BLOCK,\n  Z_OK, Z_STREAM_END, Z_STREAM_ERROR, Z_DATA_ERROR, Z_BUF_ERROR,\n  Z_DEFAULT_COMPRESSION,\n  Z_FILTERED, Z_HUFFMAN_ONLY, Z_RLE, Z_FIXED, Z_DEFAULT_STRATEGY,\n  Z_UNKNOWN,\n  Z_DEFLATED\n} = require('./constants');\n\n/*============================================================================*/\n\n\nconst MAX_MEM_LEVEL = 9;\n/* Maximum value for memLevel in deflateInit2 */\nconst MAX_WBITS = 15;\n/* 32K LZ77 window */\nconst DEF_MEM_LEVEL = 8;\n\n\nconst LENGTH_CODES  = 29;\n/* number of length codes, not counting the special END_BLOCK code */\nconst LITERALS      = 256;\n/* number of literal bytes 0..255 */\nconst L_CODES       = LITERALS + 1 + LENGTH_CODES;\n/* number of Literal or Length codes, including the END_BLOCK code */\nconst D_CODES       = 30;\n/* number of distance codes */\nconst BL_CODES      = 19;\n/* number of codes used to transfer the bit lengths */\nconst HEAP_SIZE     = 2 * L_CODES + 1;\n/* maximum heap size */\nconst MAX_BITS  = 15;\n/* All codes must not exceed MAX_BITS bits */\n\nconst MIN_MATCH = 3;\nconst MAX_MATCH = 258;\nconst MIN_LOOKAHEAD = (MAX_MATCH + MIN_MATCH + 1);\n\nconst PRESET_DICT = 0x20;\n\nconst INIT_STATE    =  42;    /* zlib header -> BUSY_STATE */\n//#ifdef GZIP\nconst GZIP_STATE    =  57;    /* gzip header -> BUSY_STATE | EXTRA_STATE */\n//#endif\nconst EXTRA_STATE   =  69;    /* gzip extra block -> NAME_STATE */\nconst NAME_STATE    =  73;    /* gzip file name -> COMMENT_STATE */\nconst COMMENT_STATE =  91;    /* gzip comment -> HCRC_STATE */\nconst HCRC_STATE    = 103;    /* gzip header CRC -> BUSY_STATE */\nconst BUSY_STATE    = 113;    /* deflate -> FINISH_STATE */\nconst FINISH_STATE  = 666;    /* stream complete */\n\nconst BS_NEED_MORE      = 1; /* block not completed, need more input or more output */\nconst BS_BLOCK_DONE     = 2; /* block flush performed */\nconst BS_FINISH_STARTED = 3; /* finish started, need only more output at next deflate */\nconst BS_FINISH_DONE    = 4; /* finish done, accept no more input or output */\n\nconst OS_CODE = 0x03; // Unix :) . Don't detect, use this default.\n\nconst err = (strm, errorCode) => {\n  strm.msg = msg[errorCode];\n  return errorCode;\n};\n\nconst rank = (f) => {\n  return ((f) * 2) - ((f) > 4 ? 9 : 0);\n};\n\nconst zero = (buf) => {\n  let len = buf.length; while (--len >= 0) { buf[len] = 0; }\n};\n\n/* ===========================================================================\n * Slide the hash table when sliding the window down (could be avoided with 32\n * bit values at the expense of memory usage). We slide even when level == 0 to\n * keep the hash table consistent if we switch back to level > 0 later.\n */\nconst slide_hash = (s) => {\n  let n, m;\n  let p;\n  let wsize = s.w_size;\n\n  n = s.hash_size;\n  p = n;\n  do {\n    m = s.head[--p];\n    s.head[p] = (m >= wsize ? m - wsize : 0);\n  } while (--n);\n  n = wsize;\n//#ifndef FASTEST\n  p = n;\n  do {\n    m = s.prev[--p];\n    s.prev[p] = (m >= wsize ? m - wsize : 0);\n    /* If n is not on any hash chain, prev[n] is garbage but\n     * its value will never be used.\n     */\n  } while (--n);\n//#endif\n};\n\n/* eslint-disable new-cap */\nlet HASH_ZLIB = (s, prev, data) => ((prev << s.hash_shift) ^ data) & s.hash_mask;\n// This hash causes less collisions, https://github.com/nodeca/pako/issues/135\n// But breaks binary compatibility\n//let HASH_FAST = (s, prev, data) => ((prev << 8) + (prev >> 8) + (data << 4)) & s.hash_mask;\nlet HASH = HASH_ZLIB;\n\n\n/* =========================================================================\n * Flush as much pending output as possible. All deflate() output, except for\n * some deflate_stored() output, goes through this function so some\n * applications may wish to modify it to avoid allocating a large\n * strm->next_out buffer and copying into it. (See also read_buf()).\n */\nconst flush_pending = (strm) => {\n  const s = strm.state;\n\n  //_tr_flush_bits(s);\n  let len = s.pending;\n  if (len > strm.avail_out) {\n    len = strm.avail_out;\n  }\n  if (len === 0) { return; }\n\n  strm.output.set(s.pending_buf.subarray(s.pending_out, s.pending_out + len), strm.next_out);\n  strm.next_out  += len;\n  s.pending_out  += len;\n  strm.total_out += len;\n  strm.avail_out -= len;\n  s.pending      -= len;\n  if (s.pending === 0) {\n    s.pending_out = 0;\n  }\n};\n\n\nconst flush_block_only = (s, last) => {\n  _tr_flush_block(s, (s.block_start >= 0 ? s.block_start : -1), s.strstart - s.block_start, last);\n  s.block_start = s.strstart;\n  flush_pending(s.strm);\n};\n\n\nconst put_byte = (s, b) => {\n  s.pending_buf[s.pending++] = b;\n};\n\n\n/* =========================================================================\n * Put a short in the pending buffer. The 16-bit value is put in MSB order.\n * IN assertion: the stream state is correct and there is enough room in\n * pending_buf.\n */\nconst putShortMSB = (s, b) => {\n\n  //  put_byte(s, (Byte)(b >> 8));\n//  put_byte(s, (Byte)(b & 0xff));\n  s.pending_buf[s.pending++] = (b >>> 8) & 0xff;\n  s.pending_buf[s.pending++] = b & 0xff;\n};\n\n\n/* ===========================================================================\n * Read a new buffer from the current input stream, update the adler32\n * and total number of bytes read.  All deflate() input goes through\n * this function so some applications may wish to modify it to avoid\n * allocating a large strm->input buffer and copying from it.\n * (See also flush_pending()).\n */\nconst read_buf = (strm, buf, start, size) => {\n\n  let len = strm.avail_in;\n\n  if (len > size) { len = size; }\n  if (len === 0) { return 0; }\n\n  strm.avail_in -= len;\n\n  // zmemcpy(buf, strm->next_in, len);\n  buf.set(strm.input.subarray(strm.next_in, strm.next_in + len), start);\n  if (strm.state.wrap === 1) {\n    strm.adler = adler32(strm.adler, buf, len, start);\n  }\n\n  else if (strm.state.wrap === 2) {\n    strm.adler = crc32(strm.adler, buf, len, start);\n  }\n\n  strm.next_in += len;\n  strm.total_in += len;\n\n  return len;\n};\n\n\n/* ===========================================================================\n * Set match_start to the longest match starting at the given string and\n * return its length. Matches shorter or equal to prev_length are discarded,\n * in which case the result is equal to prev_length and match_start is\n * garbage.\n * IN assertions: cur_match is the head of the hash chain for the current\n *   string (strstart) and its distance is <= MAX_DIST, and prev_length >= 1\n * OUT assertion: the match length is not greater than s->lookahead.\n */\nconst longest_match = (s, cur_match) => {\n\n  let chain_length = s.max_chain_length;      /* max hash chain length */\n  let scan = s.strstart; /* current string */\n  let match;                       /* matched string */\n  let len;                           /* length of current match */\n  let best_len = s.prev_length;              /* best match length so far */\n  let nice_match = s.nice_match;             /* stop if match long enough */\n  const limit = (s.strstart > (s.w_size - MIN_LOOKAHEAD)) ?\n      s.strstart - (s.w_size - MIN_LOOKAHEAD) : 0/*NIL*/;\n\n  const _win = s.window; // shortcut\n\n  const wmask = s.w_mask;\n  const prev  = s.prev;\n\n  /* Stop when cur_match becomes <= limit. To simplify the code,\n   * we prevent matches with the string of window index 0.\n   */\n\n  const strend = s.strstart + MAX_MATCH;\n  let scan_end1  = _win[scan + best_len - 1];\n  let scan_end   = _win[scan + best_len];\n\n  /* The code is optimized for HASH_BITS >= 8 and MAX_MATCH-2 multiple of 16.\n   * It is easy to get rid of this optimization if necessary.\n   */\n  // Assert(s->hash_bits >= 8 && MAX_MATCH == 258, \"Code too clever\");\n\n  /* Do not waste too much time if we already have a good match: */\n  if (s.prev_length >= s.good_match) {\n    chain_length >>= 2;\n  }\n  /* Do not look for matches beyond the end of the input. This is necessary\n   * to make deflate deterministic.\n   */\n  if (nice_match > s.lookahead) { nice_match = s.lookahead; }\n\n  // Assert((ulg)s->strstart <= s->window_size-MIN_LOOKAHEAD, \"need lookahead\");\n\n  do {\n    // Assert(cur_match < s->strstart, \"no future\");\n    match = cur_match;\n\n    /* Skip to next match if the match length cannot increase\n     * or if the match length is less than 2.  Note that the checks below\n     * for insufficient lookahead only occur occasionally for performance\n     * reasons.  Therefore uninitialized memory will be accessed, and\n     * conditional jumps will be made that depend on those values.\n     * However the length of the match is limited to the lookahead, so\n     * the output of deflate is not affected by the uninitialized values.\n     */\n\n    if (_win[match + best_len]     !== scan_end  ||\n        _win[match + best_len - 1] !== scan_end1 ||\n        _win[match]                !== _win[scan] ||\n        _win[++match]              !== _win[scan + 1]) {\n      continue;\n    }\n\n    /* The check at best_len-1 can be removed because it will be made\n     * again later. (This heuristic is not always a win.)\n     * It is not necessary to compare scan[2] and match[2] since they\n     * are always equal when the other bytes match, given that\n     * the hash keys are equal and that HASH_BITS >= 8.\n     */\n    scan += 2;\n    match++;\n    // Assert(*scan == *match, \"match[2]?\");\n\n    /* We check for insufficient lookahead only every 8th comparison;\n     * the 256th check will be made at strstart+258.\n     */\n    do {\n      /*jshint noempty:false*/\n    } while (_win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&\n             _win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&\n             _win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&\n             _win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&\n             scan < strend);\n\n    // Assert(scan <= s->window+(unsigned)(s->window_size-1), \"wild scan\");\n\n    len = MAX_MATCH - (strend - scan);\n    scan = strend - MAX_MATCH;\n\n    if (len > best_len) {\n      s.match_start = cur_match;\n      best_len = len;\n      if (len >= nice_match) {\n        break;\n      }\n      scan_end1  = _win[scan + best_len - 1];\n      scan_end   = _win[scan + best_len];\n    }\n  } while ((cur_match = prev[cur_match & wmask]) > limit && --chain_length !== 0);\n\n  if (best_len <= s.lookahead) {\n    return best_len;\n  }\n  return s.lookahead;\n};\n\n\n/* ===========================================================================\n * Fill the window when the lookahead becomes insufficient.\n * Updates strstart and lookahead.\n *\n * IN assertion: lookahead < MIN_LOOKAHEAD\n * OUT assertions: strstart <= window_size-MIN_LOOKAHEAD\n *    At least one byte has been read, or avail_in == 0; reads are\n *    performed for at least two bytes (required for the zip translate_eol\n *    option -- not supported here).\n */\nconst fill_window = (s) => {\n\n  const _w_size = s.w_size;\n  let n, more, str;\n\n  //Assert(s->lookahead < MIN_LOOKAHEAD, \"already enough lookahead\");\n\n  do {\n    more = s.window_size - s.lookahead - s.strstart;\n\n    // JS ints have 32 bit, block below not needed\n    /* Deal with !@#$% 64K limit: */\n    //if (sizeof(int) <= 2) {\n    //    if (more == 0 && s->strstart == 0 && s->lookahead == 0) {\n    //        more = wsize;\n    //\n    //  } else if (more == (unsigned)(-1)) {\n    //        /* Very unlikely, but possible on 16 bit machine if\n    //         * strstart == 0 && lookahead == 1 (input done a byte at time)\n    //         */\n    //        more--;\n    //    }\n    //}\n\n\n    /* If the window is almost full and there is insufficient lookahead,\n     * move the upper half to the lower one to make room in the upper half.\n     */\n    if (s.strstart >= _w_size + (_w_size - MIN_LOOKAHEAD)) {\n\n      s.window.set(s.window.subarray(_w_size, _w_size + _w_size - more), 0);\n      s.match_start -= _w_size;\n      s.strstart -= _w_size;\n      /* we now have strstart >= MAX_DIST */\n      s.block_start -= _w_size;\n      if (s.insert > s.strstart) {\n        s.insert = s.strstart;\n      }\n      slide_hash(s);\n      more += _w_size;\n    }\n    if (s.strm.avail_in === 0) {\n      break;\n    }\n\n    /* If there was no sliding:\n     *    strstart <= WSIZE+MAX_DIST-1 && lookahead <= MIN_LOOKAHEAD - 1 &&\n     *    more == window_size - lookahead - strstart\n     * => more >= window_size - (MIN_LOOKAHEAD-1 + WSIZE + MAX_DIST-1)\n     * => more >= window_size - 2*WSIZE + 2\n     * In the BIG_MEM or MMAP case (not yet supported),\n     *   window_size == input_size + MIN_LOOKAHEAD  &&\n     *   strstart + s->lookahead <= input_size => more >= MIN_LOOKAHEAD.\n     * Otherwise, window_size == 2*WSIZE so more >= 2.\n     * If there was sliding, more >= WSIZE. So in all cases, more >= 2.\n     */\n    //Assert(more >= 2, \"more < 2\");\n    n = read_buf(s.strm, s.window, s.strstart + s.lookahead, more);\n    s.lookahead += n;\n\n    /* Initialize the hash value now that we have some input: */\n    if (s.lookahead + s.insert >= MIN_MATCH) {\n      str = s.strstart - s.insert;\n      s.ins_h = s.window[str];\n\n      /* UPDATE_HASH(s, s->ins_h, s->window[str + 1]); */\n      s.ins_h = HASH(s, s.ins_h, s.window[str + 1]);\n//#if MIN_MATCH != 3\n//        Call update_hash() MIN_MATCH-3 more times\n//#endif\n      while (s.insert) {\n        /* UPDATE_HASH(s, s->ins_h, s->window[str + MIN_MATCH-1]); */\n        s.ins_h = HASH(s, s.ins_h, s.window[str + MIN_MATCH - 1]);\n\n        s.prev[str & s.w_mask] = s.head[s.ins_h];\n        s.head[s.ins_h] = str;\n        str++;\n        s.insert--;\n        if (s.lookahead + s.insert < MIN_MATCH) {\n          break;\n        }\n      }\n    }\n    /* If the whole input has less than MIN_MATCH bytes, ins_h is garbage,\n     * but this is not important since only literal bytes will be emitted.\n     */\n\n  } while (s.lookahead < MIN_LOOKAHEAD && s.strm.avail_in !== 0);\n\n  /* If the WIN_INIT bytes after the end of the current data have never been\n   * written, then zero those bytes in order to avoid memory check reports of\n   * the use of uninitialized (or uninitialised as Julian writes) bytes by\n   * the longest match routines.  Update the high water mark for the next\n   * time through here.  WIN_INIT is set to MAX_MATCH since the longest match\n   * routines allow scanning to strstart + MAX_MATCH, ignoring lookahead.\n   */\n//  if (s.high_water < s.window_size) {\n//    const curr = s.strstart + s.lookahead;\n//    let init = 0;\n//\n//    if (s.high_water < curr) {\n//      /* Previous high water mark below current data -- zero WIN_INIT\n//       * bytes or up to end of window, whichever is less.\n//       */\n//      init = s.window_size - curr;\n//      if (init > WIN_INIT)\n//        init = WIN_INIT;\n//      zmemzero(s->window + curr, (unsigned)init);\n//      s->high_water = curr + init;\n//    }\n//    else if (s->high_water < (ulg)curr + WIN_INIT) {\n//      /* High water mark at or above current data, but below current data\n//       * plus WIN_INIT -- zero out to current data plus WIN_INIT, or up\n//       * to end of window, whichever is less.\n//       */\n//      init = (ulg)curr + WIN_INIT - s->high_water;\n//      if (init > s->window_size - s->high_water)\n//        init = s->window_size - s->high_water;\n//      zmemzero(s->window + s->high_water, (unsigned)init);\n//      s->high_water += init;\n//    }\n//  }\n//\n//  Assert((ulg)s->strstart <= s->window_size - MIN_LOOKAHEAD,\n//    \"not enough room for search\");\n};\n\n/* ===========================================================================\n * Copy without compression as much as possible from the input stream, return\n * the current block state.\n *\n * In case deflateParams() is used to later switch to a non-zero compression\n * level, s->matches (otherwise unused when storing) keeps track of the number\n * of hash table slides to perform. If s->matches is 1, then one hash table\n * slide will be done when switching. If s->matches is 2, the maximum value\n * allowed here, then the hash table will be cleared, since two or more slides\n * is the same as a clear.\n *\n * deflate_stored() is written to minimize the number of times an input byte is\n * copied. It is most efficient with large input and output buffers, which\n * maximizes the opportunites to have a single copy from next_in to next_out.\n */\nconst deflate_stored = (s, flush) => {\n\n  /* Smallest worthy block size when not flushing or finishing. By default\n   * this is 32K. This can be as small as 507 bytes for memLevel == 1. For\n   * large input and output buffers, the stored block size will be larger.\n   */\n  let min_block = s.pending_buf_size - 5 > s.w_size ? s.w_size : s.pending_buf_size - 5;\n\n  /* Copy as many min_block or larger stored blocks directly to next_out as\n   * possible. If flushing, copy the remaining available input to next_out as\n   * stored blocks, if there is enough space.\n   */\n  let len, left, have, last = 0;\n  let used = s.strm.avail_in;\n  do {\n    /* Set len to the maximum size block that we can copy directly with the\n     * available input data and output space. Set left to how much of that\n     * would be copied from what's left in the window.\n     */\n    len = 65535/* MAX_STORED */;     /* maximum deflate stored block length */\n    have = (s.bi_valid + 42) >> 3;     /* number of header bytes */\n    if (s.strm.avail_out < have) {         /* need room for header */\n      break;\n    }\n      /* maximum stored block length that will fit in avail_out: */\n    have = s.strm.avail_out - have;\n    left = s.strstart - s.block_start;  /* bytes left in window */\n    if (len > left + s.strm.avail_in) {\n      len = left + s.strm.avail_in;   /* limit len to the input */\n    }\n    if (len > have) {\n      len = have;             /* limit len to the output */\n    }\n\n    /* If the stored block would be less than min_block in length, or if\n     * unable to copy all of the available input when flushing, then try\n     * copying to the window and the pending buffer instead. Also don't\n     * write an empty block when flushing -- deflate() does that.\n     */\n    if (len < min_block && ((len === 0 && flush !== Z_FINISH) ||\n                        flush === Z_NO_FLUSH ||\n                        len !== left + s.strm.avail_in)) {\n      break;\n    }\n\n    /* Make a dummy stored block in pending to get the header bytes,\n     * including any pending bits. This also updates the debugging counts.\n     */\n    last = flush === Z_FINISH && len === left + s.strm.avail_in ? 1 : 0;\n    _tr_stored_block(s, 0, 0, last);\n\n    /* Replace the lengths in the dummy stored block with len. */\n    s.pending_buf[s.pending - 4] = len;\n    s.pending_buf[s.pending - 3] = len >> 8;\n    s.pending_buf[s.pending - 2] = ~len;\n    s.pending_buf[s.pending - 1] = ~len >> 8;\n\n    /* Write the stored block header bytes. */\n    flush_pending(s.strm);\n\n//#ifdef ZLIB_DEBUG\n//    /* Update debugging counts for the data about to be copied. */\n//    s->compressed_len += len << 3;\n//    s->bits_sent += len << 3;\n//#endif\n\n    /* Copy uncompressed bytes from the window to next_out. */\n    if (left) {\n      if (left > len) {\n        left = len;\n      }\n      //zmemcpy(s->strm->next_out, s->window + s->block_start, left);\n      s.strm.output.set(s.window.subarray(s.block_start, s.block_start + left), s.strm.next_out);\n      s.strm.next_out += left;\n      s.strm.avail_out -= left;\n      s.strm.total_out += left;\n      s.block_start += left;\n      len -= left;\n    }\n\n    /* Copy uncompressed bytes directly from next_in to next_out, updating\n     * the check value.\n     */\n    if (len) {\n      read_buf(s.strm, s.strm.output, s.strm.next_out, len);\n      s.strm.next_out += len;\n      s.strm.avail_out -= len;\n      s.strm.total_out += len;\n    }\n  } while (last === 0);\n\n  /* Update the sliding window with the last s->w_size bytes of the copied\n   * data, or append all of the copied data to the existing window if less\n   * than s->w_size bytes were copied. Also update the number of bytes to\n   * insert in the hash tables, in the event that deflateParams() switches to\n   * a non-zero compression level.\n   */\n  used -= s.strm.avail_in;    /* number of input bytes directly copied */\n  if (used) {\n    /* If any input was used, then no unused input remains in the window,\n     * therefore s->block_start == s->strstart.\n     */\n    if (used >= s.w_size) {  /* supplant the previous history */\n      s.matches = 2;     /* clear hash */\n      //zmemcpy(s->window, s->strm->next_in - s->w_size, s->w_size);\n      s.window.set(s.strm.input.subarray(s.strm.next_in - s.w_size, s.strm.next_in), 0);\n      s.strstart = s.w_size;\n      s.insert = s.strstart;\n    }\n    else {\n      if (s.window_size - s.strstart <= used) {\n        /* Slide the window down. */\n        s.strstart -= s.w_size;\n        //zmemcpy(s->window, s->window + s->w_size, s->strstart);\n        s.window.set(s.window.subarray(s.w_size, s.w_size + s.strstart), 0);\n        if (s.matches < 2) {\n          s.matches++;   /* add a pending slide_hash() */\n        }\n        if (s.insert > s.strstart) {\n          s.insert = s.strstart;\n        }\n      }\n      //zmemcpy(s->window + s->strstart, s->strm->next_in - used, used);\n      s.window.set(s.strm.input.subarray(s.strm.next_in - used, s.strm.next_in), s.strstart);\n      s.strstart += used;\n      s.insert += used > s.w_size - s.insert ? s.w_size - s.insert : used;\n    }\n    s.block_start = s.strstart;\n  }\n  if (s.high_water < s.strstart) {\n    s.high_water = s.strstart;\n  }\n\n  /* If the last block was written to next_out, then done. */\n  if (last) {\n    return BS_FINISH_DONE;\n  }\n\n  /* If flushing and all input has been consumed, then done. */\n  if (flush !== Z_NO_FLUSH && flush !== Z_FINISH &&\n    s.strm.avail_in === 0 && s.strstart === s.block_start) {\n    return BS_BLOCK_DONE;\n  }\n\n  /* Fill the window with any remaining input. */\n  have = s.window_size - s.strstart;\n  if (s.strm.avail_in > have && s.block_start >= s.w_size) {\n    /* Slide the window down. */\n    s.block_start -= s.w_size;\n    s.strstart -= s.w_size;\n    //zmemcpy(s->window, s->window + s->w_size, s->strstart);\n    s.window.set(s.window.subarray(s.w_size, s.w_size + s.strstart), 0);\n    if (s.matches < 2) {\n      s.matches++;       /* add a pending slide_hash() */\n    }\n    have += s.w_size;      /* more space now */\n    if (s.insert > s.strstart) {\n      s.insert = s.strstart;\n    }\n  }\n  if (have > s.strm.avail_in) {\n    have = s.strm.avail_in;\n  }\n  if (have) {\n    read_buf(s.strm, s.window, s.strstart, have);\n    s.strstart += have;\n    s.insert += have > s.w_size - s.insert ? s.w_size - s.insert : have;\n  }\n  if (s.high_water < s.strstart) {\n    s.high_water = s.strstart;\n  }\n\n  /* There was not enough avail_out to write a complete worthy or flushed\n   * stored block to next_out. Write a stored block to pending instead, if we\n   * have enough input for a worthy block, or if flushing and there is enough\n   * room for the remaining input as a stored block in the pending buffer.\n   */\n  have = (s.bi_valid + 42) >> 3;     /* number of header bytes */\n    /* maximum stored block length that will fit in pending: */\n  have = s.pending_buf_size - have > 65535/* MAX_STORED */ ? 65535/* MAX_STORED */ : s.pending_buf_size - have;\n  min_block = have > s.w_size ? s.w_size : have;\n  left = s.strstart - s.block_start;\n  if (left >= min_block ||\n     ((left || flush === Z_FINISH) && flush !== Z_NO_FLUSH &&\n     s.strm.avail_in === 0 && left <= have)) {\n    len = left > have ? have : left;\n    last = flush === Z_FINISH && s.strm.avail_in === 0 &&\n         len === left ? 1 : 0;\n    _tr_stored_block(s, s.block_start, len, last);\n    s.block_start += len;\n    flush_pending(s.strm);\n  }\n\n  /* We've done all we can with the available input and output. */\n  return last ? BS_FINISH_STARTED : BS_NEED_MORE;\n};\n\n\n/* ===========================================================================\n * Compress as much as possible from the input stream, return the current\n * block state.\n * This function does not perform lazy evaluation of matches and inserts\n * new strings in the dictionary only for unmatched strings or for short\n * matches. It is used only for the fast compression options.\n */\nconst deflate_fast = (s, flush) => {\n\n  let hash_head;        /* head of the hash chain */\n  let bflush;           /* set if current block must be flushed */\n\n  for (;;) {\n    /* Make sure that we always have enough lookahead, except\n     * at the end of the input file. We need MAX_MATCH bytes\n     * for the next match, plus MIN_MATCH bytes to insert the\n     * string following the next match.\n     */\n    if (s.lookahead < MIN_LOOKAHEAD) {\n      fill_window(s);\n      if (s.lookahead < MIN_LOOKAHEAD && flush === Z_NO_FLUSH) {\n        return BS_NEED_MORE;\n      }\n      if (s.lookahead === 0) {\n        break; /* flush the current block */\n      }\n    }\n\n    /* Insert the string window[strstart .. strstart+2] in the\n     * dictionary, and set hash_head to the head of the hash chain:\n     */\n    hash_head = 0/*NIL*/;\n    if (s.lookahead >= MIN_MATCH) {\n      /*** INSERT_STRING(s, s.strstart, hash_head); ***/\n      s.ins_h = HASH(s, s.ins_h, s.window[s.strstart + MIN_MATCH - 1]);\n      hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];\n      s.head[s.ins_h] = s.strstart;\n      /***/\n    }\n\n    /* Find the longest match, discarding those <= prev_length.\n     * At this point we have always match_length < MIN_MATCH\n     */\n    if (hash_head !== 0/*NIL*/ && ((s.strstart - hash_head) <= (s.w_size - MIN_LOOKAHEAD))) {\n      /* To simplify the code, we prevent matches with the string\n       * of window index 0 (in particular we have to avoid a match\n       * of the string with itself at the start of the input file).\n       */\n      s.match_length = longest_match(s, hash_head);\n      /* longest_match() sets match_start */\n    }\n    if (s.match_length >= MIN_MATCH) {\n      // check_match(s, s.strstart, s.match_start, s.match_length); // for debug only\n\n      /*** _tr_tally_dist(s, s.strstart - s.match_start,\n                     s.match_length - MIN_MATCH, bflush); ***/\n      bflush = _tr_tally(s, s.strstart - s.match_start, s.match_length - MIN_MATCH);\n\n      s.lookahead -= s.match_length;\n\n      /* Insert new strings in the hash table only if the match length\n       * is not too large. This saves time but degrades compression.\n       */\n      if (s.match_length <= s.max_lazy_match/*max_insert_length*/ && s.lookahead >= MIN_MATCH) {\n        s.match_length--; /* string at strstart already in table */\n        do {\n          s.strstart++;\n          /*** INSERT_STRING(s, s.strstart, hash_head); ***/\n          s.ins_h = HASH(s, s.ins_h, s.window[s.strstart + MIN_MATCH - 1]);\n          hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];\n          s.head[s.ins_h] = s.strstart;\n          /***/\n          /* strstart never exceeds WSIZE-MAX_MATCH, so there are\n           * always MIN_MATCH bytes ahead.\n           */\n        } while (--s.match_length !== 0);\n        s.strstart++;\n      } else\n      {\n        s.strstart += s.match_length;\n        s.match_length = 0;\n        s.ins_h = s.window[s.strstart];\n        /* UPDATE_HASH(s, s.ins_h, s.window[s.strstart+1]); */\n        s.ins_h = HASH(s, s.ins_h, s.window[s.strstart + 1]);\n\n//#if MIN_MATCH != 3\n//                Call UPDATE_HASH() MIN_MATCH-3 more times\n//#endif\n        /* If lookahead < MIN_MATCH, ins_h is garbage, but it does not\n         * matter since it will be recomputed at next deflate call.\n         */\n      }\n    } else {\n      /* No match, output a literal byte */\n      //Tracevv((stderr,\"%c\", s.window[s.strstart]));\n      /*** _tr_tally_lit(s, s.window[s.strstart], bflush); ***/\n      bflush = _tr_tally(s, 0, s.window[s.strstart]);\n\n      s.lookahead--;\n      s.strstart++;\n    }\n    if (bflush) {\n      /*** FLUSH_BLOCK(s, 0); ***/\n      flush_block_only(s, false);\n      if (s.strm.avail_out === 0) {\n        return BS_NEED_MORE;\n      }\n      /***/\n    }\n  }\n  s.insert = ((s.strstart < (MIN_MATCH - 1)) ? s.strstart : MIN_MATCH - 1);\n  if (flush === Z_FINISH) {\n    /*** FLUSH_BLOCK(s, 1); ***/\n    flush_block_only(s, true);\n    if (s.strm.avail_out === 0) {\n      return BS_FINISH_STARTED;\n    }\n    /***/\n    return BS_FINISH_DONE;\n  }\n  if (s.sym_next) {\n    /*** FLUSH_BLOCK(s, 0); ***/\n    flush_block_only(s, false);\n    if (s.strm.avail_out === 0) {\n      return BS_NEED_MORE;\n    }\n    /***/\n  }\n  return BS_BLOCK_DONE;\n};\n\n/* ===========================================================================\n * Same as above, but achieves better compression. We use a lazy\n * evaluation for matches: a match is finally adopted only if there is\n * no better match at the next window position.\n */\nconst deflate_slow = (s, flush) => {\n\n  let hash_head;          /* head of hash chain */\n  let bflush;              /* set if current block must be flushed */\n\n  let max_insert;\n\n  /* Process the input block. */\n  for (;;) {\n    /* Make sure that we always have enough lookahead, except\n     * at the end of the input file. We need MAX_MATCH bytes\n     * for the next match, plus MIN_MATCH bytes to insert the\n     * string following the next match.\n     */\n    if (s.lookahead < MIN_LOOKAHEAD) {\n      fill_window(s);\n      if (s.lookahead < MIN_LOOKAHEAD && flush === Z_NO_FLUSH) {\n        return BS_NEED_MORE;\n      }\n      if (s.lookahead === 0) { break; } /* flush the current block */\n    }\n\n    /* Insert the string window[strstart .. strstart+2] in the\n     * dictionary, and set hash_head to the head of the hash chain:\n     */\n    hash_head = 0/*NIL*/;\n    if (s.lookahead >= MIN_MATCH) {\n      /*** INSERT_STRING(s, s.strstart, hash_head); ***/\n      s.ins_h = HASH(s, s.ins_h, s.window[s.strstart + MIN_MATCH - 1]);\n      hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];\n      s.head[s.ins_h] = s.strstart;\n      /***/\n    }\n\n    /* Find the longest match, discarding those <= prev_length.\n     */\n    s.prev_length = s.match_length;\n    s.prev_match = s.match_start;\n    s.match_length = MIN_MATCH - 1;\n\n    if (hash_head !== 0/*NIL*/ && s.prev_length < s.max_lazy_match &&\n        s.strstart - hash_head <= (s.w_size - MIN_LOOKAHEAD)/*MAX_DIST(s)*/) {\n      /* To simplify the code, we prevent matches with the string\n       * of window index 0 (in particular we have to avoid a match\n       * of the string with itself at the start of the input file).\n       */\n      s.match_length = longest_match(s, hash_head);\n      /* longest_match() sets match_start */\n\n      if (s.match_length <= 5 &&\n         (s.strategy === Z_FILTERED || (s.match_length === MIN_MATCH && s.strstart - s.match_start > 4096/*TOO_FAR*/))) {\n\n        /* If prev_match is also MIN_MATCH, match_start is garbage\n         * but we will ignore the current match anyway.\n         */\n        s.match_length = MIN_MATCH - 1;\n      }\n    }\n    /* If there was a match at the previous step and the current\n     * match is not better, output the previous match:\n     */\n    if (s.prev_length >= MIN_MATCH && s.match_length <= s.prev_length) {\n      max_insert = s.strstart + s.lookahead - MIN_MATCH;\n      /* Do not insert strings in hash table beyond this. */\n\n      //check_match(s, s.strstart-1, s.prev_match, s.prev_length);\n\n      /***_tr_tally_dist(s, s.strstart - 1 - s.prev_match,\n                     s.prev_length - MIN_MATCH, bflush);***/\n      bflush = _tr_tally(s, s.strstart - 1 - s.prev_match, s.prev_length - MIN_MATCH);\n      /* Insert in hash table all strings up to the end of the match.\n       * strstart-1 and strstart are already inserted. If there is not\n       * enough lookahead, the last two strings are not inserted in\n       * the hash table.\n       */\n      s.lookahead -= s.prev_length - 1;\n      s.prev_length -= 2;\n      do {\n        if (++s.strstart <= max_insert) {\n          /*** INSERT_STRING(s, s.strstart, hash_head); ***/\n          s.ins_h = HASH(s, s.ins_h, s.window[s.strstart + MIN_MATCH - 1]);\n          hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];\n          s.head[s.ins_h] = s.strstart;\n          /***/\n        }\n      } while (--s.prev_length !== 0);\n      s.match_available = 0;\n      s.match_length = MIN_MATCH - 1;\n      s.strstart++;\n\n      if (bflush) {\n        /*** FLUSH_BLOCK(s, 0); ***/\n        flush_block_only(s, false);\n        if (s.strm.avail_out === 0) {\n          return BS_NEED_MORE;\n        }\n        /***/\n      }\n\n    } else if (s.match_available) {\n      /* If there was no match at the previous position, output a\n       * single literal. If there was a match but the current match\n       * is longer, truncate the previous match to a single literal.\n       */\n      //Tracevv((stderr,\"%c\", s->window[s->strstart-1]));\n      /*** _tr_tally_lit(s, s.window[s.strstart-1], bflush); ***/\n      bflush = _tr_tally(s, 0, s.window[s.strstart - 1]);\n\n      if (bflush) {\n        /*** FLUSH_BLOCK_ONLY(s, 0) ***/\n        flush_block_only(s, false);\n        /***/\n      }\n      s.strstart++;\n      s.lookahead--;\n      if (s.strm.avail_out === 0) {\n        return BS_NEED_MORE;\n      }\n    } else {\n      /* There is no previous match to compare with, wait for\n       * the next step to decide.\n       */\n      s.match_available = 1;\n      s.strstart++;\n      s.lookahead--;\n    }\n  }\n  //Assert (flush != Z_NO_FLUSH, \"no flush?\");\n  if (s.match_available) {\n    //Tracevv((stderr,\"%c\", s->window[s->strstart-1]));\n    /*** _tr_tally_lit(s, s.window[s.strstart-1], bflush); ***/\n    bflush = _tr_tally(s, 0, s.window[s.strstart - 1]);\n\n    s.match_available = 0;\n  }\n  s.insert = s.strstart < MIN_MATCH - 1 ? s.strstart : MIN_MATCH - 1;\n  if (flush === Z_FINISH) {\n    /*** FLUSH_BLOCK(s, 1); ***/\n    flush_block_only(s, true);\n    if (s.strm.avail_out === 0) {\n      return BS_FINISH_STARTED;\n    }\n    /***/\n    return BS_FINISH_DONE;\n  }\n  if (s.sym_next) {\n    /*** FLUSH_BLOCK(s, 0); ***/\n    flush_block_only(s, false);\n    if (s.strm.avail_out === 0) {\n      return BS_NEED_MORE;\n    }\n    /***/\n  }\n\n  return BS_BLOCK_DONE;\n};\n\n\n/* ===========================================================================\n * For Z_RLE, simply look for runs of bytes, generate matches only of distance\n * one.  Do not maintain a hash table.  (It will be regenerated if this run of\n * deflate switches away from Z_RLE.)\n */\nconst deflate_rle = (s, flush) => {\n\n  let bflush;            /* set if current block must be flushed */\n  let prev;              /* byte at distance one to match */\n  let scan, strend;      /* scan goes up to strend for length of run */\n\n  const _win = s.window;\n\n  for (;;) {\n    /* Make sure that we always have enough lookahead, except\n     * at the end of the input file. We need MAX_MATCH bytes\n     * for the longest run, plus one for the unrolled loop.\n     */\n    if (s.lookahead <= MAX_MATCH) {\n      fill_window(s);\n      if (s.lookahead <= MAX_MATCH && flush === Z_NO_FLUSH) {\n        return BS_NEED_MORE;\n      }\n      if (s.lookahead === 0) { break; } /* flush the current block */\n    }\n\n    /* See how many times the previous byte repeats */\n    s.match_length = 0;\n    if (s.lookahead >= MIN_MATCH && s.strstart > 0) {\n      scan = s.strstart - 1;\n      prev = _win[scan];\n      if (prev === _win[++scan] && prev === _win[++scan] && prev === _win[++scan]) {\n        strend = s.strstart + MAX_MATCH;\n        do {\n          /*jshint noempty:false*/\n        } while (prev === _win[++scan] && prev === _win[++scan] &&\n                 prev === _win[++scan] && prev === _win[++scan] &&\n                 prev === _win[++scan] && prev === _win[++scan] &&\n                 prev === _win[++scan] && prev === _win[++scan] &&\n                 scan < strend);\n        s.match_length = MAX_MATCH - (strend - scan);\n        if (s.match_length > s.lookahead) {\n          s.match_length = s.lookahead;\n        }\n      }\n      //Assert(scan <= s->window+(uInt)(s->window_size-1), \"wild scan\");\n    }\n\n    /* Emit match if have run of MIN_MATCH or longer, else emit literal */\n    if (s.match_length >= MIN_MATCH) {\n      //check_match(s, s.strstart, s.strstart - 1, s.match_length);\n\n      /*** _tr_tally_dist(s, 1, s.match_length - MIN_MATCH, bflush); ***/\n      bflush = _tr_tally(s, 1, s.match_length - MIN_MATCH);\n\n      s.lookahead -= s.match_length;\n      s.strstart += s.match_length;\n      s.match_length = 0;\n    } else {\n      /* No match, output a literal byte */\n      //Tracevv((stderr,\"%c\", s->window[s->strstart]));\n      /*** _tr_tally_lit(s, s.window[s.strstart], bflush); ***/\n      bflush = _tr_tally(s, 0, s.window[s.strstart]);\n\n      s.lookahead--;\n      s.strstart++;\n    }\n    if (bflush) {\n      /*** FLUSH_BLOCK(s, 0); ***/\n      flush_block_only(s, false);\n      if (s.strm.avail_out === 0) {\n        return BS_NEED_MORE;\n      }\n      /***/\n    }\n  }\n  s.insert = 0;\n  if (flush === Z_FINISH) {\n    /*** FLUSH_BLOCK(s, 1); ***/\n    flush_block_only(s, true);\n    if (s.strm.avail_out === 0) {\n      return BS_FINISH_STARTED;\n    }\n    /***/\n    return BS_FINISH_DONE;\n  }\n  if (s.sym_next) {\n    /*** FLUSH_BLOCK(s, 0); ***/\n    flush_block_only(s, false);\n    if (s.strm.avail_out === 0) {\n      return BS_NEED_MORE;\n    }\n    /***/\n  }\n  return BS_BLOCK_DONE;\n};\n\n/* ===========================================================================\n * For Z_HUFFMAN_ONLY, do not look for matches.  Do not maintain a hash table.\n * (It will be regenerated if this run of deflate switches away from Huffman.)\n */\nconst deflate_huff = (s, flush) => {\n\n  let bflush;             /* set if current block must be flushed */\n\n  for (;;) {\n    /* Make sure that we have a literal to write. */\n    if (s.lookahead === 0) {\n      fill_window(s);\n      if (s.lookahead === 0) {\n        if (flush === Z_NO_FLUSH) {\n          return BS_NEED_MORE;\n        }\n        break;      /* flush the current block */\n      }\n    }\n\n    /* Output a literal byte */\n    s.match_length = 0;\n    //Tracevv((stderr,\"%c\", s->window[s->strstart]));\n    /*** _tr_tally_lit(s, s.window[s.strstart], bflush); ***/\n    bflush = _tr_tally(s, 0, s.window[s.strstart]);\n    s.lookahead--;\n    s.strstart++;\n    if (bflush) {\n      /*** FLUSH_BLOCK(s, 0); ***/\n      flush_block_only(s, false);\n      if (s.strm.avail_out === 0) {\n        return BS_NEED_MORE;\n      }\n      /***/\n    }\n  }\n  s.insert = 0;\n  if (flush === Z_FINISH) {\n    /*** FLUSH_BLOCK(s, 1); ***/\n    flush_block_only(s, true);\n    if (s.strm.avail_out === 0) {\n      return BS_FINISH_STARTED;\n    }\n    /***/\n    return BS_FINISH_DONE;\n  }\n  if (s.sym_next) {\n    /*** FLUSH_BLOCK(s, 0); ***/\n    flush_block_only(s, false);\n    if (s.strm.avail_out === 0) {\n      return BS_NEED_MORE;\n    }\n    /***/\n  }\n  return BS_BLOCK_DONE;\n};\n\n/* Values for max_lazy_match, good_match and max_chain_length, depending on\n * the desired pack level (0..9). The values given below have been tuned to\n * exclude worst case performance for pathological files. Better values may be\n * found for specific files.\n */\nfunction Config(good_length, max_lazy, nice_length, max_chain, func) {\n\n  this.good_length = good_length;\n  this.max_lazy = max_lazy;\n  this.nice_length = nice_length;\n  this.max_chain = max_chain;\n  this.func = func;\n}\n\nconst configuration_table = [\n  /*      good lazy nice chain */\n  new Config(0, 0, 0, 0, deflate_stored),          /* 0 store only */\n  new Config(4, 4, 8, 4, deflate_fast),            /* 1 max speed, no lazy matches */\n  new Config(4, 5, 16, 8, deflate_fast),           /* 2 */\n  new Config(4, 6, 32, 32, deflate_fast),          /* 3 */\n\n  new Config(4, 4, 16, 16, deflate_slow),          /* 4 lazy matches */\n  new Config(8, 16, 32, 32, deflate_slow),         /* 5 */\n  new Config(8, 16, 128, 128, deflate_slow),       /* 6 */\n  new Config(8, 32, 128, 256, deflate_slow),       /* 7 */\n  new Config(32, 128, 258, 1024, deflate_slow),    /* 8 */\n  new Config(32, 258, 258, 4096, deflate_slow)     /* 9 max compression */\n];\n\n\n/* ===========================================================================\n * Initialize the \"longest match\" routines for a new zlib stream\n */\nconst lm_init = (s) => {\n\n  s.window_size = 2 * s.w_size;\n\n  /*** CLEAR_HASH(s); ***/\n  zero(s.head); // Fill with NIL (= 0);\n\n  /* Set the default configuration parameters:\n   */\n  s.max_lazy_match = configuration_table[s.level].max_lazy;\n  s.good_match = configuration_table[s.level].good_length;\n  s.nice_match = configuration_table[s.level].nice_length;\n  s.max_chain_length = configuration_table[s.level].max_chain;\n\n  s.strstart = 0;\n  s.block_start = 0;\n  s.lookahead = 0;\n  s.insert = 0;\n  s.match_length = s.prev_length = MIN_MATCH - 1;\n  s.match_available = 0;\n  s.ins_h = 0;\n};\n\n\nfunction DeflateState() {\n  this.strm = null;            /* pointer back to this zlib stream */\n  this.status = 0;            /* as the name implies */\n  this.pending_buf = null;      /* output still pending */\n  this.pending_buf_size = 0;  /* size of pending_buf */\n  this.pending_out = 0;       /* next pending byte to output to the stream */\n  this.pending = 0;           /* nb of bytes in the pending buffer */\n  this.wrap = 0;              /* bit 0 true for zlib, bit 1 true for gzip */\n  this.gzhead = null;         /* gzip header information to write */\n  this.gzindex = 0;           /* where in extra, name, or comment */\n  this.method = Z_DEFLATED; /* can only be DEFLATED */\n  this.last_flush = -1;   /* value of flush param for previous deflate call */\n\n  this.w_size = 0;  /* LZ77 window size (32K by default) */\n  this.w_bits = 0;  /* log2(w_size)  (8..16) */\n  this.w_mask = 0;  /* w_size - 1 */\n\n  this.window = null;\n  /* Sliding window. Input bytes are read into the second half of the window,\n   * and move to the first half later to keep a dictionary of at least wSize\n   * bytes. With this organization, matches are limited to a distance of\n   * wSize-MAX_MATCH bytes, but this ensures that IO is always\n   * performed with a length multiple of the block size.\n   */\n\n  this.window_size = 0;\n  /* Actual size of window: 2*wSize, except when the user input buffer\n   * is directly used as sliding window.\n   */\n\n  this.prev = null;\n  /* Link to older string with same hash index. To limit the size of this\n   * array to 64K, this link is maintained only for the last 32K strings.\n   * An index in this array is thus a window index modulo 32K.\n   */\n\n  this.head = null;   /* Heads of the hash chains or NIL. */\n\n  this.ins_h = 0;       /* hash index of string to be inserted */\n  this.hash_size = 0;   /* number of elements in hash table */\n  this.hash_bits = 0;   /* log2(hash_size) */\n  this.hash_mask = 0;   /* hash_size-1 */\n\n  this.hash_shift = 0;\n  /* Number of bits by which ins_h must be shifted at each input\n   * step. It must be such that after MIN_MATCH steps, the oldest\n   * byte no longer takes part in the hash key, that is:\n   *   hash_shift * MIN_MATCH >= hash_bits\n   */\n\n  this.block_start = 0;\n  /* Window position at the beginning of the current output block. Gets\n   * negative when the window is moved backwards.\n   */\n\n  this.match_length = 0;      /* length of best match */\n  this.prev_match = 0;        /* previous match */\n  this.match_available = 0;   /* set if previous match exists */\n  this.strstart = 0;          /* start of string to insert */\n  this.match_start = 0;       /* start of matching string */\n  this.lookahead = 0;         /* number of valid bytes ahead in window */\n\n  this.prev_length = 0;\n  /* Length of the best match at previous step. Matches not greater than this\n   * are discarded. This is used in the lazy match evaluation.\n   */\n\n  this.max_chain_length = 0;\n  /* To speed up deflation, hash chains are never searched beyond this\n   * length.  A higher limit improves compression ratio but degrades the\n   * speed.\n   */\n\n  this.max_lazy_match = 0;\n  /* Attempt to find a better match only when the current match is strictly\n   * smaller than this value. This mechanism is used only for compression\n   * levels >= 4.\n   */\n  // That's alias to max_lazy_match, don't use directly\n  //this.max_insert_length = 0;\n  /* Insert new strings in the hash table only if the match length is not\n   * greater than this length. This saves time but degrades compression.\n   * max_insert_length is used only for compression levels <= 3.\n   */\n\n  this.level = 0;     /* compression level (1..9) */\n  this.strategy = 0;  /* favor or force Huffman coding*/\n\n  this.good_match = 0;\n  /* Use a faster search when the previous match is longer than this */\n\n  this.nice_match = 0; /* Stop searching when current match exceeds this */\n\n              /* used by trees.c: */\n\n  /* Didn't use ct_data typedef below to suppress compiler warning */\n\n  // struct ct_data_s dyn_ltree[HEAP_SIZE];   /* literal and length tree */\n  // struct ct_data_s dyn_dtree[2*D_CODES+1]; /* distance tree */\n  // struct ct_data_s bl_tree[2*BL_CODES+1];  /* Huffman tree for bit lengths */\n\n  // Use flat array of DOUBLE size, with interleaved fata,\n  // because JS does not support effective\n  this.dyn_ltree  = new Uint16Array(HEAP_SIZE * 2);\n  this.dyn_dtree  = new Uint16Array((2 * D_CODES + 1) * 2);\n  this.bl_tree    = new Uint16Array((2 * BL_CODES + 1) * 2);\n  zero(this.dyn_ltree);\n  zero(this.dyn_dtree);\n  zero(this.bl_tree);\n\n  this.l_desc   = null;         /* desc. for literal tree */\n  this.d_desc   = null;         /* desc. for distance tree */\n  this.bl_desc  = null;         /* desc. for bit length tree */\n\n  //ush bl_count[MAX_BITS+1];\n  this.bl_count = new Uint16Array(MAX_BITS + 1);\n  /* number of codes at each bit length for an optimal tree */\n\n  //int heap[2*L_CODES+1];      /* heap used to build the Huffman trees */\n  this.heap = new Uint16Array(2 * L_CODES + 1);  /* heap used to build the Huffman trees */\n  zero(this.heap);\n\n  this.heap_len = 0;               /* number of elements in the heap */\n  this.heap_max = 0;               /* element of largest frequency */\n  /* The sons of heap[n] are heap[2*n] and heap[2*n+1]. heap[0] is not used.\n   * The same heap array is used to build all trees.\n   */\n\n  this.depth = new Uint16Array(2 * L_CODES + 1); //uch depth[2*L_CODES+1];\n  zero(this.depth);\n  /* Depth of each subtree used as tie breaker for trees of equal frequency\n   */\n\n  this.sym_buf = 0;        /* buffer for distances and literals/lengths */\n\n  this.lit_bufsize = 0;\n  /* Size of match buffer for literals/lengths.  There are 4 reasons for\n   * limiting lit_bufsize to 64K:\n   *   - frequencies can be kept in 16 bit counters\n   *   - if compression is not successful for the first block, all input\n   *     data is still in the window so we can still emit a stored block even\n   *     when input comes from standard input.  (This can also be done for\n   *     all blocks if lit_bufsize is not greater than 32K.)\n   *   - if compression is not successful for a file smaller than 64K, we can\n   *     even emit a stored file instead of a stored block (saving 5 bytes).\n   *     This is applicable only for zip (not gzip or zlib).\n   *   - creating new Huffman trees less frequently may not provide fast\n   *     adaptation to changes in the input data statistics. (Take for\n   *     example a binary file with poorly compressible code followed by\n   *     a highly compressible string table.) Smaller buffer sizes give\n   *     fast adaptation but have of course the overhead of transmitting\n   *     trees more frequently.\n   *   - I can't count above 4\n   */\n\n  this.sym_next = 0;      /* running index in sym_buf */\n  this.sym_end = 0;       /* symbol table full when sym_next reaches this */\n\n  this.opt_len = 0;       /* bit length of current block with optimal trees */\n  this.static_len = 0;    /* bit length of current block with static trees */\n  this.matches = 0;       /* number of string matches in current block */\n  this.insert = 0;        /* bytes at end of window left to insert */\n\n\n  this.bi_buf = 0;\n  /* Output buffer. bits are inserted starting at the bottom (least\n   * significant bits).\n   */\n  this.bi_valid = 0;\n  /* Number of valid bits in bi_buf.  All bits above the last valid bit\n   * are always zero.\n   */\n\n  // Used for window memory init. We safely ignore it for JS. That makes\n  // sense only for pointers and memory check tools.\n  //this.high_water = 0;\n  /* High water mark offset in window for initialized bytes -- bytes above\n   * this are set to zero in order to avoid memory check warnings when\n   * longest match routines access bytes past the input.  This is then\n   * updated to the new high water mark.\n   */\n}\n\n\n/* =========================================================================\n * Check for a valid deflate stream state. Return 0 if ok, 1 if not.\n */\nconst deflateStateCheck = (strm) => {\n\n  if (!strm) {\n    return 1;\n  }\n  const s = strm.state;\n  if (!s || s.strm !== strm || (s.status !== INIT_STATE &&\n//#ifdef GZIP\n                                s.status !== GZIP_STATE &&\n//#endif\n                                s.status !== EXTRA_STATE &&\n                                s.status !== NAME_STATE &&\n                                s.status !== COMMENT_STATE &&\n                                s.status !== HCRC_STATE &&\n                                s.status !== BUSY_STATE &&\n                                s.status !== FINISH_STATE)) {\n    return 1;\n  }\n  return 0;\n};\n\n\nconst deflateResetKeep = (strm) => {\n\n  if (deflateStateCheck(strm)) {\n    return err(strm, Z_STREAM_ERROR);\n  }\n\n  strm.total_in = strm.total_out = 0;\n  strm.data_type = Z_UNKNOWN;\n\n  const s = strm.state;\n  s.pending = 0;\n  s.pending_out = 0;\n\n  if (s.wrap < 0) {\n    s.wrap = -s.wrap;\n    /* was made negative by deflate(..., Z_FINISH); */\n  }\n  s.status =\n//#ifdef GZIP\n    s.wrap === 2 ? GZIP_STATE :\n//#endif\n    s.wrap ? INIT_STATE : BUSY_STATE;\n  strm.adler = (s.wrap === 2) ?\n    0  // crc32(0, Z_NULL, 0)\n  :\n    1; // adler32(0, Z_NULL, 0)\n  s.last_flush = -2;\n  _tr_init(s);\n  return Z_OK;\n};\n\n\nconst deflateReset = (strm) => {\n\n  const ret = deflateResetKeep(strm);\n  if (ret === Z_OK) {\n    lm_init(strm.state);\n  }\n  return ret;\n};\n\n\nconst deflateSetHeader = (strm, head) => {\n\n  if (deflateStateCheck(strm) || strm.state.wrap !== 2) {\n    return Z_STREAM_ERROR;\n  }\n  strm.state.gzhead = head;\n  return Z_OK;\n};\n\n\nconst deflateInit2 = (strm, level, method, windowBits, memLevel, strategy) => {\n\n  if (!strm) { // === Z_NULL\n    return Z_STREAM_ERROR;\n  }\n  let wrap = 1;\n\n  if (level === Z_DEFAULT_COMPRESSION) {\n    level = 6;\n  }\n\n  if (windowBits < 0) { /* suppress zlib wrapper */\n    wrap = 0;\n    windowBits = -windowBits;\n  }\n\n  else if (windowBits > 15) {\n    wrap = 2;           /* write gzip wrapper instead */\n    windowBits -= 16;\n  }\n\n\n  if (memLevel < 1 || memLevel > MAX_MEM_LEVEL || method !== Z_DEFLATED ||\n    windowBits < 8 || windowBits > 15 || level < 0 || level > 9 ||\n    strategy < 0 || strategy > Z_FIXED || (windowBits === 8 && wrap !== 1)) {\n    return err(strm, Z_STREAM_ERROR);\n  }\n\n\n  if (windowBits === 8) {\n    windowBits = 9;\n  }\n  /* until 256-byte window bug fixed */\n\n  const s = new DeflateState();\n\n  strm.state = s;\n  s.strm = strm;\n  s.status = INIT_STATE;     /* to pass state test in deflateReset() */\n\n  s.wrap = wrap;\n  s.gzhead = null;\n  s.w_bits = windowBits;\n  s.w_size = 1 << s.w_bits;\n  s.w_mask = s.w_size - 1;\n\n  s.hash_bits = memLevel + 7;\n  s.hash_size = 1 << s.hash_bits;\n  s.hash_mask = s.hash_size - 1;\n  s.hash_shift = ~~((s.hash_bits + MIN_MATCH - 1) / MIN_MATCH);\n\n  s.window = new Uint8Array(s.w_size * 2);\n  s.head = new Uint16Array(s.hash_size);\n  s.prev = new Uint16Array(s.w_size);\n\n  // Don't need mem init magic for JS.\n  //s.high_water = 0;  /* nothing written to s->window yet */\n\n  s.lit_bufsize = 1 << (memLevel + 6); /* 16K elements by default */\n\n  /* We overlay pending_buf and sym_buf. This works since the average size\n   * for length/distance pairs over any compressed block is assured to be 31\n   * bits or less.\n   *\n   * Analysis: The longest fixed codes are a length code of 8 bits plus 5\n   * extra bits, for lengths 131 to 257. The longest fixed distance codes are\n   * 5 bits plus 13 extra bits, for distances 16385 to 32768. The longest\n   * possible fixed-codes length/distance pair is then 31 bits total.\n   *\n   * sym_buf starts one-fourth of the way into pending_buf. So there are\n   * three bytes in sym_buf for every four bytes in pending_buf. Each symbol\n   * in sym_buf is three bytes -- two for the distance and one for the\n   * literal/length. As each symbol is consumed, the pointer to the next\n   * sym_buf value to read moves forward three bytes. From that symbol, up to\n   * 31 bits are written to pending_buf. The closest the written pending_buf\n   * bits gets to the next sym_buf symbol to read is just before the last\n   * code is written. At that time, 31*(n-2) bits have been written, just\n   * after 24*(n-2) bits have been consumed from sym_buf. sym_buf starts at\n   * 8*n bits into pending_buf. (Note that the symbol buffer fills when n-1\n   * symbols are written.) The closest the writing gets to what is unread is\n   * then n+14 bits. Here n is lit_bufsize, which is 16384 by default, and\n   * can range from 128 to 32768.\n   *\n   * Therefore, at a minimum, there are 142 bits of space between what is\n   * written and what is read in the overlain buffers, so the symbols cannot\n   * be overwritten by the compressed data. That space is actually 139 bits,\n   * due to the three-bit fixed-code block header.\n   *\n   * That covers the case where either Z_FIXED is specified, forcing fixed\n   * codes, or when the use of fixed codes is chosen, because that choice\n   * results in a smaller compressed block than dynamic codes. That latter\n   * condition then assures that the above analysis also covers all dynamic\n   * blocks. A dynamic-code block will only be chosen to be emitted if it has\n   * fewer bits than a fixed-code block would for the same set of symbols.\n   * Therefore its average symbol length is assured to be less than 31. So\n   * the compressed data for a dynamic block also cannot overwrite the\n   * symbols from which it is being constructed.\n   */\n\n  s.pending_buf_size = s.lit_bufsize * 4;\n  s.pending_buf = new Uint8Array(s.pending_buf_size);\n\n  // It is offset from `s.pending_buf` (size is `s.lit_bufsize * 2`)\n  //s->sym_buf = s->pending_buf + s->lit_bufsize;\n  s.sym_buf = s.lit_bufsize;\n\n  //s->sym_end = (s->lit_bufsize - 1) * 3;\n  s.sym_end = (s.lit_bufsize - 1) * 3;\n  /* We avoid equality with lit_bufsize*3 because of wraparound at 64K\n   * on 16 bit machines and because stored blocks are restricted to\n   * 64K-1 bytes.\n   */\n\n  s.level = level;\n  s.strategy = strategy;\n  s.method = method;\n\n  return deflateReset(strm);\n};\n\nconst deflateInit = (strm, level) => {\n\n  return deflateInit2(strm, level, Z_DEFLATED, MAX_WBITS, DEF_MEM_LEVEL, Z_DEFAULT_STRATEGY);\n};\n\n\n/* ========================================================================= */\nconst deflate = (strm, flush) => {\n\n  if (deflateStateCheck(strm) || flush > Z_BLOCK || flush < 0) {\n    return strm ? err(strm, Z_STREAM_ERROR) : Z_STREAM_ERROR;\n  }\n\n  const s = strm.state;\n\n  if (!strm.output ||\n      (strm.avail_in !== 0 && !strm.input) ||\n      (s.status === FINISH_STATE && flush !== Z_FINISH)) {\n    return err(strm, (strm.avail_out === 0) ? Z_BUF_ERROR : Z_STREAM_ERROR);\n  }\n\n  const old_flush = s.last_flush;\n  s.last_flush = flush;\n\n  /* Flush as much pending output as possible */\n  if (s.pending !== 0) {\n    flush_pending(strm);\n    if (strm.avail_out === 0) {\n      /* Since avail_out is 0, deflate will be called again with\n       * more output space, but possibly with both pending and\n       * avail_in equal to zero. There won't be anything to do,\n       * but this is not an error situation so make sure we\n       * return OK instead of BUF_ERROR at next call of deflate:\n       */\n      s.last_flush = -1;\n      return Z_OK;\n    }\n\n    /* Make sure there is something to do and avoid duplicate consecutive\n     * flushes. For repeated and useless calls with Z_FINISH, we keep\n     * returning Z_STREAM_END instead of Z_BUF_ERROR.\n     */\n  } else if (strm.avail_in === 0 && rank(flush) <= rank(old_flush) &&\n    flush !== Z_FINISH) {\n    return err(strm, Z_BUF_ERROR);\n  }\n\n  /* User must not provide more input after the first FINISH: */\n  if (s.status === FINISH_STATE && strm.avail_in !== 0) {\n    return err(strm, Z_BUF_ERROR);\n  }\n\n  /* Write the header */\n  if (s.status === INIT_STATE && s.wrap === 0) {\n    s.status = BUSY_STATE;\n  }\n  if (s.status === INIT_STATE) {\n    /* zlib header */\n    let header = (Z_DEFLATED + ((s.w_bits - 8) << 4)) << 8;\n    let level_flags = -1;\n\n    if (s.strategy >= Z_HUFFMAN_ONLY || s.level < 2) {\n      level_flags = 0;\n    } else if (s.level < 6) {\n      level_flags = 1;\n    } else if (s.level === 6) {\n      level_flags = 2;\n    } else {\n      level_flags = 3;\n    }\n    header |= (level_flags << 6);\n    if (s.strstart !== 0) { header |= PRESET_DICT; }\n    header += 31 - (header % 31);\n\n    putShortMSB(s, header);\n\n    /* Save the adler32 of the preset dictionary: */\n    if (s.strstart !== 0) {\n      putShortMSB(s, strm.adler >>> 16);\n      putShortMSB(s, strm.adler & 0xffff);\n    }\n    strm.adler = 1; // adler32(0L, Z_NULL, 0);\n    s.status = BUSY_STATE;\n\n    /* Compression must start with an empty pending buffer */\n    flush_pending(strm);\n    if (s.pending !== 0) {\n      s.last_flush = -1;\n      return Z_OK;\n    }\n  }\n//#ifdef GZIP\n  if (s.status === GZIP_STATE) {\n    /* gzip header */\n    strm.adler = 0;  //crc32(0L, Z_NULL, 0);\n    put_byte(s, 31);\n    put_byte(s, 139);\n    put_byte(s, 8);\n    if (!s.gzhead) { // s->gzhead == Z_NULL\n      put_byte(s, 0);\n      put_byte(s, 0);\n      put_byte(s, 0);\n      put_byte(s, 0);\n      put_byte(s, 0);\n      put_byte(s, s.level === 9 ? 2 :\n                  (s.strategy >= Z_HUFFMAN_ONLY || s.level < 2 ?\n                   4 : 0));\n      put_byte(s, OS_CODE);\n      s.status = BUSY_STATE;\n\n      /* Compression must start with an empty pending buffer */\n      flush_pending(strm);\n      if (s.pending !== 0) {\n        s.last_flush = -1;\n        return Z_OK;\n      }\n    }\n    else {\n      put_byte(s, (s.gzhead.text ? 1 : 0) +\n                  (s.gzhead.hcrc ? 2 : 0) +\n                  (!s.gzhead.extra ? 0 : 4) +\n                  (!s.gzhead.name ? 0 : 8) +\n                  (!s.gzhead.comment ? 0 : 16)\n      );\n      put_byte(s, s.gzhead.time & 0xff);\n      put_byte(s, (s.gzhead.time >> 8) & 0xff);\n      put_byte(s, (s.gzhead.time >> 16) & 0xff);\n      put_byte(s, (s.gzhead.time >> 24) & 0xff);\n      put_byte(s, s.level === 9 ? 2 :\n                  (s.strategy >= Z_HUFFMAN_ONLY || s.level < 2 ?\n                   4 : 0));\n      put_byte(s, s.gzhead.os & 0xff);\n      if (s.gzhead.extra && s.gzhead.extra.length) {\n        put_byte(s, s.gzhead.extra.length & 0xff);\n        put_byte(s, (s.gzhead.extra.length >> 8) & 0xff);\n      }\n      if (s.gzhead.hcrc) {\n        strm.adler = crc32(strm.adler, s.pending_buf, s.pending, 0);\n      }\n      s.gzindex = 0;\n      s.status = EXTRA_STATE;\n    }\n  }\n  if (s.status === EXTRA_STATE) {\n    if (s.gzhead.extra/* != Z_NULL*/) {\n      let beg = s.pending;   /* start of bytes to update crc */\n      let left = (s.gzhead.extra.length & 0xffff) - s.gzindex;\n      while (s.pending + left > s.pending_buf_size) {\n        let copy = s.pending_buf_size - s.pending;\n        // zmemcpy(s.pending_buf + s.pending,\n        //    s.gzhead.extra + s.gzindex, copy);\n        s.pending_buf.set(s.gzhead.extra.subarray(s.gzindex, s.gzindex + copy), s.pending);\n        s.pending = s.pending_buf_size;\n        //--- HCRC_UPDATE(beg) ---//\n        if (s.gzhead.hcrc && s.pending > beg) {\n          strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n        }\n        //---//\n        s.gzindex += copy;\n        flush_pending(strm);\n        if (s.pending !== 0) {\n          s.last_flush = -1;\n          return Z_OK;\n        }\n        beg = 0;\n        left -= copy;\n      }\n      // JS specific: s.gzhead.extra may be TypedArray or Array for backward compatibility\n      //              TypedArray.slice and TypedArray.from don't exist in IE10-IE11\n      let gzhead_extra = new Uint8Array(s.gzhead.extra);\n      // zmemcpy(s->pending_buf + s->pending,\n      //     s->gzhead->extra + s->gzindex, left);\n      s.pending_buf.set(gzhead_extra.subarray(s.gzindex, s.gzindex + left), s.pending);\n      s.pending += left;\n      //--- HCRC_UPDATE(beg) ---//\n      if (s.gzhead.hcrc && s.pending > beg) {\n        strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n      }\n      //---//\n      s.gzindex = 0;\n    }\n    s.status = NAME_STATE;\n  }\n  if (s.status === NAME_STATE) {\n    if (s.gzhead.name/* != Z_NULL*/) {\n      let beg = s.pending;   /* start of bytes to update crc */\n      let val;\n      do {\n        if (s.pending === s.pending_buf_size) {\n          //--- HCRC_UPDATE(beg) ---//\n          if (s.gzhead.hcrc && s.pending > beg) {\n            strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n          }\n          //---//\n          flush_pending(strm);\n          if (s.pending !== 0) {\n            s.last_flush = -1;\n            return Z_OK;\n          }\n          beg = 0;\n        }\n        // JS specific: little magic to add zero terminator to end of string\n        if (s.gzindex < s.gzhead.name.length) {\n          val = s.gzhead.name.charCodeAt(s.gzindex++) & 0xff;\n        } else {\n          val = 0;\n        }\n        put_byte(s, val);\n      } while (val !== 0);\n      //--- HCRC_UPDATE(beg) ---//\n      if (s.gzhead.hcrc && s.pending > beg) {\n        strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n      }\n      //---//\n      s.gzindex = 0;\n    }\n    s.status = COMMENT_STATE;\n  }\n  if (s.status === COMMENT_STATE) {\n    if (s.gzhead.comment/* != Z_NULL*/) {\n      let beg = s.pending;   /* start of bytes to update crc */\n      let val;\n      do {\n        if (s.pending === s.pending_buf_size) {\n          //--- HCRC_UPDATE(beg) ---//\n          if (s.gzhead.hcrc && s.pending > beg) {\n            strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n          }\n          //---//\n          flush_pending(strm);\n          if (s.pending !== 0) {\n            s.last_flush = -1;\n            return Z_OK;\n          }\n          beg = 0;\n        }\n        // JS specific: little magic to add zero terminator to end of string\n        if (s.gzindex < s.gzhead.comment.length) {\n          val = s.gzhead.comment.charCodeAt(s.gzindex++) & 0xff;\n        } else {\n          val = 0;\n        }\n        put_byte(s, val);\n      } while (val !== 0);\n      //--- HCRC_UPDATE(beg) ---//\n      if (s.gzhead.hcrc && s.pending > beg) {\n        strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n      }\n      //---//\n    }\n    s.status = HCRC_STATE;\n  }\n  if (s.status === HCRC_STATE) {\n    if (s.gzhead.hcrc) {\n      if (s.pending + 2 > s.pending_buf_size) {\n        flush_pending(strm);\n        if (s.pending !== 0) {\n          s.last_flush = -1;\n          return Z_OK;\n        }\n      }\n      put_byte(s, strm.adler & 0xff);\n      put_byte(s, (strm.adler >> 8) & 0xff);\n      strm.adler = 0; //crc32(0L, Z_NULL, 0);\n    }\n    s.status = BUSY_STATE;\n\n    /* Compression must start with an empty pending buffer */\n    flush_pending(strm);\n    if (s.pending !== 0) {\n      s.last_flush = -1;\n      return Z_OK;\n    }\n  }\n//#endif\n\n  /* Start a new block or continue the current one.\n   */\n  if (strm.avail_in !== 0 || s.lookahead !== 0 ||\n    (flush !== Z_NO_FLUSH && s.status !== FINISH_STATE)) {\n    let bstate = s.level === 0 ? deflate_stored(s, flush) :\n                 s.strategy === Z_HUFFMAN_ONLY ? deflate_huff(s, flush) :\n                 s.strategy === Z_RLE ? deflate_rle(s, flush) :\n                 configuration_table[s.level].func(s, flush);\n\n    if (bstate === BS_FINISH_STARTED || bstate === BS_FINISH_DONE) {\n      s.status = FINISH_STATE;\n    }\n    if (bstate === BS_NEED_MORE || bstate === BS_FINISH_STARTED) {\n      if (strm.avail_out === 0) {\n        s.last_flush = -1;\n        /* avoid BUF_ERROR next call, see above */\n      }\n      return Z_OK;\n      /* If flush != Z_NO_FLUSH && avail_out == 0, the next call\n       * of deflate should use the same flush parameter to make sure\n       * that the flush is complete. So we don't have to output an\n       * empty block here, this will be done at next call. This also\n       * ensures that for a very small output buffer, we emit at most\n       * one empty block.\n       */\n    }\n    if (bstate === BS_BLOCK_DONE) {\n      if (flush === Z_PARTIAL_FLUSH) {\n        _tr_align(s);\n      }\n      else if (flush !== Z_BLOCK) { /* FULL_FLUSH or SYNC_FLUSH */\n\n        _tr_stored_block(s, 0, 0, false);\n        /* For a full flush, this empty block will be recognized\n         * as a special marker by inflate_sync().\n         */\n        if (flush === Z_FULL_FLUSH) {\n          /*** CLEAR_HASH(s); ***/             /* forget history */\n          zero(s.head); // Fill with NIL (= 0);\n\n          if (s.lookahead === 0) {\n            s.strstart = 0;\n            s.block_start = 0;\n            s.insert = 0;\n          }\n        }\n      }\n      flush_pending(strm);\n      if (strm.avail_out === 0) {\n        s.last_flush = -1; /* avoid BUF_ERROR at next call, see above */\n        return Z_OK;\n      }\n    }\n  }\n\n  if (flush !== Z_FINISH) { return Z_OK; }\n  if (s.wrap <= 0) { return Z_STREAM_END; }\n\n  /* Write the trailer */\n  if (s.wrap === 2) {\n    put_byte(s, strm.adler & 0xff);\n    put_byte(s, (strm.adler >> 8) & 0xff);\n    put_byte(s, (strm.adler >> 16) & 0xff);\n    put_byte(s, (strm.adler >> 24) & 0xff);\n    put_byte(s, strm.total_in & 0xff);\n    put_byte(s, (strm.total_in >> 8) & 0xff);\n    put_byte(s, (strm.total_in >> 16) & 0xff);\n    put_byte(s, (strm.total_in >> 24) & 0xff);\n  }\n  else\n  {\n    putShortMSB(s, strm.adler >>> 16);\n    putShortMSB(s, strm.adler & 0xffff);\n  }\n\n  flush_pending(strm);\n  /* If avail_out is zero, the application will call deflate again\n   * to flush the rest.\n   */\n  if (s.wrap > 0) { s.wrap = -s.wrap; }\n  /* write the trailer only once! */\n  return s.pending !== 0 ? Z_OK : Z_STREAM_END;\n};\n\n\nconst deflateEnd = (strm) => {\n\n  if (deflateStateCheck(strm)) {\n    return Z_STREAM_ERROR;\n  }\n\n  const status = strm.state.status;\n\n  strm.state = null;\n\n  return status === BUSY_STATE ? err(strm, Z_DATA_ERROR) : Z_OK;\n};\n\n\n/* =========================================================================\n * Initializes the compression dictionary from the given byte\n * sequence without producing any compressed output.\n */\nconst deflateSetDictionary = (strm, dictionary) => {\n\n  let dictLength = dictionary.length;\n\n  if (deflateStateCheck(strm)) {\n    return Z_STREAM_ERROR;\n  }\n\n  const s = strm.state;\n  const wrap = s.wrap;\n\n  if (wrap === 2 || (wrap === 1 && s.status !== INIT_STATE) || s.lookahead) {\n    return Z_STREAM_ERROR;\n  }\n\n  /* when using zlib wrappers, compute Adler-32 for provided dictionary */\n  if (wrap === 1) {\n    /* adler32(strm->adler, dictionary, dictLength); */\n    strm.adler = adler32(strm.adler, dictionary, dictLength, 0);\n  }\n\n  s.wrap = 0;   /* avoid computing Adler-32 in read_buf */\n\n  /* if dictionary would fill window, just replace the history */\n  if (dictLength >= s.w_size) {\n    if (wrap === 0) {            /* already empty otherwise */\n      /*** CLEAR_HASH(s); ***/\n      zero(s.head); // Fill with NIL (= 0);\n      s.strstart = 0;\n      s.block_start = 0;\n      s.insert = 0;\n    }\n    /* use the tail */\n    // dictionary = dictionary.slice(dictLength - s.w_size);\n    let tmpDict = new Uint8Array(s.w_size);\n    tmpDict.set(dictionary.subarray(dictLength - s.w_size, dictLength), 0);\n    dictionary = tmpDict;\n    dictLength = s.w_size;\n  }\n  /* insert dictionary into window and hash */\n  const avail = strm.avail_in;\n  const next = strm.next_in;\n  const input = strm.input;\n  strm.avail_in = dictLength;\n  strm.next_in = 0;\n  strm.input = dictionary;\n  fill_window(s);\n  while (s.lookahead >= MIN_MATCH) {\n    let str = s.strstart;\n    let n = s.lookahead - (MIN_MATCH - 1);\n    do {\n      /* UPDATE_HASH(s, s->ins_h, s->window[str + MIN_MATCH-1]); */\n      s.ins_h = HASH(s, s.ins_h, s.window[str + MIN_MATCH - 1]);\n\n      s.prev[str & s.w_mask] = s.head[s.ins_h];\n\n      s.head[s.ins_h] = str;\n      str++;\n    } while (--n);\n    s.strstart = str;\n    s.lookahead = MIN_MATCH - 1;\n    fill_window(s);\n  }\n  s.strstart += s.lookahead;\n  s.block_start = s.strstart;\n  s.insert = s.lookahead;\n  s.lookahead = 0;\n  s.match_length = s.prev_length = MIN_MATCH - 1;\n  s.match_available = 0;\n  strm.next_in = next;\n  strm.input = input;\n  strm.avail_in = avail;\n  s.wrap = wrap;\n  return Z_OK;\n};\n\n\nmodule.exports.deflateInit = deflateInit;\nmodule.exports.deflateInit2 = deflateInit2;\nmodule.exports.deflateReset = deflateReset;\nmodule.exports.deflateResetKeep = deflateResetKeep;\nmodule.exports.deflateSetHeader = deflateSetHeader;\nmodule.exports.deflate = deflate;\nmodule.exports.deflateEnd = deflateEnd;\nmodule.exports.deflateSetDictionary = deflateSetDictionary;\nmodule.exports.deflateInfo = 'pako deflate (from Nodeca project)';\n\n/* Not implemented\nmodule.exports.deflateBound = deflateBound;\nmodule.exports.deflateCopy = deflateCopy;\nmodule.exports.deflateGetDictionary = deflateGetDictionary;\nmodule.exports.deflateParams = deflateParams;\nmodule.exports.deflatePending = deflatePending;\nmodule.exports.deflatePrime = deflatePrime;\nmodule.exports.deflateTune = deflateTune;\n*/\n","'use strict';\n\n\nconst _has = (obj, key) => {\n  return Object.prototype.hasOwnProperty.call(obj, key);\n};\n\nmodule.exports.assign = function (obj /*from1, from2, from3, ...*/) {\n  const sources = Array.prototype.slice.call(arguments, 1);\n  while (sources.length) {\n    const source = sources.shift();\n    if (!source) { continue; }\n\n    if (typeof source !== 'object') {\n      throw new TypeError(source + 'must be non-object');\n    }\n\n    for (const p in source) {\n      if (_has(source, p)) {\n        obj[p] = source[p];\n      }\n    }\n  }\n\n  return obj;\n};\n\n\n// Join array of chunks to single array.\nmodule.exports.flattenChunks = (chunks) => {\n  // calculate data length\n  let len = 0;\n\n  for (let i = 0, l = chunks.length; i < l; i++) {\n    len += chunks[i].length;\n  }\n\n  // join chunks\n  const result = new Uint8Array(len);\n\n  for (let i = 0, pos = 0, l = chunks.length; i < l; i++) {\n    let chunk = chunks[i];\n    result.set(chunk, pos);\n    pos += chunk.length;\n  }\n\n  return result;\n};\n","// String encode/decode helpers\n'use strict';\n\n\n// Quick check if we can use fast array to bin string conversion\n//\n// - apply(Array) can fail on Android 2.2\n// - apply(Uint8Array) can fail on iOS 5.1 Safari\n//\nlet STR_APPLY_UIA_OK = true;\n\ntry { String.fromCharCode.apply(null, new Uint8Array(1)); } catch (__) { STR_APPLY_UIA_OK = false; }\n\n\n// Table with utf8 lengths (calculated by first byte of sequence)\n// Note, that 5 & 6-byte values and some 4-byte values can not be represented in JS,\n// because max possible codepoint is 0x10ffff\nconst _utf8len = new Uint8Array(256);\nfor (let q = 0; q < 256; q++) {\n  _utf8len[q] = (q >= 252 ? 6 : q >= 248 ? 5 : q >= 240 ? 4 : q >= 224 ? 3 : q >= 192 ? 2 : 1);\n}\n_utf8len[254] = _utf8len[254] = 1; // Invalid sequence start\n\n\n// convert string to array (typed, when possible)\nmodule.exports.string2buf = (str) => {\n  if (typeof TextEncoder === 'function' && TextEncoder.prototype.encode) {\n    return new TextEncoder().encode(str);\n  }\n\n  let buf, c, c2, m_pos, i, str_len = str.length, buf_len = 0;\n\n  // count binary size\n  for (m_pos = 0; m_pos < str_len; m_pos++) {\n    c = str.charCodeAt(m_pos);\n    if ((c & 0xfc00) === 0xd800 && (m_pos + 1 < str_len)) {\n      c2 = str.charCodeAt(m_pos + 1);\n      if ((c2 & 0xfc00) === 0xdc00) {\n        c = 0x10000 + ((c - 0xd800) << 10) + (c2 - 0xdc00);\n        m_pos++;\n      }\n    }\n    buf_len += c < 0x80 ? 1 : c < 0x800 ? 2 : c < 0x10000 ? 3 : 4;\n  }\n\n  // allocate buffer\n  buf = new Uint8Array(buf_len);\n\n  // convert\n  for (i = 0, m_pos = 0; i < buf_len; m_pos++) {\n    c = str.charCodeAt(m_pos);\n    if ((c & 0xfc00) === 0xd800 && (m_pos + 1 < str_len)) {\n      c2 = str.charCodeAt(m_pos + 1);\n      if ((c2 & 0xfc00) === 0xdc00) {\n        c = 0x10000 + ((c - 0xd800) << 10) + (c2 - 0xdc00);\n        m_pos++;\n      }\n    }\n    if (c < 0x80) {\n      /* one byte */\n      buf[i++] = c;\n    } else if (c < 0x800) {\n      /* two bytes */\n      buf[i++] = 0xC0 | (c >>> 6);\n      buf[i++] = 0x80 | (c & 0x3f);\n    } else if (c < 0x10000) {\n      /* three bytes */\n      buf[i++] = 0xE0 | (c >>> 12);\n      buf[i++] = 0x80 | (c >>> 6 & 0x3f);\n      buf[i++] = 0x80 | (c & 0x3f);\n    } else {\n      /* four bytes */\n      buf[i++] = 0xf0 | (c >>> 18);\n      buf[i++] = 0x80 | (c >>> 12 & 0x3f);\n      buf[i++] = 0x80 | (c >>> 6 & 0x3f);\n      buf[i++] = 0x80 | (c & 0x3f);\n    }\n  }\n\n  return buf;\n};\n\n// Helper\nconst buf2binstring = (buf, len) => {\n  // On Chrome, the arguments in a function call that are allowed is `65534`.\n  // If the length of the buffer is smaller than that, we can use this optimization,\n  // otherwise we will take a slower path.\n  if (len < 65534) {\n    if (buf.subarray && STR_APPLY_UIA_OK) {\n      return String.fromCharCode.apply(null, buf.length === len ? buf : buf.subarray(0, len));\n    }\n  }\n\n  let result = '';\n  for (let i = 0; i < len; i++) {\n    result += String.fromCharCode(buf[i]);\n  }\n  return result;\n};\n\n\n// convert array to string\nmodule.exports.buf2string = (buf, max) => {\n  const len = max || buf.length;\n\n  if (typeof TextDecoder === 'function' && TextDecoder.prototype.decode) {\n    return new TextDecoder().decode(buf.subarray(0, max));\n  }\n\n  let i, out;\n\n  // Reserve max possible length (2 words per char)\n  // NB: by unknown reasons, Array is significantly faster for\n  //     String.fromCharCode.apply than Uint16Array.\n  const utf16buf = new Array(len * 2);\n\n  for (out = 0, i = 0; i < len;) {\n    let c = buf[i++];\n    // quick process ascii\n    if (c < 0x80) { utf16buf[out++] = c; continue; }\n\n    let c_len = _utf8len[c];\n    // skip 5 & 6 byte codes\n    if (c_len > 4) { utf16buf[out++] = 0xfffd; i += c_len - 1; continue; }\n\n    // apply mask on first byte\n    c &= c_len === 2 ? 0x1f : c_len === 3 ? 0x0f : 0x07;\n    // join the rest\n    while (c_len > 1 && i < len) {\n      c = (c << 6) | (buf[i++] & 0x3f);\n      c_len--;\n    }\n\n    // terminated by end of string?\n    if (c_len > 1) { utf16buf[out++] = 0xfffd; continue; }\n\n    if (c < 0x10000) {\n      utf16buf[out++] = c;\n    } else {\n      c -= 0x10000;\n      utf16buf[out++] = 0xd800 | ((c >> 10) & 0x3ff);\n      utf16buf[out++] = 0xdc00 | (c & 0x3ff);\n    }\n  }\n\n  return buf2binstring(utf16buf, out);\n};\n\n\n// Calculate max possible position in utf8 buffer,\n// that will not break sequence. If that's not possible\n// - (very small limits) return max size as is.\n//\n// buf[] - utf8 bytes array\n// max   - length limit (mandatory);\nmodule.exports.utf8border = (buf, max) => {\n\n  max = max || buf.length;\n  if (max > buf.length) { max = buf.length; }\n\n  // go back from last position, until start of sequence found\n  let pos = max - 1;\n  while (pos >= 0 && (buf[pos] & 0xC0) === 0x80) { pos--; }\n\n  // Very small and broken sequence,\n  // return max, because we should return something anyway.\n  if (pos < 0) { return max; }\n\n  // If we came to start of buffer - that means buffer is too small,\n  // return max too.\n  if (pos === 0) { return max; }\n\n  return (pos + _utf8len[buf[pos]] > max) ? pos : max;\n};\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n//   claim that you wrote the original software. If you use this software\n//   in a product, an acknowledgment in the product documentation would be\n//   appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n//   misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nfunction ZStream() {\n  /* next input byte */\n  this.input = null; // JS specific, because we have no pointers\n  this.next_in = 0;\n  /* number of bytes available at input */\n  this.avail_in = 0;\n  /* total number of input bytes read so far */\n  this.total_in = 0;\n  /* next output byte should be put there */\n  this.output = null; // JS specific, because we have no pointers\n  this.next_out = 0;\n  /* remaining free space at output */\n  this.avail_out = 0;\n  /* total number of bytes output so far */\n  this.total_out = 0;\n  /* last error message, NULL if no error */\n  this.msg = ''/*Z_NULL*/;\n  /* not visible by applications */\n  this.state = null;\n  /* best guess about the data type: binary or text */\n  this.data_type = 2/*Z_UNKNOWN*/;\n  /* adler32 value of the uncompressed data */\n  this.adler = 0;\n}\n\nmodule.exports = ZStream;\n","'use strict';\n\n\nconst zlib_deflate = require('./zlib/deflate');\nconst utils        = require('./utils/common');\nconst strings      = require('./utils/strings');\nconst msg          = require('./zlib/messages');\nconst ZStream      = require('./zlib/zstream');\n\nconst toString = Object.prototype.toString;\n\n/* Public constants ==========================================================*/\n/* ===========================================================================*/\n\nconst {\n  Z_NO_FLUSH, Z_SYNC_FLUSH, Z_FULL_FLUSH, Z_FINISH,\n  Z_OK, Z_STREAM_END,\n  Z_DEFAULT_COMPRESSION,\n  Z_DEFAULT_STRATEGY,\n  Z_DEFLATED\n} = require('./zlib/constants');\n\n/* ===========================================================================*/\n\n\n/**\n * class Deflate\n *\n * Generic JS-style wrapper for zlib calls. If you don't need\n * streaming behaviour - use more simple functions: [[deflate]],\n * [[deflateRaw]] and [[gzip]].\n **/\n\n/* internal\n * Deflate.chunks -> Array\n *\n * Chunks of output data, if [[Deflate#onData]] not overridden.\n **/\n\n/**\n * Deflate.result -> Uint8Array\n *\n * Compressed result, generated by default [[Deflate#onData]]\n * and [[Deflate#onEnd]] handlers. Filled after you push last chunk\n * (call [[Deflate#push]] with `Z_FINISH` / `true` param).\n **/\n\n/**\n * Deflate.err -> Number\n *\n * Error code after deflate finished. 0 (Z_OK) on success.\n * You will not need it in real life, because deflate errors\n * are possible only on wrong options or bad `onData` / `onEnd`\n * custom handlers.\n **/\n\n/**\n * Deflate.msg -> String\n *\n * Error message, if [[Deflate.err]] != 0\n **/\n\n\n/**\n * new Deflate(options)\n * - options (Object): zlib deflate options.\n *\n * Creates new deflator instance with specified params. Throws exception\n * on bad params. Supported options:\n *\n * - `level`\n * - `windowBits`\n * - `memLevel`\n * - `strategy`\n * - `dictionary`\n *\n * [http://zlib.net/manual.html#Advanced](http://zlib.net/manual.html#Advanced)\n * for more information on these.\n *\n * Additional options, for internal needs:\n *\n * - `chunkSize` - size of generated data chunks (16K by default)\n * - `raw` (Boolean) - do raw deflate\n * - `gzip` (Boolean) - create gzip wrapper\n * - `header` (Object) - custom header for gzip\n *   - `text` (Boolean) - true if compressed data believed to be text\n *   - `time` (Number) - modification time, unix timestamp\n *   - `os` (Number) - operation system code\n *   - `extra` (Array) - array of bytes with extra data (max 65536)\n *   - `name` (String) - file name (binary string)\n *   - `comment` (String) - comment (binary string)\n *   - `hcrc` (Boolean) - true if header crc should be added\n *\n * ##### Example:\n *\n * ```javascript\n * const pako = require('pako')\n *   , chunk1 = new Uint8Array([1,2,3,4,5,6,7,8,9])\n *   , chunk2 = new Uint8Array([10,11,12,13,14,15,16,17,18,19]);\n *\n * const deflate = new pako.Deflate({ level: 3});\n *\n * deflate.push(chunk1, false);\n * deflate.push(chunk2, true);  // true -> last chunk\n *\n * if (deflate.err) { throw new Error(deflate.err); }\n *\n * console.log(deflate.result);\n * ```\n **/\nfunction Deflate(options) {\n  this.options = utils.assign({\n    level: Z_DEFAULT_COMPRESSION,\n    method: Z_DEFLATED,\n    chunkSize: 16384,\n    windowBits: 15,\n    memLevel: 8,\n    strategy: Z_DEFAULT_STRATEGY\n  }, options || {});\n\n  let opt = this.options;\n\n  if (opt.raw && (opt.windowBits > 0)) {\n    opt.windowBits = -opt.windowBits;\n  }\n\n  else if (opt.gzip && (opt.windowBits > 0) && (opt.windowBits < 16)) {\n    opt.windowBits += 16;\n  }\n\n  this.err    = 0;      // error code, if happens (0 = Z_OK)\n  this.msg    = '';     // error message\n  this.ended  = false;  // used to avoid multiple onEnd() calls\n  this.chunks = [];     // chunks of compressed data\n\n  this.strm = new ZStream();\n  this.strm.avail_out = 0;\n\n  let status = zlib_deflate.deflateInit2(\n    this.strm,\n    opt.level,\n    opt.method,\n    opt.windowBits,\n    opt.memLevel,\n    opt.strategy\n  );\n\n  if (status !== Z_OK) {\n    throw new Error(msg[status]);\n  }\n\n  if (opt.header) {\n    zlib_deflate.deflateSetHeader(this.strm, opt.header);\n  }\n\n  if (opt.dictionary) {\n    let dict;\n    // Convert data if needed\n    if (typeof opt.dictionary === 'string') {\n      // If we need to compress text, change encoding to utf8.\n      dict = strings.string2buf(opt.dictionary);\n    } else if (toString.call(opt.dictionary) === '[object ArrayBuffer]') {\n      dict = new Uint8Array(opt.dictionary);\n    } else {\n      dict = opt.dictionary;\n    }\n\n    status = zlib_deflate.deflateSetDictionary(this.strm, dict);\n\n    if (status !== Z_OK) {\n      throw new Error(msg[status]);\n    }\n\n    this._dict_set = true;\n  }\n}\n\n/**\n * Deflate#push(data[, flush_mode]) -> Boolean\n * - data (Uint8Array|ArrayBuffer|String): input data. Strings will be\n *   converted to utf8 byte sequence.\n * - flush_mode (Number|Boolean): 0..6 for corresponding Z_NO_FLUSH..Z_TREE modes.\n *   See constants. Skipped or `false` means Z_NO_FLUSH, `true` means Z_FINISH.\n *\n * Sends input data to deflate pipe, generating [[Deflate#onData]] calls with\n * new compressed chunks. Returns `true` on success. The last data block must\n * have `flush_mode` Z_FINISH (or `true`). That will flush internal pending\n * buffers and call [[Deflate#onEnd]].\n *\n * On fail call [[Deflate#onEnd]] with error code and return false.\n *\n * ##### Example\n *\n * ```javascript\n * push(chunk, false); // push one of data chunks\n * ...\n * push(chunk, true);  // push last chunk\n * ```\n **/\nDeflate.prototype.push = function (data, flush_mode) {\n  const strm = this.strm;\n  const chunkSize = this.options.chunkSize;\n  let status, _flush_mode;\n\n  if (this.ended) { return false; }\n\n  if (flush_mode === ~~flush_mode) _flush_mode = flush_mode;\n  else _flush_mode = flush_mode === true ? Z_FINISH : Z_NO_FLUSH;\n\n  // Convert data if needed\n  if (typeof data === 'string') {\n    // If we need to compress text, change encoding to utf8.\n    strm.input = strings.string2buf(data);\n  } else if (toString.call(data) === '[object ArrayBuffer]') {\n    strm.input = new Uint8Array(data);\n  } else {\n    strm.input = data;\n  }\n\n  strm.next_in = 0;\n  strm.avail_in = strm.input.length;\n\n  for (;;) {\n    if (strm.avail_out === 0) {\n      strm.output = new Uint8Array(chunkSize);\n      strm.next_out = 0;\n      strm.avail_out = chunkSize;\n    }\n\n    // Make sure avail_out > 6 to avoid repeating markers\n    if ((_flush_mode === Z_SYNC_FLUSH || _flush_mode === Z_FULL_FLUSH) && strm.avail_out <= 6) {\n      this.onData(strm.output.subarray(0, strm.next_out));\n      strm.avail_out = 0;\n      continue;\n    }\n\n    status = zlib_deflate.deflate(strm, _flush_mode);\n\n    // Ended => flush and finish\n    if (status === Z_STREAM_END) {\n      if (strm.next_out > 0) {\n        this.onData(strm.output.subarray(0, strm.next_out));\n      }\n      status = zlib_deflate.deflateEnd(this.strm);\n      this.onEnd(status);\n      this.ended = true;\n      return status === Z_OK;\n    }\n\n    // Flush if out buffer full\n    if (strm.avail_out === 0) {\n      this.onData(strm.output);\n      continue;\n    }\n\n    // Flush if requested and has data\n    if (_flush_mode > 0 && strm.next_out > 0) {\n      this.onData(strm.output.subarray(0, strm.next_out));\n      strm.avail_out = 0;\n      continue;\n    }\n\n    if (strm.avail_in === 0) break;\n  }\n\n  return true;\n};\n\n\n/**\n * Deflate#onData(chunk) -> Void\n * - chunk (Uint8Array): output data.\n *\n * By default, stores data blocks in `chunks[]` property and glue\n * those in `onEnd`. Override this handler, if you need another behaviour.\n **/\nDeflate.prototype.onData = function (chunk) {\n  this.chunks.push(chunk);\n};\n\n\n/**\n * Deflate#onEnd(status) -> Void\n * - status (Number): deflate status. 0 (Z_OK) on success,\n *   other if not.\n *\n * Called once after you tell deflate that the input stream is\n * complete (Z_FINISH). By default - join collected chunks,\n * free memory and fill `results` / `err` properties.\n **/\nDeflate.prototype.onEnd = function (status) {\n  // On success - join\n  if (status === Z_OK) {\n    this.result = utils.flattenChunks(this.chunks);\n  }\n  this.chunks = [];\n  this.err = status;\n  this.msg = this.strm.msg;\n};\n\n\n/**\n * deflate(data[, options]) -> Uint8Array\n * - data (Uint8Array|ArrayBuffer|String): input data to compress.\n * - options (Object): zlib deflate options.\n *\n * Compress `data` with deflate algorithm and `options`.\n *\n * Supported options are:\n *\n * - level\n * - windowBits\n * - memLevel\n * - strategy\n * - dictionary\n *\n * [http://zlib.net/manual.html#Advanced](http://zlib.net/manual.html#Advanced)\n * for more information on these.\n *\n * Sugar (options):\n *\n * - `raw` (Boolean) - say that we work with raw stream, if you don't wish to specify\n *   negative windowBits implicitly.\n *\n * ##### Example:\n *\n * ```javascript\n * const pako = require('pako')\n * const data = new Uint8Array([1,2,3,4,5,6,7,8,9]);\n *\n * console.log(pako.deflate(data));\n * ```\n **/\nfunction deflate(input, options) {\n  const deflator = new Deflate(options);\n\n  deflator.push(input, true);\n\n  // That will never happens, if you don't cheat with options :)\n  if (deflator.err) { throw deflator.msg || msg[deflator.err]; }\n\n  return deflator.result;\n}\n\n\n/**\n * deflateRaw(data[, options]) -> Uint8Array\n * - data (Uint8Array|ArrayBuffer|String): input data to compress.\n * - options (Object): zlib deflate options.\n *\n * The same as [[deflate]], but creates raw data, without wrapper\n * (header and adler32 crc).\n **/\nfunction deflateRaw(input, options) {\n  options = options || {};\n  options.raw = true;\n  return deflate(input, options);\n}\n\n\n/**\n * gzip(data[, options]) -> Uint8Array\n * - data (Uint8Array|ArrayBuffer|String): input data to compress.\n * - options (Object): zlib deflate options.\n *\n * The same as [[deflate]], but create gzip wrapper instead of\n * deflate one.\n **/\nfunction gzip(input, options) {\n  options = options || {};\n  options.gzip = true;\n  return deflate(input, options);\n}\n\n\nmodule.exports.Deflate = Deflate;\nmodule.exports.deflate = deflate;\nmodule.exports.deflateRaw = deflateRaw;\nmodule.exports.gzip = gzip;\nmodule.exports.constants = require('./zlib/constants');\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n//   claim that you wrote the original software. If you use this software\n//   in a product, an acknowledgment in the product documentation would be\n//   appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n//   misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\n// See state defs from inflate.js\nconst BAD = 16209;       /* got a data error -- remain here until reset */\nconst TYPE = 16191;      /* i: waiting for type bits, including last-flag bit */\n\n/*\n   Decode literal, length, and distance codes and write out the resulting\n   literal and match bytes until either not enough input or output is\n   available, an end-of-block is encountered, or a data error is encountered.\n   When large enough input and output buffers are supplied to inflate(), for\n   example, a 16K input buffer and a 64K output buffer, more than 95% of the\n   inflate execution time is spent in this routine.\n\n   Entry assumptions:\n\n        state.mode === LEN\n        strm.avail_in >= 6\n        strm.avail_out >= 258\n        start >= strm.avail_out\n        state.bits < 8\n\n   On return, state.mode is one of:\n\n        LEN -- ran out of enough output space or enough available input\n        TYPE -- reached end of block code, inflate() to interpret next block\n        BAD -- error in block data\n\n   Notes:\n\n    - The maximum input bits used by a length/distance pair is 15 bits for the\n      length code, 5 bits for the length extra, 15 bits for the distance code,\n      and 13 bits for the distance extra.  This totals 48 bits, or six bytes.\n      Therefore if strm.avail_in >= 6, then there is enough input to avoid\n      checking for available input while decoding.\n\n    - The maximum bytes that a single length/distance pair can output is 258\n      bytes, which is the maximum length that can be coded.  inflate_fast()\n      requires strm.avail_out >= 258 for each loop to avoid checking for\n      output space.\n */\nmodule.exports = function inflate_fast(strm, start) {\n  let _in;                    /* local strm.input */\n  let last;                   /* have enough input while in < last */\n  let _out;                   /* local strm.output */\n  let beg;                    /* inflate()'s initial strm.output */\n  let end;                    /* while out < end, enough space available */\n//#ifdef INFLATE_STRICT\n  let dmax;                   /* maximum distance from zlib header */\n//#endif\n  let wsize;                  /* window size or zero if not using window */\n  let whave;                  /* valid bytes in the window */\n  let wnext;                  /* window write index */\n  // Use `s_window` instead `window`, avoid conflict with instrumentation tools\n  let s_window;               /* allocated sliding window, if wsize != 0 */\n  let hold;                   /* local strm.hold */\n  let bits;                   /* local strm.bits */\n  let lcode;                  /* local strm.lencode */\n  let dcode;                  /* local strm.distcode */\n  let lmask;                  /* mask for first level of length codes */\n  let dmask;                  /* mask for first level of distance codes */\n  let here;                   /* retrieved table entry */\n  let op;                     /* code bits, operation, extra bits, or */\n                              /*  window position, window bytes to copy */\n  let len;                    /* match length, unused bytes */\n  let dist;                   /* match distance */\n  let from;                   /* where to copy match from */\n  let from_source;\n\n\n  let input, output; // JS specific, because we have no pointers\n\n  /* copy state to local variables */\n  const state = strm.state;\n  //here = state.here;\n  _in = strm.next_in;\n  input = strm.input;\n  last = _in + (strm.avail_in - 5);\n  _out = strm.next_out;\n  output = strm.output;\n  beg = _out - (start - strm.avail_out);\n  end = _out + (strm.avail_out - 257);\n//#ifdef INFLATE_STRICT\n  dmax = state.dmax;\n//#endif\n  wsize = state.wsize;\n  whave = state.whave;\n  wnext = state.wnext;\n  s_window = state.window;\n  hold = state.hold;\n  bits = state.bits;\n  lcode = state.lencode;\n  dcode = state.distcode;\n  lmask = (1 << state.lenbits) - 1;\n  dmask = (1 << state.distbits) - 1;\n\n\n  /* decode literals and length/distances until end-of-block or not enough\n     input data or output space */\n\n  top:\n  do {\n    if (bits < 15) {\n      hold += input[_in++] << bits;\n      bits += 8;\n      hold += input[_in++] << bits;\n      bits += 8;\n    }\n\n    here = lcode[hold & lmask];\n\n    dolen:\n    for (;;) { // Goto emulation\n      op = here >>> 24/*here.bits*/;\n      hold >>>= op;\n      bits -= op;\n      op = (here >>> 16) & 0xff/*here.op*/;\n      if (op === 0) {                          /* literal */\n        //Tracevv((stderr, here.val >= 0x20 && here.val < 0x7f ?\n        //        \"inflate:         literal '%c'\\n\" :\n        //        \"inflate:         literal 0x%02x\\n\", here.val));\n        output[_out++] = here & 0xffff/*here.val*/;\n      }\n      else if (op & 16) {                     /* length base */\n        len = here & 0xffff/*here.val*/;\n        op &= 15;                           /* number of extra bits */\n        if (op) {\n          if (bits < op) {\n            hold += input[_in++] << bits;\n            bits += 8;\n          }\n          len += hold & ((1 << op) - 1);\n          hold >>>= op;\n          bits -= op;\n        }\n        //Tracevv((stderr, \"inflate:         length %u\\n\", len));\n        if (bits < 15) {\n          hold += input[_in++] << bits;\n          bits += 8;\n          hold += input[_in++] << bits;\n          bits += 8;\n        }\n        here = dcode[hold & dmask];\n\n        dodist:\n        for (;;) { // goto emulation\n          op = here >>> 24/*here.bits*/;\n          hold >>>= op;\n          bits -= op;\n          op = (here >>> 16) & 0xff/*here.op*/;\n\n          if (op & 16) {                      /* distance base */\n            dist = here & 0xffff/*here.val*/;\n            op &= 15;                       /* number of extra bits */\n            if (bits < op) {\n              hold += input[_in++] << bits;\n              bits += 8;\n              if (bits < op) {\n                hold += input[_in++] << bits;\n                bits += 8;\n              }\n            }\n            dist += hold & ((1 << op) - 1);\n//#ifdef INFLATE_STRICT\n            if (dist > dmax) {\n              strm.msg = 'invalid distance too far back';\n              state.mode = BAD;\n              break top;\n            }\n//#endif\n            hold >>>= op;\n            bits -= op;\n            //Tracevv((stderr, \"inflate:         distance %u\\n\", dist));\n            op = _out - beg;                /* max distance in output */\n            if (dist > op) {                /* see if copy from window */\n              op = dist - op;               /* distance back in window */\n              if (op > whave) {\n                if (state.sane) {\n                  strm.msg = 'invalid distance too far back';\n                  state.mode = BAD;\n                  break top;\n                }\n\n// (!) This block is disabled in zlib defaults,\n// don't enable it for binary compatibility\n//#ifdef INFLATE_ALLOW_INVALID_DISTANCE_TOOFAR_ARRR\n//                if (len <= op - whave) {\n//                  do {\n//                    output[_out++] = 0;\n//                  } while (--len);\n//                  continue top;\n//                }\n//                len -= op - whave;\n//                do {\n//                  output[_out++] = 0;\n//                } while (--op > whave);\n//                if (op === 0) {\n//                  from = _out - dist;\n//                  do {\n//                    output[_out++] = output[from++];\n//                  } while (--len);\n//                  continue top;\n//                }\n//#endif\n              }\n              from = 0; // window index\n              from_source = s_window;\n              if (wnext === 0) {           /* very common case */\n                from += wsize - op;\n                if (op < len) {         /* some from window */\n                  len -= op;\n                  do {\n                    output[_out++] = s_window[from++];\n                  } while (--op);\n                  from = _out - dist;  /* rest from output */\n                  from_source = output;\n                }\n              }\n              else if (wnext < op) {      /* wrap around window */\n                from += wsize + wnext - op;\n                op -= wnext;\n                if (op < len) {         /* some from end of window */\n                  len -= op;\n                  do {\n                    output[_out++] = s_window[from++];\n                  } while (--op);\n                  from = 0;\n                  if (wnext < len) {  /* some from start of window */\n                    op = wnext;\n                    len -= op;\n                    do {\n                      output[_out++] = s_window[from++];\n                    } while (--op);\n                    from = _out - dist;      /* rest from output */\n                    from_source = output;\n                  }\n                }\n              }\n              else {                      /* contiguous in window */\n                from += wnext - op;\n                if (op < len) {         /* some from window */\n                  len -= op;\n                  do {\n                    output[_out++] = s_window[from++];\n                  } while (--op);\n                  from = _out - dist;  /* rest from output */\n                  from_source = output;\n                }\n              }\n              while (len > 2) {\n                output[_out++] = from_source[from++];\n                output[_out++] = from_source[from++];\n                output[_out++] = from_source[from++];\n                len -= 3;\n              }\n              if (len) {\n                output[_out++] = from_source[from++];\n                if (len > 1) {\n                  output[_out++] = from_source[from++];\n                }\n              }\n            }\n            else {\n              from = _out - dist;          /* copy direct from output */\n              do {                        /* minimum length is three */\n                output[_out++] = output[from++];\n                output[_out++] = output[from++];\n                output[_out++] = output[from++];\n                len -= 3;\n              } while (len > 2);\n              if (len) {\n                output[_out++] = output[from++];\n                if (len > 1) {\n                  output[_out++] = output[from++];\n                }\n              }\n            }\n          }\n          else if ((op & 64) === 0) {          /* 2nd level distance code */\n            here = dcode[(here & 0xffff)/*here.val*/ + (hold & ((1 << op) - 1))];\n            continue dodist;\n          }\n          else {\n            strm.msg = 'invalid distance code';\n            state.mode = BAD;\n            break top;\n          }\n\n          break; // need to emulate goto via \"continue\"\n        }\n      }\n      else if ((op & 64) === 0) {              /* 2nd level length code */\n        here = lcode[(here & 0xffff)/*here.val*/ + (hold & ((1 << op) - 1))];\n        continue dolen;\n      }\n      else if (op & 32) {                     /* end-of-block */\n        //Tracevv((stderr, \"inflate:         end of block\\n\"));\n        state.mode = TYPE;\n        break top;\n      }\n      else {\n        strm.msg = 'invalid literal/length code';\n        state.mode = BAD;\n        break top;\n      }\n\n      break; // need to emulate goto via \"continue\"\n    }\n  } while (_in < last && _out < end);\n\n  /* return unused bytes (on entry, bits < 8, so in won't go too far back) */\n  len = bits >> 3;\n  _in -= len;\n  bits -= len << 3;\n  hold &= (1 << bits) - 1;\n\n  /* update state and return */\n  strm.next_in = _in;\n  strm.next_out = _out;\n  strm.avail_in = (_in < last ? 5 + (last - _in) : 5 - (_in - last));\n  strm.avail_out = (_out < end ? 257 + (end - _out) : 257 - (_out - end));\n  state.hold = hold;\n  state.bits = bits;\n  return;\n};\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n//   claim that you wrote the original software. If you use this software\n//   in a product, an acknowledgment in the product documentation would be\n//   appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n//   misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nconst MAXBITS = 15;\nconst ENOUGH_LENS = 852;\nconst ENOUGH_DISTS = 592;\n//const ENOUGH = (ENOUGH_LENS+ENOUGH_DISTS);\n\nconst CODES = 0;\nconst LENS = 1;\nconst DISTS = 2;\n\nconst lbase = new Uint16Array([ /* Length codes 257..285 base */\n  3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 15, 17, 19, 23, 27, 31,\n  35, 43, 51, 59, 67, 83, 99, 115, 131, 163, 195, 227, 258, 0, 0\n]);\n\nconst lext = new Uint8Array([ /* Length codes 257..285 extra */\n  16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18,\n  19, 19, 19, 19, 20, 20, 20, 20, 21, 21, 21, 21, 16, 72, 78\n]);\n\nconst dbase = new Uint16Array([ /* Distance codes 0..29 base */\n  1, 2, 3, 4, 5, 7, 9, 13, 17, 25, 33, 49, 65, 97, 129, 193,\n  257, 385, 513, 769, 1025, 1537, 2049, 3073, 4097, 6145,\n  8193, 12289, 16385, 24577, 0, 0\n]);\n\nconst dext = new Uint8Array([ /* Distance codes 0..29 extra */\n  16, 16, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22,\n  23, 23, 24, 24, 25, 25, 26, 26, 27, 27,\n  28, 28, 29, 29, 64, 64\n]);\n\nconst inflate_table = (type, lens, lens_index, codes, table, table_index, work, opts) =>\n{\n  const bits = opts.bits;\n      //here = opts.here; /* table entry for duplication */\n\n  let len = 0;               /* a code's length in bits */\n  let sym = 0;               /* index of code symbols */\n  let min = 0, max = 0;          /* minimum and maximum code lengths */\n  let root = 0;              /* number of index bits for root table */\n  let curr = 0;              /* number of index bits for current table */\n  let drop = 0;              /* code bits to drop for sub-table */\n  let left = 0;                   /* number of prefix codes available */\n  let used = 0;              /* code entries in table used */\n  let huff = 0;              /* Huffman code */\n  let incr;              /* for incrementing code, index */\n  let fill;              /* index for replicating entries */\n  let low;               /* low bits for current root entry */\n  let mask;              /* mask for low root bits */\n  let next;             /* next available space in table */\n  let base = null;     /* base value table to use */\n//  let shoextra;    /* extra bits table to use */\n  let match;                  /* use base and extra for symbol >= match */\n  const count = new Uint16Array(MAXBITS + 1); //[MAXBITS+1];    /* number of codes of each length */\n  const offs = new Uint16Array(MAXBITS + 1); //[MAXBITS+1];     /* offsets in table for each length */\n  let extra = null;\n\n  let here_bits, here_op, here_val;\n\n  /*\n   Process a set of code lengths to create a canonical Huffman code.  The\n   code lengths are lens[0..codes-1].  Each length corresponds to the\n   symbols 0..codes-1.  The Huffman code is generated by first sorting the\n   symbols by length from short to long, and retaining the symbol order\n   for codes with equal lengths.  Then the code starts with all zero bits\n   for the first code of the shortest length, and the codes are integer\n   increments for the same length, and zeros are appended as the length\n   increases.  For the deflate format, these bits are stored backwards\n   from their more natural integer increment ordering, and so when the\n   decoding tables are built in the large loop below, the integer codes\n   are incremented backwards.\n\n   This routine assumes, but does not check, that all of the entries in\n   lens[] are in the range 0..MAXBITS.  The caller must assure this.\n   1..MAXBITS is interpreted as that code length.  zero means that that\n   symbol does not occur in this code.\n\n   The codes are sorted by computing a count of codes for each length,\n   creating from that a table of starting indices for each length in the\n   sorted table, and then entering the symbols in order in the sorted\n   table.  The sorted table is work[], with that space being provided by\n   the caller.\n\n   The length counts are used for other purposes as well, i.e. finding\n   the minimum and maximum length codes, determining if there are any\n   codes at all, checking for a valid set of lengths, and looking ahead\n   at length counts to determine sub-table sizes when building the\n   decoding tables.\n   */\n\n  /* accumulate lengths for codes (assumes lens[] all in 0..MAXBITS) */\n  for (len = 0; len <= MAXBITS; len++) {\n    count[len] = 0;\n  }\n  for (sym = 0; sym < codes; sym++) {\n    count[lens[lens_index + sym]]++;\n  }\n\n  /* bound code lengths, force root to be within code lengths */\n  root = bits;\n  for (max = MAXBITS; max >= 1; max--) {\n    if (count[max] !== 0) { break; }\n  }\n  if (root > max) {\n    root = max;\n  }\n  if (max === 0) {                     /* no symbols to code at all */\n    //table.op[opts.table_index] = 64;  //here.op = (var char)64;    /* invalid code marker */\n    //table.bits[opts.table_index] = 1;   //here.bits = (var char)1;\n    //table.val[opts.table_index++] = 0;   //here.val = (var short)0;\n    table[table_index++] = (1 << 24) | (64 << 16) | 0;\n\n\n    //table.op[opts.table_index] = 64;\n    //table.bits[opts.table_index] = 1;\n    //table.val[opts.table_index++] = 0;\n    table[table_index++] = (1 << 24) | (64 << 16) | 0;\n\n    opts.bits = 1;\n    return 0;     /* no symbols, but wait for decoding to report error */\n  }\n  for (min = 1; min < max; min++) {\n    if (count[min] !== 0) { break; }\n  }\n  if (root < min) {\n    root = min;\n  }\n\n  /* check for an over-subscribed or incomplete set of lengths */\n  left = 1;\n  for (len = 1; len <= MAXBITS; len++) {\n    left <<= 1;\n    left -= count[len];\n    if (left < 0) {\n      return -1;\n    }        /* over-subscribed */\n  }\n  if (left > 0 && (type === CODES || max !== 1)) {\n    return -1;                      /* incomplete set */\n  }\n\n  /* generate offsets into symbol table for each length for sorting */\n  offs[1] = 0;\n  for (len = 1; len < MAXBITS; len++) {\n    offs[len + 1] = offs[len] + count[len];\n  }\n\n  /* sort symbols by length, by symbol order within each length */\n  for (sym = 0; sym < codes; sym++) {\n    if (lens[lens_index + sym] !== 0) {\n      work[offs[lens[lens_index + sym]]++] = sym;\n    }\n  }\n\n  /*\n   Create and fill in decoding tables.  In this loop, the table being\n   filled is at next and has curr index bits.  The code being used is huff\n   with length len.  That code is converted to an index by dropping drop\n   bits off of the bottom.  For codes where len is less than drop + curr,\n   those top drop + curr - len bits are incremented through all values to\n   fill the table with replicated entries.\n\n   root is the number of index bits for the root table.  When len exceeds\n   root, sub-tables are created pointed to by the root entry with an index\n   of the low root bits of huff.  This is saved in low to check for when a\n   new sub-table should be started.  drop is zero when the root table is\n   being filled, and drop is root when sub-tables are being filled.\n\n   When a new sub-table is needed, it is necessary to look ahead in the\n   code lengths to determine what size sub-table is needed.  The length\n   counts are used for this, and so count[] is decremented as codes are\n   entered in the tables.\n\n   used keeps track of how many table entries have been allocated from the\n   provided *table space.  It is checked for LENS and DIST tables against\n   the constants ENOUGH_LENS and ENOUGH_DISTS to guard against changes in\n   the initial root table size constants.  See the comments in inftrees.h\n   for more information.\n\n   sym increments through all symbols, and the loop terminates when\n   all codes of length max, i.e. all codes, have been processed.  This\n   routine permits incomplete codes, so another loop after this one fills\n   in the rest of the decoding tables with invalid code markers.\n   */\n\n  /* set up for code type */\n  // poor man optimization - use if-else instead of switch,\n  // to avoid deopts in old v8\n  if (type === CODES) {\n    base = extra = work;    /* dummy value--not used */\n    match = 20;\n\n  } else if (type === LENS) {\n    base = lbase;\n    extra = lext;\n    match = 257;\n\n  } else {                    /* DISTS */\n    base = dbase;\n    extra = dext;\n    match = 0;\n  }\n\n  /* initialize opts for loop */\n  huff = 0;                   /* starting code */\n  sym = 0;                    /* starting code symbol */\n  len = min;                  /* starting code length */\n  next = table_index;              /* current table to fill in */\n  curr = root;                /* current table index bits */\n  drop = 0;                   /* current bits to drop from code for index */\n  low = -1;                   /* trigger new sub-table when len > root */\n  used = 1 << root;          /* use root table entries */\n  mask = used - 1;            /* mask for comparing low */\n\n  /* check available table space */\n  if ((type === LENS && used > ENOUGH_LENS) ||\n    (type === DISTS && used > ENOUGH_DISTS)) {\n    return 1;\n  }\n\n  /* process all codes and make table entries */\n  for (;;) {\n    /* create table entry */\n    here_bits = len - drop;\n    if (work[sym] + 1 < match) {\n      here_op = 0;\n      here_val = work[sym];\n    }\n    else if (work[sym] >= match) {\n      here_op = extra[work[sym] - match];\n      here_val = base[work[sym] - match];\n    }\n    else {\n      here_op = 32 + 64;         /* end of block */\n      here_val = 0;\n    }\n\n    /* replicate for those indices with low len bits equal to huff */\n    incr = 1 << (len - drop);\n    fill = 1 << curr;\n    min = fill;                 /* save offset to next table */\n    do {\n      fill -= incr;\n      table[next + (huff >> drop) + fill] = (here_bits << 24) | (here_op << 16) | here_val |0;\n    } while (fill !== 0);\n\n    /* backwards increment the len-bit code huff */\n    incr = 1 << (len - 1);\n    while (huff & incr) {\n      incr >>= 1;\n    }\n    if (incr !== 0) {\n      huff &= incr - 1;\n      huff += incr;\n    } else {\n      huff = 0;\n    }\n\n    /* go to next symbol, update count, len */\n    sym++;\n    if (--count[len] === 0) {\n      if (len === max) { break; }\n      len = lens[lens_index + work[sym]];\n    }\n\n    /* create new sub-table if needed */\n    if (len > root && (huff & mask) !== low) {\n      /* if first time, transition to sub-tables */\n      if (drop === 0) {\n        drop = root;\n      }\n\n      /* increment past last table */\n      next += min;            /* here min is 1 << curr */\n\n      /* determine length of next table */\n      curr = len - drop;\n      left = 1 << curr;\n      while (curr + drop < max) {\n        left -= count[curr + drop];\n        if (left <= 0) { break; }\n        curr++;\n        left <<= 1;\n      }\n\n      /* check for enough space */\n      used += 1 << curr;\n      if ((type === LENS && used > ENOUGH_LENS) ||\n        (type === DISTS && used > ENOUGH_DISTS)) {\n        return 1;\n      }\n\n      /* point entry in root table to sub-table */\n      low = huff & mask;\n      /*table.op[low] = curr;\n      table.bits[low] = root;\n      table.val[low] = next - opts.table_index;*/\n      table[low] = (root << 24) | (curr << 16) | (next - table_index) |0;\n    }\n  }\n\n  /* fill in remaining table entry if code is incomplete (guaranteed to have\n   at most one remaining entry, since if the code is incomplete, the\n   maximum code length that was allowed to get this far is one bit) */\n  if (huff !== 0) {\n    //table.op[next + huff] = 64;            /* invalid code marker */\n    //table.bits[next + huff] = len - drop;\n    //table.val[next + huff] = 0;\n    table[next + huff] = ((len - drop) << 24) | (64 << 16) |0;\n  }\n\n  /* set return parameters */\n  //opts.table_index += used;\n  opts.bits = root;\n  return 0;\n};\n\n\nmodule.exports = inflate_table;\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n//   claim that you wrote the original software. If you use this software\n//   in a product, an acknowledgment in the product documentation would be\n//   appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n//   misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nconst adler32       = require('./adler32');\nconst crc32         = require('./crc32');\nconst inflate_fast  = require('./inffast');\nconst inflate_table = require('./inftrees');\n\nconst CODES = 0;\nconst LENS = 1;\nconst DISTS = 2;\n\n/* Public constants ==========================================================*/\n/* ===========================================================================*/\n\nconst {\n  Z_FINISH, Z_BLOCK, Z_TREES,\n  Z_OK, Z_STREAM_END, Z_NEED_DICT, Z_STREAM_ERROR, Z_DATA_ERROR, Z_MEM_ERROR, Z_BUF_ERROR,\n  Z_DEFLATED\n} = require('./constants');\n\n\n/* STATES ====================================================================*/\n/* ===========================================================================*/\n\n\nconst    HEAD = 16180;       /* i: waiting for magic header */\nconst    FLAGS = 16181;      /* i: waiting for method and flags (gzip) */\nconst    TIME = 16182;       /* i: waiting for modification time (gzip) */\nconst    OS = 16183;         /* i: waiting for extra flags and operating system (gzip) */\nconst    EXLEN = 16184;      /* i: waiting for extra length (gzip) */\nconst    EXTRA = 16185;      /* i: waiting for extra bytes (gzip) */\nconst    NAME = 16186;       /* i: waiting for end of file name (gzip) */\nconst    COMMENT = 16187;    /* i: waiting for end of comment (gzip) */\nconst    HCRC = 16188;       /* i: waiting for header crc (gzip) */\nconst    DICTID = 16189;    /* i: waiting for dictionary check value */\nconst    DICT = 16190;      /* waiting for inflateSetDictionary() call */\nconst        TYPE = 16191;      /* i: waiting for type bits, including last-flag bit */\nconst        TYPEDO = 16192;    /* i: same, but skip check to exit inflate on new block */\nconst        STORED = 16193;    /* i: waiting for stored size (length and complement) */\nconst        COPY_ = 16194;     /* i/o: same as COPY below, but only first time in */\nconst        COPY = 16195;      /* i/o: waiting for input or output to copy stored block */\nconst        TABLE = 16196;     /* i: waiting for dynamic block table lengths */\nconst        LENLENS = 16197;   /* i: waiting for code length code lengths */\nconst        CODELENS = 16198;  /* i: waiting for length/lit and distance code lengths */\nconst            LEN_ = 16199;      /* i: same as LEN below, but only first time in */\nconst            LEN = 16200;       /* i: waiting for length/lit/eob code */\nconst            LENEXT = 16201;    /* i: waiting for length extra bits */\nconst            DIST = 16202;      /* i: waiting for distance code */\nconst            DISTEXT = 16203;   /* i: waiting for distance extra bits */\nconst            MATCH = 16204;     /* o: waiting for output space to copy string */\nconst            LIT = 16205;       /* o: waiting for output space to write literal */\nconst    CHECK = 16206;     /* i: waiting for 32-bit check value */\nconst    LENGTH = 16207;    /* i: waiting for 32-bit length (gzip) */\nconst    DONE = 16208;      /* finished check, done -- remain here until reset */\nconst    BAD = 16209;       /* got a data error -- remain here until reset */\nconst    MEM = 16210;       /* got an inflate() memory error -- remain here until reset */\nconst    SYNC = 16211;      /* looking for synchronization bytes to restart inflate() */\n\n/* ===========================================================================*/\n\n\n\nconst ENOUGH_LENS = 852;\nconst ENOUGH_DISTS = 592;\n//const ENOUGH =  (ENOUGH_LENS+ENOUGH_DISTS);\n\nconst MAX_WBITS = 15;\n/* 32K LZ77 window */\nconst DEF_WBITS = MAX_WBITS;\n\n\nconst zswap32 = (q) => {\n\n  return  (((q >>> 24) & 0xff) +\n          ((q >>> 8) & 0xff00) +\n          ((q & 0xff00) << 8) +\n          ((q & 0xff) << 24));\n};\n\n\nfunction InflateState() {\n  this.strm = null;           /* pointer back to this zlib stream */\n  this.mode = 0;              /* current inflate mode */\n  this.last = false;          /* true if processing last block */\n  this.wrap = 0;              /* bit 0 true for zlib, bit 1 true for gzip,\n                                 bit 2 true to validate check value */\n  this.havedict = false;      /* true if dictionary provided */\n  this.flags = 0;             /* gzip header method and flags (0 if zlib), or\n                                 -1 if raw or no header yet */\n  this.dmax = 0;              /* zlib header max distance (INFLATE_STRICT) */\n  this.check = 0;             /* protected copy of check value */\n  this.total = 0;             /* protected copy of output count */\n  // TODO: may be {}\n  this.head = null;           /* where to save gzip header information */\n\n  /* sliding window */\n  this.wbits = 0;             /* log base 2 of requested window size */\n  this.wsize = 0;             /* window size or zero if not using window */\n  this.whave = 0;             /* valid bytes in the window */\n  this.wnext = 0;             /* window write index */\n  this.window = null;         /* allocated sliding window, if needed */\n\n  /* bit accumulator */\n  this.hold = 0;              /* input bit accumulator */\n  this.bits = 0;              /* number of bits in \"in\" */\n\n  /* for string and stored block copying */\n  this.length = 0;            /* literal or length of data to copy */\n  this.offset = 0;            /* distance back to copy string from */\n\n  /* for table and code decoding */\n  this.extra = 0;             /* extra bits needed */\n\n  /* fixed and dynamic code tables */\n  this.lencode = null;          /* starting table for length/literal codes */\n  this.distcode = null;         /* starting table for distance codes */\n  this.lenbits = 0;           /* index bits for lencode */\n  this.distbits = 0;          /* index bits for distcode */\n\n  /* dynamic table building */\n  this.ncode = 0;             /* number of code length code lengths */\n  this.nlen = 0;              /* number of length code lengths */\n  this.ndist = 0;             /* number of distance code lengths */\n  this.have = 0;              /* number of code lengths in lens[] */\n  this.next = null;              /* next available space in codes[] */\n\n  this.lens = new Uint16Array(320); /* temporary storage for code lengths */\n  this.work = new Uint16Array(288); /* work area for code table building */\n\n  /*\n   because we don't have pointers in js, we use lencode and distcode directly\n   as buffers so we don't need codes\n  */\n  //this.codes = new Int32Array(ENOUGH);       /* space for code tables */\n  this.lendyn = null;              /* dynamic table for length/literal codes (JS specific) */\n  this.distdyn = null;             /* dynamic table for distance codes (JS specific) */\n  this.sane = 0;                   /* if false, allow invalid distance too far */\n  this.back = 0;                   /* bits back of last unprocessed length/lit */\n  this.was = 0;                    /* initial length of match */\n}\n\n\nconst inflateStateCheck = (strm) => {\n\n  if (!strm) {\n    return 1;\n  }\n  const state = strm.state;\n  if (!state || state.strm !== strm ||\n    state.mode < HEAD || state.mode > SYNC) {\n    return 1;\n  }\n  return 0;\n};\n\n\nconst inflateResetKeep = (strm) => {\n\n  if (inflateStateCheck(strm)) { return Z_STREAM_ERROR; }\n  const state = strm.state;\n  strm.total_in = strm.total_out = state.total = 0;\n  strm.msg = ''; /*Z_NULL*/\n  if (state.wrap) {       /* to support ill-conceived Java test suite */\n    strm.adler = state.wrap & 1;\n  }\n  state.mode = HEAD;\n  state.last = 0;\n  state.havedict = 0;\n  state.flags = -1;\n  state.dmax = 32768;\n  state.head = null/*Z_NULL*/;\n  state.hold = 0;\n  state.bits = 0;\n  //state.lencode = state.distcode = state.next = state.codes;\n  state.lencode = state.lendyn = new Int32Array(ENOUGH_LENS);\n  state.distcode = state.distdyn = new Int32Array(ENOUGH_DISTS);\n\n  state.sane = 1;\n  state.back = -1;\n  //Tracev((stderr, \"inflate: reset\\n\"));\n  return Z_OK;\n};\n\n\nconst inflateReset = (strm) => {\n\n  if (inflateStateCheck(strm)) { return Z_STREAM_ERROR; }\n  const state = strm.state;\n  state.wsize = 0;\n  state.whave = 0;\n  state.wnext = 0;\n  return inflateResetKeep(strm);\n\n};\n\n\nconst inflateReset2 = (strm, windowBits) => {\n  let wrap;\n\n  /* get the state */\n  if (inflateStateCheck(strm)) { return Z_STREAM_ERROR; }\n  const state = strm.state;\n\n  /* extract wrap request from windowBits parameter */\n  if (windowBits < 0) {\n    wrap = 0;\n    windowBits = -windowBits;\n  }\n  else {\n    wrap = (windowBits >> 4) + 5;\n    if (windowBits < 48) {\n      windowBits &= 15;\n    }\n  }\n\n  /* set number of window bits, free window if different */\n  if (windowBits && (windowBits < 8 || windowBits > 15)) {\n    return Z_STREAM_ERROR;\n  }\n  if (state.window !== null && state.wbits !== windowBits) {\n    state.window = null;\n  }\n\n  /* update state and reset the rest of it */\n  state.wrap = wrap;\n  state.wbits = windowBits;\n  return inflateReset(strm);\n};\n\n\nconst inflateInit2 = (strm, windowBits) => {\n\n  if (!strm) { return Z_STREAM_ERROR; }\n  //strm.msg = Z_NULL;                 /* in case we return an error */\n\n  const state = new InflateState();\n\n  //if (state === Z_NULL) return Z_MEM_ERROR;\n  //Tracev((stderr, \"inflate: allocated\\n\"));\n  strm.state = state;\n  state.strm = strm;\n  state.window = null/*Z_NULL*/;\n  state.mode = HEAD;     /* to pass state test in inflateReset2() */\n  const ret = inflateReset2(strm, windowBits);\n  if (ret !== Z_OK) {\n    strm.state = null/*Z_NULL*/;\n  }\n  return ret;\n};\n\n\nconst inflateInit = (strm) => {\n\n  return inflateInit2(strm, DEF_WBITS);\n};\n\n\n/*\n Return state with length and distance decoding tables and index sizes set to\n fixed code decoding.  Normally this returns fixed tables from inffixed.h.\n If BUILDFIXED is defined, then instead this routine builds the tables the\n first time it's called, and returns those tables the first time and\n thereafter.  This reduces the size of the code by about 2K bytes, in\n exchange for a little execution time.  However, BUILDFIXED should not be\n used for threaded applications, since the rewriting of the tables and virgin\n may not be thread-safe.\n */\nlet virgin = true;\n\nlet lenfix, distfix; // We have no pointers in JS, so keep tables separate\n\n\nconst fixedtables = (state) => {\n\n  /* build fixed huffman tables if first call (may not be thread safe) */\n  if (virgin) {\n    lenfix = new Int32Array(512);\n    distfix = new Int32Array(32);\n\n    /* literal/length table */\n    let sym = 0;\n    while (sym < 144) { state.lens[sym++] = 8; }\n    while (sym < 256) { state.lens[sym++] = 9; }\n    while (sym < 280) { state.lens[sym++] = 7; }\n    while (sym < 288) { state.lens[sym++] = 8; }\n\n    inflate_table(LENS,  state.lens, 0, 288, lenfix,   0, state.work, { bits: 9 });\n\n    /* distance table */\n    sym = 0;\n    while (sym < 32) { state.lens[sym++] = 5; }\n\n    inflate_table(DISTS, state.lens, 0, 32,   distfix, 0, state.work, { bits: 5 });\n\n    /* do this just once */\n    virgin = false;\n  }\n\n  state.lencode = lenfix;\n  state.lenbits = 9;\n  state.distcode = distfix;\n  state.distbits = 5;\n};\n\n\n/*\n Update the window with the last wsize (normally 32K) bytes written before\n returning.  If window does not exist yet, create it.  This is only called\n when a window is already in use, or when output has been written during this\n inflate call, but the end of the deflate stream has not been reached yet.\n It is also called to create a window for dictionary data when a dictionary\n is loaded.\n\n Providing output buffers larger than 32K to inflate() should provide a speed\n advantage, since only the last 32K of output is copied to the sliding window\n upon return from inflate(), and since all distances after the first 32K of\n output will fall in the output data, making match copies simpler and faster.\n The advantage may be dependent on the size of the processor's data caches.\n */\nconst updatewindow = (strm, src, end, copy) => {\n\n  let dist;\n  const state = strm.state;\n\n  /* if it hasn't been done already, allocate space for the window */\n  if (state.window === null) {\n    state.wsize = 1 << state.wbits;\n    state.wnext = 0;\n    state.whave = 0;\n\n    state.window = new Uint8Array(state.wsize);\n  }\n\n  /* copy state->wsize or less output bytes into the circular window */\n  if (copy >= state.wsize) {\n    state.window.set(src.subarray(end - state.wsize, end), 0);\n    state.wnext = 0;\n    state.whave = state.wsize;\n  }\n  else {\n    dist = state.wsize - state.wnext;\n    if (dist > copy) {\n      dist = copy;\n    }\n    //zmemcpy(state->window + state->wnext, end - copy, dist);\n    state.window.set(src.subarray(end - copy, end - copy + dist), state.wnext);\n    copy -= dist;\n    if (copy) {\n      //zmemcpy(state->window, end - copy, copy);\n      state.window.set(src.subarray(end - copy, end), 0);\n      state.wnext = copy;\n      state.whave = state.wsize;\n    }\n    else {\n      state.wnext += dist;\n      if (state.wnext === state.wsize) { state.wnext = 0; }\n      if (state.whave < state.wsize) { state.whave += dist; }\n    }\n  }\n  return 0;\n};\n\n\nconst inflate = (strm, flush) => {\n\n  let state;\n  let input, output;          // input/output buffers\n  let next;                   /* next input INDEX */\n  let put;                    /* next output INDEX */\n  let have, left;             /* available input and output */\n  let hold;                   /* bit buffer */\n  let bits;                   /* bits in bit buffer */\n  let _in, _out;              /* save starting available input and output */\n  let copy;                   /* number of stored or match bytes to copy */\n  let from;                   /* where to copy match bytes from */\n  let from_source;\n  let here = 0;               /* current decoding table entry */\n  let here_bits, here_op, here_val; // paked \"here\" denormalized (JS specific)\n  //let last;                   /* parent table entry */\n  let last_bits, last_op, last_val; // paked \"last\" denormalized (JS specific)\n  let len;                    /* length to copy for repeats, bits to drop */\n  let ret;                    /* return code */\n  const hbuf = new Uint8Array(4);    /* buffer for gzip header crc calculation */\n  let opts;\n\n  let n; // temporary variable for NEED_BITS\n\n  const order = /* permutation of code lengths */\n    new Uint8Array([ 16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15 ]);\n\n\n  if (inflateStateCheck(strm) || !strm.output ||\n      (!strm.input && strm.avail_in !== 0)) {\n    return Z_STREAM_ERROR;\n  }\n\n  state = strm.state;\n  if (state.mode === TYPE) { state.mode = TYPEDO; }    /* skip check */\n\n\n  //--- LOAD() ---\n  put = strm.next_out;\n  output = strm.output;\n  left = strm.avail_out;\n  next = strm.next_in;\n  input = strm.input;\n  have = strm.avail_in;\n  hold = state.hold;\n  bits = state.bits;\n  //---\n\n  _in = have;\n  _out = left;\n  ret = Z_OK;\n\n  inf_leave: // goto emulation\n  for (;;) {\n    switch (state.mode) {\n      case HEAD:\n        if (state.wrap === 0) {\n          state.mode = TYPEDO;\n          break;\n        }\n        //=== NEEDBITS(16);\n        while (bits < 16) {\n          if (have === 0) { break inf_leave; }\n          have--;\n          hold += input[next++] << bits;\n          bits += 8;\n        }\n        //===//\n        if ((state.wrap & 2) && hold === 0x8b1f) {  /* gzip header */\n          if (state.wbits === 0) {\n            state.wbits = 15;\n          }\n          state.check = 0/*crc32(0L, Z_NULL, 0)*/;\n          //=== CRC2(state.check, hold);\n          hbuf[0] = hold & 0xff;\n          hbuf[1] = (hold >>> 8) & 0xff;\n          state.check = crc32(state.check, hbuf, 2, 0);\n          //===//\n\n          //=== INITBITS();\n          hold = 0;\n          bits = 0;\n          //===//\n          state.mode = FLAGS;\n          break;\n        }\n        if (state.head) {\n          state.head.done = false;\n        }\n        if (!(state.wrap & 1) ||   /* check if zlib header allowed */\n          (((hold & 0xff)/*BITS(8)*/ << 8) + (hold >> 8)) % 31) {\n          strm.msg = 'incorrect header check';\n          state.mode = BAD;\n          break;\n        }\n        if ((hold & 0x0f)/*BITS(4)*/ !== Z_DEFLATED) {\n          strm.msg = 'unknown compression method';\n          state.mode = BAD;\n          break;\n        }\n        //--- DROPBITS(4) ---//\n        hold >>>= 4;\n        bits -= 4;\n        //---//\n        len = (hold & 0x0f)/*BITS(4)*/ + 8;\n        if (state.wbits === 0) {\n          state.wbits = len;\n        }\n        if (len > 15 || len > state.wbits) {\n          strm.msg = 'invalid window size';\n          state.mode = BAD;\n          break;\n        }\n\n        // !!! pako patch. Force use `options.windowBits` if passed.\n        // Required to always use max window size by default.\n        state.dmax = 1 << state.wbits;\n        //state.dmax = 1 << len;\n\n        state.flags = 0;               /* indicate zlib header */\n        //Tracev((stderr, \"inflate:   zlib header ok\\n\"));\n        strm.adler = state.check = 1/*adler32(0L, Z_NULL, 0)*/;\n        state.mode = hold & 0x200 ? DICTID : TYPE;\n        //=== INITBITS();\n        hold = 0;\n        bits = 0;\n        //===//\n        break;\n      case FLAGS:\n        //=== NEEDBITS(16); */\n        while (bits < 16) {\n          if (have === 0) { break inf_leave; }\n          have--;\n          hold += input[next++] << bits;\n          bits += 8;\n        }\n        //===//\n        state.flags = hold;\n        if ((state.flags & 0xff) !== Z_DEFLATED) {\n          strm.msg = 'unknown compression method';\n          state.mode = BAD;\n          break;\n        }\n        if (state.flags & 0xe000) {\n          strm.msg = 'unknown header flags set';\n          state.mode = BAD;\n          break;\n        }\n        if (state.head) {\n          state.head.text = ((hold >> 8) & 1);\n        }\n        if ((state.flags & 0x0200) && (state.wrap & 4)) {\n          //=== CRC2(state.check, hold);\n          hbuf[0] = hold & 0xff;\n          hbuf[1] = (hold >>> 8) & 0xff;\n          state.check = crc32(state.check, hbuf, 2, 0);\n          //===//\n        }\n        //=== INITBITS();\n        hold = 0;\n        bits = 0;\n        //===//\n        state.mode = TIME;\n        /* falls through */\n      case TIME:\n        //=== NEEDBITS(32); */\n        while (bits < 32) {\n          if (have === 0) { break inf_leave; }\n          have--;\n          hold += input[next++] << bits;\n          bits += 8;\n        }\n        //===//\n        if (state.head) {\n          state.head.time = hold;\n        }\n        if ((state.flags & 0x0200) && (state.wrap & 4)) {\n          //=== CRC4(state.check, hold)\n          hbuf[0] = hold & 0xff;\n          hbuf[1] = (hold >>> 8) & 0xff;\n          hbuf[2] = (hold >>> 16) & 0xff;\n          hbuf[3] = (hold >>> 24) & 0xff;\n          state.check = crc32(state.check, hbuf, 4, 0);\n          //===\n        }\n        //=== INITBITS();\n        hold = 0;\n        bits = 0;\n        //===//\n        state.mode = OS;\n        /* falls through */\n      case OS:\n        //=== NEEDBITS(16); */\n        while (bits < 16) {\n          if (have === 0) { break inf_leave; }\n          have--;\n          hold += input[next++] << bits;\n          bits += 8;\n        }\n        //===//\n        if (state.head) {\n          state.head.xflags = (hold & 0xff);\n          state.head.os = (hold >> 8);\n        }\n        if ((state.flags & 0x0200) && (state.wrap & 4)) {\n          //=== CRC2(state.check, hold);\n          hbuf[0] = hold & 0xff;\n          hbuf[1] = (hold >>> 8) & 0xff;\n          state.check = crc32(state.check, hbuf, 2, 0);\n          //===//\n        }\n        //=== INITBITS();\n        hold = 0;\n        bits = 0;\n        //===//\n        state.mode = EXLEN;\n        /* falls through */\n      case EXLEN:\n        if (state.flags & 0x0400) {\n          //=== NEEDBITS(16); */\n          while (bits < 16) {\n            if (have === 0) { break inf_leave; }\n            have--;\n            hold += input[next++] << bits;\n            bits += 8;\n          }\n          //===//\n          state.length = hold;\n          if (state.head) {\n            state.head.extra_len = hold;\n          }\n          if ((state.flags & 0x0200) && (state.wrap & 4)) {\n            //=== CRC2(state.check, hold);\n            hbuf[0] = hold & 0xff;\n            hbuf[1] = (hold >>> 8) & 0xff;\n            state.check = crc32(state.check, hbuf, 2, 0);\n            //===//\n          }\n          //=== INITBITS();\n          hold = 0;\n          bits = 0;\n          //===//\n        }\n        else if (state.head) {\n          state.head.extra = null/*Z_NULL*/;\n        }\n        state.mode = EXTRA;\n        /* falls through */\n      case EXTRA:\n        if (state.flags & 0x0400) {\n          copy = state.length;\n          if (copy > have) { copy = have; }\n          if (copy) {\n            if (state.head) {\n              len = state.head.extra_len - state.length;\n              if (!state.head.extra) {\n                // Use untyped array for more convenient processing later\n                state.head.extra = new Uint8Array(state.head.extra_len);\n              }\n              state.head.extra.set(\n                input.subarray(\n                  next,\n                  // extra field is limited to 65536 bytes\n                  // - no need for additional size check\n                  next + copy\n                ),\n                /*len + copy > state.head.extra_max - len ? state.head.extra_max : copy,*/\n                len\n              );\n              //zmemcpy(state.head.extra + len, next,\n              //        len + copy > state.head.extra_max ?\n              //        state.head.extra_max - len : copy);\n            }\n            if ((state.flags & 0x0200) && (state.wrap & 4)) {\n              state.check = crc32(state.check, input, copy, next);\n            }\n            have -= copy;\n            next += copy;\n            state.length -= copy;\n          }\n          if (state.length) { break inf_leave; }\n        }\n        state.length = 0;\n        state.mode = NAME;\n        /* falls through */\n      case NAME:\n        if (state.flags & 0x0800) {\n          if (have === 0) { break inf_leave; }\n          copy = 0;\n          do {\n            // TODO: 2 or 1 bytes?\n            len = input[next + copy++];\n            /* use constant limit because in js we should not preallocate memory */\n            if (state.head && len &&\n                (state.length < 65536 /*state.head.name_max*/)) {\n              state.head.name += String.fromCharCode(len);\n            }\n          } while (len && copy < have);\n\n          if ((state.flags & 0x0200) && (state.wrap & 4)) {\n            state.check = crc32(state.check, input, copy, next);\n          }\n          have -= copy;\n          next += copy;\n          if (len) { break inf_leave; }\n        }\n        else if (state.head) {\n          state.head.name = null;\n        }\n        state.length = 0;\n        state.mode = COMMENT;\n        /* falls through */\n      case COMMENT:\n        if (state.flags & 0x1000) {\n          if (have === 0) { break inf_leave; }\n          copy = 0;\n          do {\n            len = input[next + copy++];\n            /* use constant limit because in js we should not preallocate memory */\n            if (state.head && len &&\n                (state.length < 65536 /*state.head.comm_max*/)) {\n              state.head.comment += String.fromCharCode(len);\n            }\n          } while (len && copy < have);\n          if ((state.flags & 0x0200) && (state.wrap & 4)) {\n            state.check = crc32(state.check, input, copy, next);\n          }\n          have -= copy;\n          next += copy;\n          if (len) { break inf_leave; }\n        }\n        else if (state.head) {\n          state.head.comment = null;\n        }\n        state.mode = HCRC;\n        /* falls through */\n      case HCRC:\n        if (state.flags & 0x0200) {\n          //=== NEEDBITS(16); */\n          while (bits < 16) {\n            if (have === 0) { break inf_leave; }\n            have--;\n            hold += input[next++] << bits;\n            bits += 8;\n          }\n          //===//\n          if ((state.wrap & 4) && hold !== (state.check & 0xffff)) {\n            strm.msg = 'header crc mismatch';\n            state.mode = BAD;\n            break;\n          }\n          //=== INITBITS();\n          hold = 0;\n          bits = 0;\n          //===//\n        }\n        if (state.head) {\n          state.head.hcrc = ((state.flags >> 9) & 1);\n          state.head.done = true;\n        }\n        strm.adler = state.check = 0;\n        state.mode = TYPE;\n        break;\n      case DICTID:\n        //=== NEEDBITS(32); */\n        while (bits < 32) {\n          if (have === 0) { break inf_leave; }\n          have--;\n          hold += input[next++] << bits;\n          bits += 8;\n        }\n        //===//\n        strm.adler = state.check = zswap32(hold);\n        //=== INITBITS();\n        hold = 0;\n        bits = 0;\n        //===//\n        state.mode = DICT;\n        /* falls through */\n      case DICT:\n        if (state.havedict === 0) {\n          //--- RESTORE() ---\n          strm.next_out = put;\n          strm.avail_out = left;\n          strm.next_in = next;\n          strm.avail_in = have;\n          state.hold = hold;\n          state.bits = bits;\n          //---\n          return Z_NEED_DICT;\n        }\n        strm.adler = state.check = 1/*adler32(0L, Z_NULL, 0)*/;\n        state.mode = TYPE;\n        /* falls through */\n      case TYPE:\n        if (flush === Z_BLOCK || flush === Z_TREES) { break inf_leave; }\n        /* falls through */\n      case TYPEDO:\n        if (state.last) {\n          //--- BYTEBITS() ---//\n          hold >>>= bits & 7;\n          bits -= bits & 7;\n          //---//\n          state.mode = CHECK;\n          break;\n        }\n        //=== NEEDBITS(3); */\n        while (bits < 3) {\n          if (have === 0) { break inf_leave; }\n          have--;\n          hold += input[next++] << bits;\n          bits += 8;\n        }\n        //===//\n        state.last = (hold & 0x01)/*BITS(1)*/;\n        //--- DROPBITS(1) ---//\n        hold >>>= 1;\n        bits -= 1;\n        //---//\n\n        switch ((hold & 0x03)/*BITS(2)*/) {\n          case 0:                             /* stored block */\n            //Tracev((stderr, \"inflate:     stored block%s\\n\",\n            //        state.last ? \" (last)\" : \"\"));\n            state.mode = STORED;\n            break;\n          case 1:                             /* fixed block */\n            fixedtables(state);\n            //Tracev((stderr, \"inflate:     fixed codes block%s\\n\",\n            //        state.last ? \" (last)\" : \"\"));\n            state.mode = LEN_;             /* decode codes */\n            if (flush === Z_TREES) {\n              //--- DROPBITS(2) ---//\n              hold >>>= 2;\n              bits -= 2;\n              //---//\n              break inf_leave;\n            }\n            break;\n          case 2:                             /* dynamic block */\n            //Tracev((stderr, \"inflate:     dynamic codes block%s\\n\",\n            //        state.last ? \" (last)\" : \"\"));\n            state.mode = TABLE;\n            break;\n          case 3:\n            strm.msg = 'invalid block type';\n            state.mode = BAD;\n        }\n        //--- DROPBITS(2) ---//\n        hold >>>= 2;\n        bits -= 2;\n        //---//\n        break;\n      case STORED:\n        //--- BYTEBITS() ---// /* go to byte boundary */\n        hold >>>= bits & 7;\n        bits -= bits & 7;\n        //---//\n        //=== NEEDBITS(32); */\n        while (bits < 32) {\n          if (have === 0) { break inf_leave; }\n          have--;\n          hold += input[next++] << bits;\n          bits += 8;\n        }\n        //===//\n        if ((hold & 0xffff) !== ((hold >>> 16) ^ 0xffff)) {\n          strm.msg = 'invalid stored block lengths';\n          state.mode = BAD;\n          break;\n        }\n        state.length = hold & 0xffff;\n        //Tracev((stderr, \"inflate:       stored length %u\\n\",\n        //        state.length));\n        //=== INITBITS();\n        hold = 0;\n        bits = 0;\n        //===//\n        state.mode = COPY_;\n        if (flush === Z_TREES) { break inf_leave; }\n        /* falls through */\n      case COPY_:\n        state.mode = COPY;\n        /* falls through */\n      case COPY:\n        copy = state.length;\n        if (copy) {\n          if (copy > have) { copy = have; }\n          if (copy > left) { copy = left; }\n          if (copy === 0) { break inf_leave; }\n          //--- zmemcpy(put, next, copy); ---\n          output.set(input.subarray(next, next + copy), put);\n          //---//\n          have -= copy;\n          next += copy;\n          left -= copy;\n          put += copy;\n          state.length -= copy;\n          break;\n        }\n        //Tracev((stderr, \"inflate:       stored end\\n\"));\n        state.mode = TYPE;\n        break;\n      case TABLE:\n        //=== NEEDBITS(14); */\n        while (bits < 14) {\n          if (have === 0) { break inf_leave; }\n          have--;\n          hold += input[next++] << bits;\n          bits += 8;\n        }\n        //===//\n        state.nlen = (hold & 0x1f)/*BITS(5)*/ + 257;\n        //--- DROPBITS(5) ---//\n        hold >>>= 5;\n        bits -= 5;\n        //---//\n        state.ndist = (hold & 0x1f)/*BITS(5)*/ + 1;\n        //--- DROPBITS(5) ---//\n        hold >>>= 5;\n        bits -= 5;\n        //---//\n        state.ncode = (hold & 0x0f)/*BITS(4)*/ + 4;\n        //--- DROPBITS(4) ---//\n        hold >>>= 4;\n        bits -= 4;\n        //---//\n//#ifndef PKZIP_BUG_WORKAROUND\n        if (state.nlen > 286 || state.ndist > 30) {\n          strm.msg = 'too many length or distance symbols';\n          state.mode = BAD;\n          break;\n        }\n//#endif\n        //Tracev((stderr, \"inflate:       table sizes ok\\n\"));\n        state.have = 0;\n        state.mode = LENLENS;\n        /* falls through */\n      case LENLENS:\n        while (state.have < state.ncode) {\n          //=== NEEDBITS(3);\n          while (bits < 3) {\n            if (have === 0) { break inf_leave; }\n            have--;\n            hold += input[next++] << bits;\n            bits += 8;\n          }\n          //===//\n          state.lens[order[state.have++]] = (hold & 0x07);//BITS(3);\n          //--- DROPBITS(3) ---//\n          hold >>>= 3;\n          bits -= 3;\n          //---//\n        }\n        while (state.have < 19) {\n          state.lens[order[state.have++]] = 0;\n        }\n        // We have separate tables & no pointers. 2 commented lines below not needed.\n        //state.next = state.codes;\n        //state.lencode = state.next;\n        // Switch to use dynamic table\n        state.lencode = state.lendyn;\n        state.lenbits = 7;\n\n        opts = { bits: state.lenbits };\n        ret = inflate_table(CODES, state.lens, 0, 19, state.lencode, 0, state.work, opts);\n        state.lenbits = opts.bits;\n\n        if (ret) {\n          strm.msg = 'invalid code lengths set';\n          state.mode = BAD;\n          break;\n        }\n        //Tracev((stderr, \"inflate:       code lengths ok\\n\"));\n        state.have = 0;\n        state.mode = CODELENS;\n        /* falls through */\n      case CODELENS:\n        while (state.have < state.nlen + state.ndist) {\n          for (;;) {\n            here = state.lencode[hold & ((1 << state.lenbits) - 1)];/*BITS(state.lenbits)*/\n            here_bits = here >>> 24;\n            here_op = (here >>> 16) & 0xff;\n            here_val = here & 0xffff;\n\n            if ((here_bits) <= bits) { break; }\n            //--- PULLBYTE() ---//\n            if (have === 0) { break inf_leave; }\n            have--;\n            hold += input[next++] << bits;\n            bits += 8;\n            //---//\n          }\n          if (here_val < 16) {\n            //--- DROPBITS(here.bits) ---//\n            hold >>>= here_bits;\n            bits -= here_bits;\n            //---//\n            state.lens[state.have++] = here_val;\n          }\n          else {\n            if (here_val === 16) {\n              //=== NEEDBITS(here.bits + 2);\n              n = here_bits + 2;\n              while (bits < n) {\n                if (have === 0) { break inf_leave; }\n                have--;\n                hold += input[next++] << bits;\n                bits += 8;\n              }\n              //===//\n              //--- DROPBITS(here.bits) ---//\n              hold >>>= here_bits;\n              bits -= here_bits;\n              //---//\n              if (state.have === 0) {\n                strm.msg = 'invalid bit length repeat';\n                state.mode = BAD;\n                break;\n              }\n              len = state.lens[state.have - 1];\n              copy = 3 + (hold & 0x03);//BITS(2);\n              //--- DROPBITS(2) ---//\n              hold >>>= 2;\n              bits -= 2;\n              //---//\n            }\n            else if (here_val === 17) {\n              //=== NEEDBITS(here.bits + 3);\n              n = here_bits + 3;\n              while (bits < n) {\n                if (have === 0) { break inf_leave; }\n                have--;\n                hold += input[next++] << bits;\n                bits += 8;\n              }\n              //===//\n              //--- DROPBITS(here.bits) ---//\n              hold >>>= here_bits;\n              bits -= here_bits;\n              //---//\n              len = 0;\n              copy = 3 + (hold & 0x07);//BITS(3);\n              //--- DROPBITS(3) ---//\n              hold >>>= 3;\n              bits -= 3;\n              //---//\n            }\n            else {\n              //=== NEEDBITS(here.bits + 7);\n              n = here_bits + 7;\n              while (bits < n) {\n                if (have === 0) { break inf_leave; }\n                have--;\n                hold += input[next++] << bits;\n                bits += 8;\n              }\n              //===//\n              //--- DROPBITS(here.bits) ---//\n              hold >>>= here_bits;\n              bits -= here_bits;\n              //---//\n              len = 0;\n              copy = 11 + (hold & 0x7f);//BITS(7);\n              //--- DROPBITS(7) ---//\n              hold >>>= 7;\n              bits -= 7;\n              //---//\n            }\n            if (state.have + copy > state.nlen + state.ndist) {\n              strm.msg = 'invalid bit length repeat';\n              state.mode = BAD;\n              break;\n            }\n            while (copy--) {\n              state.lens[state.have++] = len;\n            }\n          }\n        }\n\n        /* handle error breaks in while */\n        if (state.mode === BAD) { break; }\n\n        /* check for end-of-block code (better have one) */\n        if (state.lens[256] === 0) {\n          strm.msg = 'invalid code -- missing end-of-block';\n          state.mode = BAD;\n          break;\n        }\n\n        /* build code tables -- note: do not change the lenbits or distbits\n           values here (9 and 6) without reading the comments in inftrees.h\n           concerning the ENOUGH constants, which depend on those values */\n        state.lenbits = 9;\n\n        opts = { bits: state.lenbits };\n        ret = inflate_table(LENS, state.lens, 0, state.nlen, state.lencode, 0, state.work, opts);\n        // We have separate tables & no pointers. 2 commented lines below not needed.\n        // state.next_index = opts.table_index;\n        state.lenbits = opts.bits;\n        // state.lencode = state.next;\n\n        if (ret) {\n          strm.msg = 'invalid literal/lengths set';\n          state.mode = BAD;\n          break;\n        }\n\n        state.distbits = 6;\n        //state.distcode.copy(state.codes);\n        // Switch to use dynamic table\n        state.distcode = state.distdyn;\n        opts = { bits: state.distbits };\n        ret = inflate_table(DISTS, state.lens, state.nlen, state.ndist, state.distcode, 0, state.work, opts);\n        // We have separate tables & no pointers. 2 commented lines below not needed.\n        // state.next_index = opts.table_index;\n        state.distbits = opts.bits;\n        // state.distcode = state.next;\n\n        if (ret) {\n          strm.msg = 'invalid distances set';\n          state.mode = BAD;\n          break;\n        }\n        //Tracev((stderr, 'inflate:       codes ok\\n'));\n        state.mode = LEN_;\n        if (flush === Z_TREES) { break inf_leave; }\n        /* falls through */\n      case LEN_:\n        state.mode = LEN;\n        /* falls through */\n      case LEN:\n        if (have >= 6 && left >= 258) {\n          //--- RESTORE() ---\n          strm.next_out = put;\n          strm.avail_out = left;\n          strm.next_in = next;\n          strm.avail_in = have;\n          state.hold = hold;\n          state.bits = bits;\n          //---\n          inflate_fast(strm, _out);\n          //--- LOAD() ---\n          put = strm.next_out;\n          output = strm.output;\n          left = strm.avail_out;\n          next = strm.next_in;\n          input = strm.input;\n          have = strm.avail_in;\n          hold = state.hold;\n          bits = state.bits;\n          //---\n\n          if (state.mode === TYPE) {\n            state.back = -1;\n          }\n          break;\n        }\n        state.back = 0;\n        for (;;) {\n          here = state.lencode[hold & ((1 << state.lenbits) - 1)];  /*BITS(state.lenbits)*/\n          here_bits = here >>> 24;\n          here_op = (here >>> 16) & 0xff;\n          here_val = here & 0xffff;\n\n          if (here_bits <= bits) { break; }\n          //--- PULLBYTE() ---//\n          if (have === 0) { break inf_leave; }\n          have--;\n          hold += input[next++] << bits;\n          bits += 8;\n          //---//\n        }\n        if (here_op && (here_op & 0xf0) === 0) {\n          last_bits = here_bits;\n          last_op = here_op;\n          last_val = here_val;\n          for (;;) {\n            here = state.lencode[last_val +\n                    ((hold & ((1 << (last_bits + last_op)) - 1))/*BITS(last.bits + last.op)*/ >> last_bits)];\n            here_bits = here >>> 24;\n            here_op = (here >>> 16) & 0xff;\n            here_val = here & 0xffff;\n\n            if ((last_bits + here_bits) <= bits) { break; }\n            //--- PULLBYTE() ---//\n            if (have === 0) { break inf_leave; }\n            have--;\n            hold += input[next++] << bits;\n            bits += 8;\n            //---//\n          }\n          //--- DROPBITS(last.bits) ---//\n          hold >>>= last_bits;\n          bits -= last_bits;\n          //---//\n          state.back += last_bits;\n        }\n        //--- DROPBITS(here.bits) ---//\n        hold >>>= here_bits;\n        bits -= here_bits;\n        //---//\n        state.back += here_bits;\n        state.length = here_val;\n        if (here_op === 0) {\n          //Tracevv((stderr, here.val >= 0x20 && here.val < 0x7f ?\n          //        \"inflate:         literal '%c'\\n\" :\n          //        \"inflate:         literal 0x%02x\\n\", here.val));\n          state.mode = LIT;\n          break;\n        }\n        if (here_op & 32) {\n          //Tracevv((stderr, \"inflate:         end of block\\n\"));\n          state.back = -1;\n          state.mode = TYPE;\n          break;\n        }\n        if (here_op & 64) {\n          strm.msg = 'invalid literal/length code';\n          state.mode = BAD;\n          break;\n        }\n        state.extra = here_op & 15;\n        state.mode = LENEXT;\n        /* falls through */\n      case LENEXT:\n        if (state.extra) {\n          //=== NEEDBITS(state.extra);\n          n = state.extra;\n          while (bits < n) {\n            if (have === 0) { break inf_leave; }\n            have--;\n            hold += input[next++] << bits;\n            bits += 8;\n          }\n          //===//\n          state.length += hold & ((1 << state.extra) - 1)/*BITS(state.extra)*/;\n          //--- DROPBITS(state.extra) ---//\n          hold >>>= state.extra;\n          bits -= state.extra;\n          //---//\n          state.back += state.extra;\n        }\n        //Tracevv((stderr, \"inflate:         length %u\\n\", state.length));\n        state.was = state.length;\n        state.mode = DIST;\n        /* falls through */\n      case DIST:\n        for (;;) {\n          here = state.distcode[hold & ((1 << state.distbits) - 1)];/*BITS(state.distbits)*/\n          here_bits = here >>> 24;\n          here_op = (here >>> 16) & 0xff;\n          here_val = here & 0xffff;\n\n          if ((here_bits) <= bits) { break; }\n          //--- PULLBYTE() ---//\n          if (have === 0) { break inf_leave; }\n          have--;\n          hold += input[next++] << bits;\n          bits += 8;\n          //---//\n        }\n        if ((here_op & 0xf0) === 0) {\n          last_bits = here_bits;\n          last_op = here_op;\n          last_val = here_val;\n          for (;;) {\n            here = state.distcode[last_val +\n                    ((hold & ((1 << (last_bits + last_op)) - 1))/*BITS(last.bits + last.op)*/ >> last_bits)];\n            here_bits = here >>> 24;\n            here_op = (here >>> 16) & 0xff;\n            here_val = here & 0xffff;\n\n            if ((last_bits + here_bits) <= bits) { break; }\n            //--- PULLBYTE() ---//\n            if (have === 0) { break inf_leave; }\n            have--;\n            hold += input[next++] << bits;\n            bits += 8;\n            //---//\n          }\n          //--- DROPBITS(last.bits) ---//\n          hold >>>= last_bits;\n          bits -= last_bits;\n          //---//\n          state.back += last_bits;\n        }\n        //--- DROPBITS(here.bits) ---//\n        hold >>>= here_bits;\n        bits -= here_bits;\n        //---//\n        state.back += here_bits;\n        if (here_op & 64) {\n          strm.msg = 'invalid distance code';\n          state.mode = BAD;\n          break;\n        }\n        state.offset = here_val;\n        state.extra = (here_op) & 15;\n        state.mode = DISTEXT;\n        /* falls through */\n      case DISTEXT:\n        if (state.extra) {\n          //=== NEEDBITS(state.extra);\n          n = state.extra;\n          while (bits < n) {\n            if (have === 0) { break inf_leave; }\n            have--;\n            hold += input[next++] << bits;\n            bits += 8;\n          }\n          //===//\n          state.offset += hold & ((1 << state.extra) - 1)/*BITS(state.extra)*/;\n          //--- DROPBITS(state.extra) ---//\n          hold >>>= state.extra;\n          bits -= state.extra;\n          //---//\n          state.back += state.extra;\n        }\n//#ifdef INFLATE_STRICT\n        if (state.offset > state.dmax) {\n          strm.msg = 'invalid distance too far back';\n          state.mode = BAD;\n          break;\n        }\n//#endif\n        //Tracevv((stderr, \"inflate:         distance %u\\n\", state.offset));\n        state.mode = MATCH;\n        /* falls through */\n      case MATCH:\n        if (left === 0) { break inf_leave; }\n        copy = _out - left;\n        if (state.offset > copy) {         /* copy from window */\n          copy = state.offset - copy;\n          if (copy > state.whave) {\n            if (state.sane) {\n              strm.msg = 'invalid distance too far back';\n              state.mode = BAD;\n              break;\n            }\n// (!) This block is disabled in zlib defaults,\n// don't enable it for binary compatibility\n//#ifdef INFLATE_ALLOW_INVALID_DISTANCE_TOOFAR_ARRR\n//          Trace((stderr, \"inflate.c too far\\n\"));\n//          copy -= state.whave;\n//          if (copy > state.length) { copy = state.length; }\n//          if (copy > left) { copy = left; }\n//          left -= copy;\n//          state.length -= copy;\n//          do {\n//            output[put++] = 0;\n//          } while (--copy);\n//          if (state.length === 0) { state.mode = LEN; }\n//          break;\n//#endif\n          }\n          if (copy > state.wnext) {\n            copy -= state.wnext;\n            from = state.wsize - copy;\n          }\n          else {\n            from = state.wnext - copy;\n          }\n          if (copy > state.length) { copy = state.length; }\n          from_source = state.window;\n        }\n        else {                              /* copy from output */\n          from_source = output;\n          from = put - state.offset;\n          copy = state.length;\n        }\n        if (copy > left) { copy = left; }\n        left -= copy;\n        state.length -= copy;\n        do {\n          output[put++] = from_source[from++];\n        } while (--copy);\n        if (state.length === 0) { state.mode = LEN; }\n        break;\n      case LIT:\n        if (left === 0) { break inf_leave; }\n        output[put++] = state.length;\n        left--;\n        state.mode = LEN;\n        break;\n      case CHECK:\n        if (state.wrap) {\n          //=== NEEDBITS(32);\n          while (bits < 32) {\n            if (have === 0) { break inf_leave; }\n            have--;\n            // Use '|' instead of '+' to make sure that result is signed\n            hold |= input[next++] << bits;\n            bits += 8;\n          }\n          //===//\n          _out -= left;\n          strm.total_out += _out;\n          state.total += _out;\n          if ((state.wrap & 4) && _out) {\n            strm.adler = state.check =\n                /*UPDATE_CHECK(state.check, put - _out, _out);*/\n                (state.flags ? crc32(state.check, output, _out, put - _out) : adler32(state.check, output, _out, put - _out));\n\n          }\n          _out = left;\n          // NB: crc32 stored as signed 32-bit int, zswap32 returns signed too\n          if ((state.wrap & 4) && (state.flags ? hold : zswap32(hold)) !== state.check) {\n            strm.msg = 'incorrect data check';\n            state.mode = BAD;\n            break;\n          }\n          //=== INITBITS();\n          hold = 0;\n          bits = 0;\n          //===//\n          //Tracev((stderr, \"inflate:   check matches trailer\\n\"));\n        }\n        state.mode = LENGTH;\n        /* falls through */\n      case LENGTH:\n        if (state.wrap && state.flags) {\n          //=== NEEDBITS(32);\n          while (bits < 32) {\n            if (have === 0) { break inf_leave; }\n            have--;\n            hold += input[next++] << bits;\n            bits += 8;\n          }\n          //===//\n          if ((state.wrap & 4) && hold !== (state.total & 0xffffffff)) {\n            strm.msg = 'incorrect length check';\n            state.mode = BAD;\n            break;\n          }\n          //=== INITBITS();\n          hold = 0;\n          bits = 0;\n          //===//\n          //Tracev((stderr, \"inflate:   length matches trailer\\n\"));\n        }\n        state.mode = DONE;\n        /* falls through */\n      case DONE:\n        ret = Z_STREAM_END;\n        break inf_leave;\n      case BAD:\n        ret = Z_DATA_ERROR;\n        break inf_leave;\n      case MEM:\n        return Z_MEM_ERROR;\n      case SYNC:\n        /* falls through */\n      default:\n        return Z_STREAM_ERROR;\n    }\n  }\n\n  // inf_leave <- here is real place for \"goto inf_leave\", emulated via \"break inf_leave\"\n\n  /*\n     Return from inflate(), updating the total counts and the check value.\n     If there was no progress during the inflate() call, return a buffer\n     error.  Call updatewindow() to create and/or update the window state.\n     Note: a memory error from inflate() is non-recoverable.\n   */\n\n  //--- RESTORE() ---\n  strm.next_out = put;\n  strm.avail_out = left;\n  strm.next_in = next;\n  strm.avail_in = have;\n  state.hold = hold;\n  state.bits = bits;\n  //---\n\n  if (state.wsize || (_out !== strm.avail_out && state.mode < BAD &&\n                      (state.mode < CHECK || flush !== Z_FINISH))) {\n    if (updatewindow(strm, strm.output, strm.next_out, _out - strm.avail_out)) {\n      state.mode = MEM;\n      return Z_MEM_ERROR;\n    }\n  }\n  _in -= strm.avail_in;\n  _out -= strm.avail_out;\n  strm.total_in += _in;\n  strm.total_out += _out;\n  state.total += _out;\n  if ((state.wrap & 4) && _out) {\n    strm.adler = state.check = /*UPDATE_CHECK(state.check, strm.next_out - _out, _out);*/\n      (state.flags ? crc32(state.check, output, _out, strm.next_out - _out) : adler32(state.check, output, _out, strm.next_out - _out));\n  }\n  strm.data_type = state.bits + (state.last ? 64 : 0) +\n                    (state.mode === TYPE ? 128 : 0) +\n                    (state.mode === LEN_ || state.mode === COPY_ ? 256 : 0);\n  if (((_in === 0 && _out === 0) || flush === Z_FINISH) && ret === Z_OK) {\n    ret = Z_BUF_ERROR;\n  }\n  return ret;\n};\n\n\nconst inflateEnd = (strm) => {\n\n  if (inflateStateCheck(strm)) {\n    return Z_STREAM_ERROR;\n  }\n\n  let state = strm.state;\n  if (state.window) {\n    state.window = null;\n  }\n  strm.state = null;\n  return Z_OK;\n};\n\n\nconst inflateGetHeader = (strm, head) => {\n\n  /* check state */\n  if (inflateStateCheck(strm)) { return Z_STREAM_ERROR; }\n  const state = strm.state;\n  if ((state.wrap & 2) === 0) { return Z_STREAM_ERROR; }\n\n  /* save header structure */\n  state.head = head;\n  head.done = false;\n  return Z_OK;\n};\n\n\nconst inflateSetDictionary = (strm, dictionary) => {\n  const dictLength = dictionary.length;\n\n  let state;\n  let dictid;\n  let ret;\n\n  /* check state */\n  if (inflateStateCheck(strm)) { return Z_STREAM_ERROR; }\n  state = strm.state;\n\n  if (state.wrap !== 0 && state.mode !== DICT) {\n    return Z_STREAM_ERROR;\n  }\n\n  /* check for correct dictionary identifier */\n  if (state.mode === DICT) {\n    dictid = 1; /* adler32(0, null, 0)*/\n    /* dictid = adler32(dictid, dictionary, dictLength); */\n    dictid = adler32(dictid, dictionary, dictLength, 0);\n    if (dictid !== state.check) {\n      return Z_DATA_ERROR;\n    }\n  }\n  /* copy dictionary to window using updatewindow(), which will amend the\n   existing dictionary if appropriate */\n  ret = updatewindow(strm, dictionary, dictLength, dictLength);\n  if (ret) {\n    state.mode = MEM;\n    return Z_MEM_ERROR;\n  }\n  state.havedict = 1;\n  // Tracev((stderr, \"inflate:   dictionary set\\n\"));\n  return Z_OK;\n};\n\n\nmodule.exports.inflateReset = inflateReset;\nmodule.exports.inflateReset2 = inflateReset2;\nmodule.exports.inflateResetKeep = inflateResetKeep;\nmodule.exports.inflateInit = inflateInit;\nmodule.exports.inflateInit2 = inflateInit2;\nmodule.exports.inflate = inflate;\nmodule.exports.inflateEnd = inflateEnd;\nmodule.exports.inflateGetHeader = inflateGetHeader;\nmodule.exports.inflateSetDictionary = inflateSetDictionary;\nmodule.exports.inflateInfo = 'pako inflate (from Nodeca project)';\n\n/* Not implemented\nmodule.exports.inflateCodesUsed = inflateCodesUsed;\nmodule.exports.inflateCopy = inflateCopy;\nmodule.exports.inflateGetDictionary = inflateGetDictionary;\nmodule.exports.inflateMark = inflateMark;\nmodule.exports.inflatePrime = inflatePrime;\nmodule.exports.inflateSync = inflateSync;\nmodule.exports.inflateSyncPoint = inflateSyncPoint;\nmodule.exports.inflateUndermine = inflateUndermine;\nmodule.exports.inflateValidate = inflateValidate;\n*/\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n//   claim that you wrote the original software. If you use this software\n//   in a product, an acknowledgment in the product documentation would be\n//   appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n//   misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nfunction GZheader() {\n  /* true if compressed data believed to be text */\n  this.text       = 0;\n  /* modification time */\n  this.time       = 0;\n  /* extra flags (not used when writing a gzip file) */\n  this.xflags     = 0;\n  /* operating system */\n  this.os         = 0;\n  /* pointer to extra field or Z_NULL if none */\n  this.extra      = null;\n  /* extra field length (valid if extra != Z_NULL) */\n  this.extra_len  = 0; // Actually, we don't need it in JS,\n                       // but leave for few code modifications\n\n  //\n  // Setup limits is not necessary because in js we should not preallocate memory\n  // for inflate use constant limit in 65536 bytes\n  //\n\n  /* space at extra (only when reading header) */\n  // this.extra_max  = 0;\n  /* pointer to zero-terminated file name or Z_NULL */\n  this.name       = '';\n  /* space at name (only when reading header) */\n  // this.name_max   = 0;\n  /* pointer to zero-terminated comment or Z_NULL */\n  this.comment    = '';\n  /* space at comment (only when reading header) */\n  // this.comm_max   = 0;\n  /* true if there was or will be a header crc */\n  this.hcrc       = 0;\n  /* true when done reading gzip header (not used when writing a gzip file) */\n  this.done       = false;\n}\n\nmodule.exports = GZheader;\n","'use strict';\n\n\nconst zlib_inflate = require('./zlib/inflate');\nconst utils        = require('./utils/common');\nconst strings      = require('./utils/strings');\nconst msg          = require('./zlib/messages');\nconst ZStream      = require('./zlib/zstream');\nconst GZheader     = require('./zlib/gzheader');\n\nconst toString = Object.prototype.toString;\n\n/* Public constants ==========================================================*/\n/* ===========================================================================*/\n\nconst {\n  Z_NO_FLUSH, Z_FINISH,\n  Z_OK, Z_STREAM_END, Z_NEED_DICT, Z_STREAM_ERROR, Z_DATA_ERROR, Z_MEM_ERROR\n} = require('./zlib/constants');\n\n/* ===========================================================================*/\n\n\n/**\n * class Inflate\n *\n * Generic JS-style wrapper for zlib calls. If you don't need\n * streaming behaviour - use more simple functions: [[inflate]]\n * and [[inflateRaw]].\n **/\n\n/* internal\n * inflate.chunks -> Array\n *\n * Chunks of output data, if [[Inflate#onData]] not overridden.\n **/\n\n/**\n * Inflate.result -> Uint8Array|String\n *\n * Uncompressed result, generated by default [[Inflate#onData]]\n * and [[Inflate#onEnd]] handlers. Filled after you push last chunk\n * (call [[Inflate#push]] with `Z_FINISH` / `true` param).\n **/\n\n/**\n * Inflate.err -> Number\n *\n * Error code after inflate finished. 0 (Z_OK) on success.\n * Should be checked if broken data possible.\n **/\n\n/**\n * Inflate.msg -> String\n *\n * Error message, if [[Inflate.err]] != 0\n **/\n\n\n/**\n * new Inflate(options)\n * - options (Object): zlib inflate options.\n *\n * Creates new inflator instance with specified params. Throws exception\n * on bad params. Supported options:\n *\n * - `windowBits`\n * - `dictionary`\n *\n * [http://zlib.net/manual.html#Advanced](http://zlib.net/manual.html#Advanced)\n * for more information on these.\n *\n * Additional options, for internal needs:\n *\n * - `chunkSize` - size of generated data chunks (16K by default)\n * - `raw` (Boolean) - do raw inflate\n * - `to` (String) - if equal to 'string', then result will be converted\n *   from utf8 to utf16 (javascript) string. When string output requested,\n *   chunk length can differ from `chunkSize`, depending on content.\n *\n * By default, when no options set, autodetect deflate/gzip data format via\n * wrapper header.\n *\n * ##### Example:\n *\n * ```javascript\n * const pako = require('pako')\n * const chunk1 = new Uint8Array([1,2,3,4,5,6,7,8,9])\n * const chunk2 = new Uint8Array([10,11,12,13,14,15,16,17,18,19]);\n *\n * const inflate = new pako.Inflate({ level: 3});\n *\n * inflate.push(chunk1, false);\n * inflate.push(chunk2, true);  // true -> last chunk\n *\n * if (inflate.err) { throw new Error(inflate.err); }\n *\n * console.log(inflate.result);\n * ```\n **/\nfunction Inflate(options) {\n  this.options = utils.assign({\n    chunkSize: 1024 * 64,\n    windowBits: 15,\n    to: ''\n  }, options || {});\n\n  const opt = this.options;\n\n  // Force window size for `raw` data, if not set directly,\n  // because we have no header for autodetect.\n  if (opt.raw && (opt.windowBits >= 0) && (opt.windowBits < 16)) {\n    opt.windowBits = -opt.windowBits;\n    if (opt.windowBits === 0) { opt.windowBits = -15; }\n  }\n\n  // If `windowBits` not defined (and mode not raw) - set autodetect flag for gzip/deflate\n  if ((opt.windowBits >= 0) && (opt.windowBits < 16) &&\n      !(options && options.windowBits)) {\n    opt.windowBits += 32;\n  }\n\n  // Gzip header has no info about windows size, we can do autodetect only\n  // for deflate. So, if window size not set, force it to max when gzip possible\n  if ((opt.windowBits > 15) && (opt.windowBits < 48)) {\n    // bit 3 (16) -> gzipped data\n    // bit 4 (32) -> autodetect gzip/deflate\n    if ((opt.windowBits & 15) === 0) {\n      opt.windowBits |= 15;\n    }\n  }\n\n  this.err    = 0;      // error code, if happens (0 = Z_OK)\n  this.msg    = '';     // error message\n  this.ended  = false;  // used to avoid multiple onEnd() calls\n  this.chunks = [];     // chunks of compressed data\n\n  this.strm   = new ZStream();\n  this.strm.avail_out = 0;\n\n  let status  = zlib_inflate.inflateInit2(\n    this.strm,\n    opt.windowBits\n  );\n\n  if (status !== Z_OK) {\n    throw new Error(msg[status]);\n  }\n\n  this.header = new GZheader();\n\n  zlib_inflate.inflateGetHeader(this.strm, this.header);\n\n  // Setup dictionary\n  if (opt.dictionary) {\n    // Convert data if needed\n    if (typeof opt.dictionary === 'string') {\n      opt.dictionary = strings.string2buf(opt.dictionary);\n    } else if (toString.call(opt.dictionary) === '[object ArrayBuffer]') {\n      opt.dictionary = new Uint8Array(opt.dictionary);\n    }\n    if (opt.raw) { //In raw mode we need to set the dictionary early\n      status = zlib_inflate.inflateSetDictionary(this.strm, opt.dictionary);\n      if (status !== Z_OK) {\n        throw new Error(msg[status]);\n      }\n    }\n  }\n}\n\n/**\n * Inflate#push(data[, flush_mode]) -> Boolean\n * - data (Uint8Array|ArrayBuffer): input data\n * - flush_mode (Number|Boolean): 0..6 for corresponding Z_NO_FLUSH..Z_TREE\n *   flush modes. See constants. Skipped or `false` means Z_NO_FLUSH,\n *   `true` means Z_FINISH.\n *\n * Sends input data to inflate pipe, generating [[Inflate#onData]] calls with\n * new output chunks. Returns `true` on success. If end of stream detected,\n * [[Inflate#onEnd]] will be called.\n *\n * `flush_mode` is not needed for normal operation, because end of stream\n * detected automatically. You may try to use it for advanced things, but\n * this functionality was not tested.\n *\n * On fail call [[Inflate#onEnd]] with error code and return false.\n *\n * ##### Example\n *\n * ```javascript\n * push(chunk, false); // push one of data chunks\n * ...\n * push(chunk, true);  // push last chunk\n * ```\n **/\nInflate.prototype.push = function (data, flush_mode) {\n  const strm = this.strm;\n  const chunkSize = this.options.chunkSize;\n  const dictionary = this.options.dictionary;\n  let status, _flush_mode, last_avail_out;\n\n  if (this.ended) return false;\n\n  if (flush_mode === ~~flush_mode) _flush_mode = flush_mode;\n  else _flush_mode = flush_mode === true ? Z_FINISH : Z_NO_FLUSH;\n\n  // Convert data if needed\n  if (toString.call(data) === '[object ArrayBuffer]') {\n    strm.input = new Uint8Array(data);\n  } else {\n    strm.input = data;\n  }\n\n  strm.next_in = 0;\n  strm.avail_in = strm.input.length;\n\n  for (;;) {\n    if (strm.avail_out === 0) {\n      strm.output = new Uint8Array(chunkSize);\n      strm.next_out = 0;\n      strm.avail_out = chunkSize;\n    }\n\n    status = zlib_inflate.inflate(strm, _flush_mode);\n\n    if (status === Z_NEED_DICT && dictionary) {\n      status = zlib_inflate.inflateSetDictionary(strm, dictionary);\n\n      if (status === Z_OK) {\n        status = zlib_inflate.inflate(strm, _flush_mode);\n      } else if (status === Z_DATA_ERROR) {\n        // Replace code with more verbose\n        status = Z_NEED_DICT;\n      }\n    }\n\n    // Skip snyc markers if more data follows and not raw mode\n    while (strm.avail_in > 0 &&\n           status === Z_STREAM_END &&\n           strm.state.wrap > 0 &&\n           data[strm.next_in] !== 0)\n    {\n      zlib_inflate.inflateReset(strm);\n      status = zlib_inflate.inflate(strm, _flush_mode);\n    }\n\n    switch (status) {\n      case Z_STREAM_ERROR:\n      case Z_DATA_ERROR:\n      case Z_NEED_DICT:\n      case Z_MEM_ERROR:\n        this.onEnd(status);\n        this.ended = true;\n        return false;\n    }\n\n    // Remember real `avail_out` value, because we may patch out buffer content\n    // to align utf8 strings boundaries.\n    last_avail_out = strm.avail_out;\n\n    if (strm.next_out) {\n      if (strm.avail_out === 0 || status === Z_STREAM_END) {\n\n        if (this.options.to === 'string') {\n\n          let next_out_utf8 = strings.utf8border(strm.output, strm.next_out);\n\n          let tail = strm.next_out - next_out_utf8;\n          let utf8str = strings.buf2string(strm.output, next_out_utf8);\n\n          // move tail & realign counters\n          strm.next_out = tail;\n          strm.avail_out = chunkSize - tail;\n          if (tail) strm.output.set(strm.output.subarray(next_out_utf8, next_out_utf8 + tail), 0);\n\n          this.onData(utf8str);\n\n        } else {\n          this.onData(strm.output.length === strm.next_out ? strm.output : strm.output.subarray(0, strm.next_out));\n        }\n      }\n    }\n\n    // Must repeat iteration if out buffer is full\n    if (status === Z_OK && last_avail_out === 0) continue;\n\n    // Finalize if end of stream reached.\n    if (status === Z_STREAM_END) {\n      status = zlib_inflate.inflateEnd(this.strm);\n      this.onEnd(status);\n      this.ended = true;\n      return true;\n    }\n\n    if (strm.avail_in === 0) break;\n  }\n\n  return true;\n};\n\n\n/**\n * Inflate#onData(chunk) -> Void\n * - chunk (Uint8Array|String): output data. When string output requested,\n *   each chunk will be string.\n *\n * By default, stores data blocks in `chunks[]` property and glue\n * those in `onEnd`. Override this handler, if you need another behaviour.\n **/\nInflate.prototype.onData = function (chunk) {\n  this.chunks.push(chunk);\n};\n\n\n/**\n * Inflate#onEnd(status) -> Void\n * - status (Number): inflate status. 0 (Z_OK) on success,\n *   other if not.\n *\n * Called either after you tell inflate that the input stream is\n * complete (Z_FINISH). By default - join collected chunks,\n * free memory and fill `results` / `err` properties.\n **/\nInflate.prototype.onEnd = function (status) {\n  // On success - join\n  if (status === Z_OK) {\n    if (this.options.to === 'string') {\n      this.result = this.chunks.join('');\n    } else {\n      this.result = utils.flattenChunks(this.chunks);\n    }\n  }\n  this.chunks = [];\n  this.err = status;\n  this.msg = this.strm.msg;\n};\n\n\n/**\n * inflate(data[, options]) -> Uint8Array|String\n * - data (Uint8Array|ArrayBuffer): input data to decompress.\n * - options (Object): zlib inflate options.\n *\n * Decompress `data` with inflate/ungzip and `options`. Autodetect\n * format via wrapper header by default. That's why we don't provide\n * separate `ungzip` method.\n *\n * Supported options are:\n *\n * - windowBits\n *\n * [http://zlib.net/manual.html#Advanced](http://zlib.net/manual.html#Advanced)\n * for more information.\n *\n * Sugar (options):\n *\n * - `raw` (Boolean) - say that we work with raw stream, if you don't wish to specify\n *   negative windowBits implicitly.\n * - `to` (String) - if equal to 'string', then result will be converted\n *   from utf8 to utf16 (javascript) string. When string output requested,\n *   chunk length can differ from `chunkSize`, depending on content.\n *\n *\n * ##### Example:\n *\n * ```javascript\n * const pako = require('pako');\n * const input = pako.deflate(new Uint8Array([1,2,3,4,5,6,7,8,9]));\n * let output;\n *\n * try {\n *   output = pako.inflate(input);\n * } catch (err) {\n *   console.log(err);\n * }\n * ```\n **/\nfunction inflate(input, options) {\n  const inflator = new Inflate(options);\n\n  inflator.push(input);\n\n  // That will never happens, if you don't cheat with options :)\n  if (inflator.err) throw inflator.msg || msg[inflator.err];\n\n  return inflator.result;\n}\n\n\n/**\n * inflateRaw(data[, options]) -> Uint8Array|String\n * - data (Uint8Array|ArrayBuffer): input data to decompress.\n * - options (Object): zlib inflate options.\n *\n * The same as [[inflate]], but creates raw data, without wrapper\n * (header and adler32 crc).\n **/\nfunction inflateRaw(input, options) {\n  options = options || {};\n  options.raw = true;\n  return inflate(input, options);\n}\n\n\n/**\n * ungzip(data[, options]) -> Uint8Array|String\n * - data (Uint8Array|ArrayBuffer): input data to decompress.\n * - options (Object): zlib inflate options.\n *\n * Just shortcut to [[inflate]], because it autodetects format\n * by header.content. Done for convenience.\n **/\n\n\nmodule.exports.Inflate = Inflate;\nmodule.exports.inflate = inflate;\nmodule.exports.inflateRaw = inflateRaw;\nmodule.exports.ungzip = inflate;\nmodule.exports.constants = require('./zlib/constants');\n","// Top level file is just a mixin of submodules & constants\n'use strict';\n\nconst { Deflate, deflate, deflateRaw, gzip } = require('./lib/deflate');\n\nconst { Inflate, inflate, inflateRaw, ungzip } = require('./lib/inflate');\n\nconst constants = require('./lib/zlib/constants');\n\nmodule.exports.Deflate = Deflate;\nmodule.exports.deflate = deflate;\nmodule.exports.deflateRaw = deflateRaw;\nmodule.exports.gzip = gzip;\nmodule.exports.Inflate = Inflate;\nmodule.exports.inflate = inflate;\nmodule.exports.inflateRaw = inflateRaw;\nmodule.exports.ungzip = ungzip;\nmodule.exports.constants = constants;\n","\"use strict\";\r\n/**\r\n * @module vim-ts\r\n */\r\nvar __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    var desc = Object.getOwnPropertyDescriptor(m, k);\r\n    if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\r\n      desc = { enumerable: true, get: function() { return m[k]; } };\r\n    }\r\n    Object.defineProperty(o, k2, desc);\r\n}) : (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    o[k2] = m[k];\r\n}));\r\nvar __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {\r\n    Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n    o[\"default\"] = v;\r\n});\r\nvar __importStar = (this && this.__importStar) || function (mod) {\r\n    if (mod && mod.__esModule) return mod;\r\n    var result = {};\r\n    if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n    __setModuleDefault(result, mod);\r\n    return result;\r\n};\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.BFast = exports.BFastHeader = exports.typeSize = exports.parseName = exports.Range = void 0;\r\nconst remoteValue_1 = require(\"./http/remoteValue\");\r\nconst remoteBuffer_1 = require(\"./http/remoteBuffer\");\r\nconst pako = __importStar(require(\"pako\"));\r\nclass Range {\r\n    constructor(start, end) {\r\n        this.start = start;\r\n        this.end = end;\r\n    }\r\n    get length() {\r\n        return this.end - this.start;\r\n    }\r\n    offset(offset) {\r\n        return new Range(this.start + offset, this.end + offset);\r\n    }\r\n}\r\nexports.Range = Range;\r\n/**\r\n * Returns -1 size for undefined attributes.\r\n */\r\nfunction parseName(name) {\r\n    if (name.startsWith('g3d')) {\r\n        const result = name.includes(':int8:') ? [1, Int8Array]\r\n            : name.includes(':uint8:') ? [1, Uint8Array]\r\n                : name.includes(':int16:') ? [2, Int16Array]\r\n                    : name.includes(':uint16:') ? [2, Uint16Array]\r\n                        : name.includes(':int32:') ? [4, Int32Array]\r\n                            : name.includes(':uint32:') ? [4, Uint32Array]\r\n                                : name.includes(':int64:') ? [8, BigInt64Array]\r\n                                    : name.includes(':uint64:') ? [8, BigUint64Array]\r\n                                        : name.includes(':float32:') ? [4, Float32Array]\r\n                                            : name.includes(':float64:') ? [8, Float64Array]\r\n                                                : [-1, undefined];\r\n        return result;\r\n    }\r\n    else {\r\n        const result = name.startsWith('byte:') ? [1, Int8Array]\r\n            : name.startsWith('ubyte:') ? [1, Uint8Array]\r\n                : name.startsWith('short:') ? [2, Int16Array]\r\n                    : name.startsWith('ushort:') ? [2, Uint16Array]\r\n                        : name.startsWith('int:') ? [4, Int32Array]\r\n                            : name.startsWith('uint:') ? [4, Uint32Array]\r\n                                : name.startsWith('long:') ? [8, BigInt64Array]\r\n                                    : name.startsWith('ulong:') ? [8, BigUint64Array]\r\n                                        : name.startsWith('float:') ? [4, Float32Array]\r\n                                            : name.startsWith('double:') ? [8, Float64Array]\r\n                                                : [-1, undefined];\r\n        return result;\r\n    }\r\n}\r\nexports.parseName = parseName;\r\nfunction typeSize(type) {\r\n    switch (type) {\r\n        case 'byte':\r\n        case 'ubyte':\r\n            return 1;\r\n        case 'short':\r\n        case 'ushort':\r\n            return 2;\r\n        case 'int':\r\n        case 'uint':\r\n        case 'float':\r\n            return 4;\r\n        case 'long':\r\n        case 'ulong':\r\n        case 'double':\r\n            return 8;\r\n        default:\r\n            return 4;\r\n    }\r\n}\r\nexports.typeSize = typeSize;\r\nfunction typeConstructor(type) {\r\n    switch (type) {\r\n        case 'byte':\r\n            return Int8Array;\r\n        case 'ubyte':\r\n            return Uint8Array;\r\n        case 'short':\r\n            return Int16Array;\r\n        case 'ushort':\r\n            return Uint16Array;\r\n        case 'int':\r\n            return Int32Array;\r\n        case 'uint':\r\n            return Uint32Array;\r\n        case 'long':\r\n            return BigInt64Array;\r\n        case 'ulong':\r\n            return BigUint64Array;\r\n        case 'float':\r\n            return Float32Array;\r\n        case 'double':\r\n            return Float64Array;\r\n        default:\r\n            return Int32Array;\r\n    }\r\n}\r\n/**\r\n * Bfast header, mainly for validation.\r\n * See https://github.com/vimaec/bfast\r\n */\r\nclass BFastHeader {\r\n    constructor(magic, dataStart, dataEnd, numArrays) {\r\n        if (magic !== 0xbfa5) {\r\n            throw new Error('Invalid Bfast. Invalid Magic number');\r\n        }\r\n        if (dataStart <= 32 || dataStart > Number.MAX_SAFE_INTEGER) {\r\n            throw new Error('Invalid Bfast. Data start is out of valid range');\r\n        }\r\n        if (dataEnd < dataStart || dataEnd > Number.MAX_SAFE_INTEGER) {\r\n            throw new Error('Invalid Bfast. Data end is out of valid range');\r\n        }\r\n        if (numArrays < 0 || numArrays > dataEnd) {\r\n            throw new Error('Invalid Bfast. Number of arrays is invalid');\r\n        }\r\n        this.magic = magic;\r\n        this.dataStart = dataStart;\r\n        this.dataEnd = dataEnd;\r\n        this.numArrays = numArrays;\r\n    }\r\n    static createFromArray(array) {\r\n        // Check validity of data\r\n        // TODO: check endianness\r\n        if (array[1] !== 0) {\r\n            throw new Error('Invalid Bfast. Expected 0 in byte position 0');\r\n        }\r\n        if (array[3] !== 0) {\r\n            throw new Error('Invalid Bfast. Expected 0 in byte position 8');\r\n        }\r\n        if (array[5] !== 0) {\r\n            throw new Error('Invalid Bfast. Expected 0 in position 16');\r\n        }\r\n        if (array[7] !== 0) {\r\n            throw new Error('Invalid Bfast. Expected 0 in position 24');\r\n        }\r\n        return new this(array[0], array[2], array[4], array[6]);\r\n    }\r\n    static createFromBuffer(array) {\r\n        return BFastHeader.createFromArray(new Uint32Array(array));\r\n    }\r\n}\r\nexports.BFastHeader = BFastHeader;\r\n/**\r\n * See https://github.com/vimaec/bfast for bfast format spec\r\n * This implementation can either lazily request content as needed from http\r\n * Or it can serve the data directly from an ArrayBuffer\r\n * Remote mode can transition to buffer mode if server doesnt support partial http request\r\n */\r\nclass BFast {\r\n    constructor(source, offset = 0, name = '') {\r\n        this.source = source.buffer\r\n            ? source.buffer\r\n            : new remoteBuffer_1.RemoteBuffer(source.url, source.headers);\r\n        this.offset = offset;\r\n        this.name = name ?? \"root\";\r\n        this._header = new remoteValue_1.RemoteValue(() => this.requestHeader(), name + '.header');\r\n        this._children = new Map();\r\n        this._ranges = new remoteValue_1.RemoteValue(() => this.requestRanges(), name + '.ranges');\r\n    }\r\n    /**\r\n     * @returns url of the underlying RemoteBuffer if available\r\n     */\r\n    get url() {\r\n        return this.source instanceof remoteBuffer_1.RemoteBuffer ? this.source.url : undefined;\r\n    }\r\n    /**\r\n     * Aborts all downloads from the underlying RemoteBuffer\r\n     */\r\n    abort() {\r\n        if (this.source instanceof remoteBuffer_1.RemoteBuffer) {\r\n            this.source.abort();\r\n        }\r\n        this._header.abort();\r\n        this._ranges.abort();\r\n        this._children.forEach(c => c.abort());\r\n    }\r\n    /**\r\n     * @returns Bfast Header\r\n     */\r\n    async getHeader() {\r\n        return this._header.get();\r\n    }\r\n    /**\r\n     * @returns a map of all buffers by names\r\n     */\r\n    async getRanges() {\r\n        return this._ranges.get();\r\n    }\r\n    /**\r\n     * Returns the buffer associated with name as a new bfast.\r\n     * This value is cached for future requests.\r\n     * @param name buffer name\r\n     */\r\n    async getBfast(name) {\r\n        let request = this._children.get(name);\r\n        if (!request) {\r\n            request = new remoteValue_1.RemoteValue(() => this.requestBfast(name));\r\n            this._children.set(name, request);\r\n        }\r\n        return request.get();\r\n    }\r\n    async getLocalBfast(name, inflate = false) {\r\n        let buffer = await this.getBuffer(name);\r\n        if (!buffer)\r\n            return undefined;\r\n        if (inflate) {\r\n            buffer = pako.inflateRaw(buffer).buffer;\r\n        }\r\n        return new BFast({ buffer }, 0, name);\r\n    }\r\n    /**\r\n     * Returns the raw buffer associated with a name\r\n     * This value is not cached.\r\n     * @param name buffer name\r\n     */\r\n    async getBuffer(name) {\r\n        const ranges = await this.getRanges();\r\n        const range = ranges.get(name);\r\n        if (!range)\r\n            return undefined;\r\n        const buffer = await this.request(range, name);\r\n        return buffer;\r\n    }\r\n    /**\r\n     * Returns a number array from the buffer associated with name\r\n     * @param name buffer name\r\n     */\r\n    async getArray(name) {\r\n        const buffer = await this.getBuffer(name);\r\n        if (!buffer)\r\n            return undefined;\r\n        const type = name.split(':')[0];\r\n        const Ctor = typeConstructor(type);\r\n        const array = new Ctor(buffer);\r\n        return array;\r\n    }\r\n    async getInt32Array(name) {\r\n        const buffer = await this.getBuffer(name);\r\n        if (!buffer)\r\n            return;\r\n        return new Int32Array(buffer);\r\n    }\r\n    async getFloat32Array(name) {\r\n        const buffer = await this.getBuffer(name);\r\n        if (!buffer)\r\n            return;\r\n        return new Float32Array(buffer);\r\n    }\r\n    async getBigInt64Array(name) {\r\n        const buffer = await this.getBuffer(name);\r\n        if (!buffer)\r\n            return;\r\n        return new BigInt64Array(buffer);\r\n    }\r\n    async getUint16Array(name) {\r\n        const buffer = await this.getBuffer(name);\r\n        if (!buffer)\r\n            return;\r\n        return new Uint16Array(buffer);\r\n    }\r\n    /**\r\n     * Returns a single value from given buffer name\r\n     * @param name buffer name\r\n     * @param index row index\r\n     */\r\n    async getValue(name, index) {\r\n        const array = await this.getValues(name, index, 1);\r\n        return array?.[0];\r\n    }\r\n    async getRange(name) {\r\n        const ranges = await this.getRanges();\r\n        return ranges.get(name);\r\n    }\r\n    /**\r\n     * Returns count subsequent values from given buffer name.\r\n     * @param name buffer name\r\n     * @param index row index\r\n     * @param count count of values to return\r\n     */\r\n    async getValues(name, index, count) {\r\n        if (index < 0 || count < 1)\r\n            return undefined;\r\n        const range = await this.getRange(name);\r\n        if (!range)\r\n            return undefined;\r\n        const [size, ctor] = parseName(name);\r\n        if (size < 0)\r\n            return undefined;\r\n        const start = Math.min(range.start + index * size, range.end);\r\n        const end = Math.min(start + size * count, range.end);\r\n        const dataRange = new Range(start, end);\r\n        if (dataRange.length <= 0)\r\n            return undefined;\r\n        const buffer = await this.request(dataRange, `${name}[${index.toString()}]`);\r\n        if (!buffer)\r\n            return undefined;\r\n        const array = new ctor(buffer);\r\n        return array;\r\n    }\r\n    /**\r\n     \r\n      * Returns the buffer with given name as a byte array\r\n      * @param name buffer name\r\n      */\r\n    async getBytes(name) {\r\n        const buffer = await this.getBuffer(name);\r\n        if (!buffer)\r\n            return undefined;\r\n        const array = new Uint8Array(buffer);\r\n        return array;\r\n    }\r\n    /**\r\n     * Returns a map of name-values with the same index from all buffers.\r\n     * @param name buffer name\r\n     */\r\n    async getRow(index) {\r\n        const ranges = await this.getRanges();\r\n        if (!ranges)\r\n            return undefined;\r\n        const result = new Map();\r\n        const promises = [];\r\n        for (const name of ranges.keys()) {\r\n            const p = this.getValue(name, index).then((v) => result.set(name, v));\r\n            promises.push(p);\r\n        }\r\n        await Promise.all(promises);\r\n        return result;\r\n    }\r\n    /**\r\n     * Forces download of the full underlying buffer, from now on all calls will be local.\r\n     */\r\n    async forceDownload() {\r\n        if (this.source instanceof ArrayBuffer) {\r\n            console.log('Ignoring forceDownload on local buffer.');\r\n            return;\r\n        }\r\n        const buffer = await this.remote(undefined, this.name);\r\n        if (!buffer)\r\n            throw new Error('Failed to download BFAST.');\r\n        this.source = buffer;\r\n    }\r\n    /**\r\n     * Downloads the appropriate range and cast it as a new sub bfast.\r\n     */\r\n    async requestBfast(name) {\r\n        const ranges = await this.getRanges();\r\n        const range = ranges.get(name);\r\n        if (!range)\r\n            return undefined;\r\n        const result = new BFast({ buffer: this.source }, this.offset + range.start, this.name + '.' + name);\r\n        return result;\r\n    }\r\n    /**\r\n     * Downloads and parses ranges as a map of name->range\r\n     */\r\n    async requestRanges() {\r\n        const header = await this.getHeader();\r\n        const buffer = await this.request(new Range(32, 32 + header.numArrays * 16), 'Ranges');\r\n        if (!buffer)\r\n            throw new Error('Could not get BFAST Ranges.');\r\n        // Parse range\r\n        const array = new Uint32Array(buffer);\r\n        const ranges = [];\r\n        for (let i = 0; i < array.length; i += 4) {\r\n            if (array[i + 1] !== 0 || array[i + 3] !== 0) {\r\n                throw new Error('Invalid Bfast. 64 bit ranges not supported');\r\n            }\r\n            ranges.push(new Range(array[i], array[i + 2]));\r\n        }\r\n        const names = await this.requestNames(ranges[0]);\r\n        if (ranges.length !== names.length + 1) {\r\n            throw new Error('Mismatched ranges and names count');\r\n        }\r\n        // Map ranges and names\r\n        const map = new Map();\r\n        for (let i = 0; i < names.length; i++) {\r\n            map.set(names[i], ranges[i + 1]);\r\n        }\r\n        return map;\r\n    }\r\n    /**\r\n     * Downloads and parse names from remote.\r\n     */\r\n    async requestNames(range) {\r\n        const buffer = await this.request(range, 'Names');\r\n        const names = new TextDecoder('utf-8').decode(buffer);\r\n        const result = names.slice(0, -1).split('\\0');\r\n        return result;\r\n    }\r\n    /**\r\n     * Downloads and parse header from remote.\r\n     */\r\n    async requestHeader() {\r\n        const buffer = await this.request(new Range(0, 32), 'Header');\r\n        if (!buffer)\r\n            throw new Error('Could not get BFAST Header');\r\n        const result = BFastHeader.createFromBuffer(buffer);\r\n        return result;\r\n    }\r\n    /**\r\n     * Gets array buffer from from cache, or partial http, fallback to full http\r\n     * @param range range to get, or get full resource if undefined\r\n     * @param label label for logs\r\n     */\r\n    async request(range, label) {\r\n        const buffer = this.local(range, label) ??\r\n            (await this.remote(range, label)) ??\r\n            (await this.remote(undefined, label));\r\n        if (!buffer) {\r\n            throw new Error(`Could not load vim at ${this.source}`);\r\n        }\r\n        if (buffer.byteLength > range.length) {\r\n            this.source = buffer;\r\n            return this.local(range, label);\r\n        }\r\n        return buffer;\r\n    }\r\n    /**\r\n     * returns requested range from cache.\r\n     */\r\n    local(range, label) {\r\n        if (!(this.source instanceof ArrayBuffer))\r\n            return undefined;\r\n        //console.log(`Returning local ${this.name}.${label}`)\r\n        const r = range.offset(this.offset);\r\n        return this.source.slice(r.start, r.end);\r\n    }\r\n    /**\r\n     * returns requested range from remote.\r\n     */\r\n    async remote(range, label) {\r\n        if (!(this.source instanceof remoteBuffer_1.RemoteBuffer))\r\n            return undefined;\r\n        const r = range?.offset(this.offset);\r\n        const buffer = await this.source.http(r, `${this.name}.${label}`);\r\n        if (range && (buffer?.byteLength ?? 0) < range.length) {\r\n            console.log('Range request request failed.');\r\n            return undefined;\r\n        }\r\n        return buffer;\r\n    }\r\n    /**\r\n     * Returns a new local bfast equivalent to this bfast.\r\n     */\r\n    async getSelf() {\r\n        const header = await this._header.get();\r\n        const range = new Range(0, header.dataEnd);\r\n        const buffer = await this.request(range, this.name);\r\n        const result = new BFast({ buffer }, 0, this.name);\r\n        return result;\r\n    }\r\n}\r\nexports.BFast = BFast;\r\n","\"use strict\";\r\n/**\r\n * @module vim-ts\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.G3d = exports.VimAttributes = void 0;\r\nconst bfast_1 = require(\"../bfast\");\r\n/**\r\n * See https://github.com/vimaec/vim#vim-geometry-attributes\r\n */\r\nclass VimAttributes {\r\n}\r\nexports.VimAttributes = VimAttributes;\r\nVimAttributes.positions = 'g3d:vertex:position:0:float32:3';\r\nVimAttributes.indices = 'g3d:corner:index:0:int32:1';\r\nVimAttributes.instanceMeshes = 'g3d:instance:mesh:0:int32:1';\r\nVimAttributes.instanceTransforms = 'g3d:instance:transform:0:float32:16';\r\nVimAttributes.instanceNodes = 'g3d:instance:element:0:int32:1';\r\nVimAttributes.instanceFlags = 'g3d:instance:flags:0:uint16:1';\r\nVimAttributes.meshSubmeshes = 'g3d:mesh:submeshoffset:0:int32:1';\r\nVimAttributes.submeshIndexOffsets = 'g3d:submesh:indexoffset:0:int32:1';\r\nVimAttributes.submeshMaterials = 'g3d:submesh:material:0:int32:1';\r\nVimAttributes.materialColors = 'g3d:material:color:0:float32:4';\r\nVimAttributes.all = [\r\n    VimAttributes.positions,\r\n    VimAttributes.indices,\r\n    VimAttributes.instanceMeshes,\r\n    VimAttributes.instanceTransforms,\r\n    VimAttributes.instanceFlags,\r\n    VimAttributes.meshSubmeshes,\r\n    VimAttributes.submeshIndexOffsets,\r\n    VimAttributes.submeshMaterials,\r\n    VimAttributes.materialColors\r\n];\r\n/**\r\n * G3D is a simple, efficient, generic binary format for storing and transmitting geometry.\r\n * The G3D format is designed to be used either as a serialization format or as an in-memory data structure.\r\n * A G3d with specific attributes according to the VIM format specification.\r\n * See https://github.com/vimaec/vim#vim-geometry-attributes for the vim specification.\r\n * See https://github.com/vimaec/g3d for the g3d specification.\r\n */\r\nclass G3d {\r\n    constructor(instanceMeshes, instanceFlags, instanceTransforms, instanceNodes, meshSubmeshes, submeshIndexOffsets, submeshMaterials, indices, positions, materialColors) {\r\n        /**\r\n         * Opaque white\r\n         */\r\n        this.DEFAULT_COLOR = new Float32Array([1, 1, 1, 1]);\r\n        this.getVertexCount = () => this.positions.length / G3d.POSITION_SIZE;\r\n        this.getIndexCount = () => this.indices.length;\r\n        // ------------- Meshes -----------------\r\n        this.getMeshCount = () => this.meshSubmeshes.length;\r\n        // ------------- Instances -----------------\r\n        this.getInstanceCount = () => this.instanceMeshes.length;\r\n        // ------------- Material -----------------\r\n        this.getMaterialCount = () => this.materialColors.length / G3d.COLOR_SIZE;\r\n        this.instanceMeshes = instanceMeshes;\r\n        this.instanceFlags = instanceFlags;\r\n        this.instanceTransforms = instanceTransforms;\r\n        this.instanceNodes = instanceNodes;\r\n        this.meshSubmeshes = meshSubmeshes;\r\n        this.submeshIndexOffset = submeshIndexOffsets;\r\n        this.submeshMaterial = submeshMaterials;\r\n        this.indices = indices instanceof Uint32Array ? indices : new Uint32Array(indices.buffer);\r\n        this.positions = positions;\r\n        this.materialColors = materialColors;\r\n        if (this.instanceFlags === undefined) {\r\n            this.instanceFlags = new Uint16Array(this.instanceMeshes.length);\r\n        }\r\n        if (this.instanceNodes === undefined) {\r\n            this.instanceNodes = new Int32Array(instanceMeshes.length);\r\n            for (let i = 0; i < this.instanceNodes.length; i++) {\r\n                this.instanceNodes[i] = i;\r\n            }\r\n        }\r\n        this.meshVertexOffsets = this.computeMeshVertexOffsets();\r\n        this.rebaseIndices();\r\n        this.meshInstances = this.computeMeshInstances();\r\n        this.meshOpaqueCount = this.computeMeshOpaqueCount();\r\n        this.sortSubmeshes();\r\n        const range = this.computeSubmeshVertexRange();\r\n        this.submeshVertexStart = range.start;\r\n        this.submeshVertexEnd = range.end;\r\n    }\r\n    computeSubmeshVertexRange() {\r\n        const submeshCount = this.getSubmeshCount();\r\n        const start = new Int32Array(submeshCount);\r\n        const end = new Int32Array(submeshCount);\r\n        for (let sub = 0; sub < submeshCount; sub++) {\r\n            let min = Number.MAX_SAFE_INTEGER;\r\n            let max = Number.MIN_SAFE_INTEGER;\r\n            const subStart = this.getSubmeshIndexStart(sub);\r\n            const subEnd = this.getSubmeshIndexEnd(sub);\r\n            for (let i = subStart; i < subEnd; i++) {\r\n                const index = this.indices[i];\r\n                min = Math.min(min, index);\r\n                max = Math.max(min, index);\r\n            }\r\n            start[sub] = min;\r\n            end[sub] = max;\r\n        }\r\n        return { start, end };\r\n    }\r\n    static async createFromPath(path) {\r\n        const f = await fetch(path);\r\n        const buffer = await f.arrayBuffer();\r\n        const bfast = new bfast_1.BFast({ buffer });\r\n        return this.createFromBfast(bfast);\r\n    }\r\n    static async createFromBfast(bfast) {\r\n        const values = await Promise.all([\r\n            bfast.getInt32Array(VimAttributes.instanceMeshes),\r\n            bfast.getUint16Array(VimAttributes.instanceFlags),\r\n            bfast.getFloat32Array(VimAttributes.instanceTransforms),\r\n            bfast.getInt32Array(VimAttributes.instanceNodes),\r\n            bfast.getInt32Array(VimAttributes.meshSubmeshes),\r\n            bfast.getInt32Array(VimAttributes.submeshIndexOffsets),\r\n            bfast.getInt32Array(VimAttributes.submeshMaterials),\r\n            bfast.getInt32Array(VimAttributes.indices),\r\n            bfast.getFloat32Array(VimAttributes.positions),\r\n            bfast.getFloat32Array(VimAttributes.materialColors)\r\n        ]);\r\n        return new G3d(...values);\r\n    }\r\n    /**\r\n     * Computes the index of the first vertex of each mesh\r\n     */\r\n    computeMeshVertexOffsets() {\r\n        const result = new Int32Array(this.getMeshCount());\r\n        for (let m = 0; m < result.length; m++) {\r\n            let min = Number.MAX_SAFE_INTEGER;\r\n            const start = this.getMeshIndexStart(m, 'all');\r\n            const end = this.getMeshIndexEnd(m, 'all');\r\n            for (let i = start; i < end; i++) {\r\n                min = Math.min(min, this.indices[i]);\r\n            }\r\n            result[m] = min;\r\n        }\r\n        return result;\r\n    }\r\n    /**\r\n     * Computes all instances pointing to each mesh.\r\n     */\r\n    computeMeshInstances() {\r\n        const result = new Array(this.getMeshCount());\r\n        for (let i = 0; i < this.instanceMeshes.length; i++) {\r\n            const mesh = this.instanceMeshes[i];\r\n            if (mesh < 0)\r\n                continue;\r\n            const instanceIndices = result[mesh];\r\n            if (instanceIndices)\r\n                instanceIndices.push(i);\r\n            else\r\n                result[mesh] = [i];\r\n        }\r\n        return result;\r\n    }\r\n    /**\r\n     * Reorders submeshIndexOffset, submeshMaterials and indices\r\n     * such that for each mesh, submeshes are sorted according to material alpha.\r\n     * This enables efficient splitting of arrays into opaque and transparent continuous ranges.\r\n     */\r\n    sortSubmeshes() {\r\n        // We need to compute where submeshes end before we can reorder them.\r\n        const submeshEnd = this.computeSubmeshEnd();\r\n        // We need to compute mesh index offsets from before we swap thins around to recompute new submesh offsets.\r\n        const meshIndexOffsets = this.computeMeshIndexOffsets();\r\n        const meshCount = this.getMeshCount();\r\n        const meshReordered = new Array(meshCount);\r\n        const submeshArrays = [\r\n            this.submeshIndexOffset,\r\n            this.submeshMaterial,\r\n            submeshEnd\r\n        ];\r\n        // Largest mesh size thus minimum buffer size to use to reorder indices.\r\n        const largestMesh = this.reorderSubmeshes(submeshArrays, meshReordered);\r\n        this.reorderIndices(meshIndexOffsets, submeshEnd, meshReordered, largestMesh);\r\n    }\r\n    /**\r\n     * Stores result of getSubmeshIndexEnd for each submesh in an array\r\n     */\r\n    computeSubmeshEnd() {\r\n        const submeshCount = this.getSubmeshCount();\r\n        const result = new Int32Array(submeshCount);\r\n        for (let s = 0; s < submeshCount; s++) {\r\n            result[s] = this.getSubmeshIndexEnd(s);\r\n        }\r\n        return result;\r\n    }\r\n    /**\r\n     * Stores result of getMeshIndexStart for each mesh in an array\r\n     */\r\n    computeMeshIndexOffsets() {\r\n        const meshCount = this.getMeshCount();\r\n        const result = new Int32Array(meshCount);\r\n        for (let m = 0; m < meshCount; m++) {\r\n            result[m] = this.getMeshIndexStart(m, 'all');\r\n        }\r\n        return result;\r\n    }\r\n    /**\r\n     * Reorder submesh arrays and returns size of largest reordered mesh\r\n     */\r\n    reorderSubmeshes(submeshArrays, reordered) {\r\n        const meshCount = this.getMeshCount();\r\n        let largestMesh = 0;\r\n        for (let m = 0; m < meshCount; m++) {\r\n            const subStart = this.getMeshSubmeshStart(m, 'all');\r\n            const subEnd = this.getMeshSubmeshEnd(m, 'all');\r\n            if (subEnd - subStart <= 1) {\r\n                continue;\r\n            }\r\n            largestMesh = Math.max(largestMesh, this.getMeshIndexCount(m, 'all'));\r\n            reordered[m] = this.Sort(subStart, subEnd, (i) => this.getSubmeshAlpha(i), submeshArrays);\r\n        }\r\n        return largestMesh;\r\n    }\r\n    /**\r\n     * Sorts the range from start to end in every array provided in arrays in increasing criterion order.\r\n     * Using a simple bubble sort, there is a limited number of submeshes per mesh.\r\n     */\r\n    Sort(start, end, criterion, arrays) {\r\n        let swapped = false;\r\n        while (true) {\r\n            let loop = false;\r\n            for (let i = start; i < end - 1; i++) {\r\n                if (criterion(i) < criterion(i + 1)) {\r\n                    loop = true;\r\n                    swapped = true;\r\n                    for (let j = 0; j < arrays.length; j++) {\r\n                        const array = arrays[j];\r\n                        const t = array[i];\r\n                        array[i] = array[i + 1];\r\n                        array[i + 1] = t;\r\n                    }\r\n                }\r\n            }\r\n            if (!loop) {\r\n                break;\r\n            }\r\n        }\r\n        return swapped;\r\n    }\r\n    /**\r\n     * Reorders the index buffer to match the new order of the submesh arrays.\r\n     */\r\n    reorderIndices(meshIndexOffsets, submeshEnd, meshReordered, bufferSize) {\r\n        const meshCount = this.getMeshCount();\r\n        const buffer = new Float32Array(bufferSize);\r\n        for (let m = 0; m < meshCount; m++) {\r\n            if (!meshReordered[m])\r\n                continue;\r\n            const meshOffset = meshIndexOffsets[m];\r\n            const subStart = this.getMeshSubmeshStart(m, 'all');\r\n            const subEnd = this.getMeshSubmeshEnd(m, 'all');\r\n            let index = 0;\r\n            // Copy indices -> buffer, in sorted order.\r\n            for (let s = subStart; s < subEnd; s++) {\r\n                const start = this.submeshIndexOffset[s];\r\n                const end = submeshEnd[s];\r\n                // Change submesh offset to match new ordering\r\n                this.submeshIndexOffset[s] = meshOffset + index;\r\n                for (let i = start; i < end; i++) {\r\n                    buffer[index++] = this.indices[i];\r\n                }\r\n            }\r\n            // Copy buffer -> indices\r\n            for (let i = 0; i < index; i++) {\r\n                this.indices[meshOffset + i] = buffer[i];\r\n            }\r\n        }\r\n    }\r\n    /**\r\n     * Rebase indices to be relative to its own mesh instead of to the whole g3d\r\n     */\r\n    rebaseIndices() {\r\n        const count = this.getMeshCount();\r\n        for (let m = 0; m < count; m++) {\r\n            const offset = this.meshVertexOffsets[m];\r\n            const start = this.getMeshIndexStart(m, 'all');\r\n            const end = this.getMeshIndexEnd(m, 'all');\r\n            for (let i = start; i < end; i++) {\r\n                this.indices[i] -= offset;\r\n            }\r\n        }\r\n    }\r\n    unbaseIndices() {\r\n        const count = this.getMeshCount();\r\n        for (let m = 0; m < count; m++) {\r\n            const offset = this.meshVertexOffsets[m];\r\n            const start = this.getMeshIndexStart(m, 'all');\r\n            const end = this.getMeshIndexEnd(m, 'all');\r\n            for (let i = start; i < end; i++) {\r\n                this.indices[i] += offset;\r\n            }\r\n        }\r\n    }\r\n    /**\r\n     * Computes an array where true if any of the materials used by a mesh has transparency.\r\n     */\r\n    computeMeshOpaqueCount() {\r\n        const result = new Int32Array(this.getMeshCount());\r\n        for (let m = 0; m < result.length; m++) {\r\n            const subStart = this.getMeshSubmeshStart(m, 'all');\r\n            const subEnd = this.getMeshSubmeshEnd(m, 'all');\r\n            for (let s = subStart; s < subEnd; s++) {\r\n                const alpha = this.getSubmeshAlpha(s);\r\n                result[m] += alpha === 1 ? 1 : 0;\r\n            }\r\n        }\r\n        return result;\r\n    }\r\n    // ------------- All -----------------\r\n    /**Given VIM instance indices returns the corresponding G3d indices */\r\n    remapInstances(instances) {\r\n        const map = new Map();\r\n        for (let i = 0; i < instances.length; i++) {\r\n            map.set(this.instanceNodes[i], i);\r\n        }\r\n        return instances.map((i) => map.get(i));\r\n    }\r\n    getMeshInstanceCount(mesh) {\r\n        return this.meshInstances[mesh]?.length ?? 0;\r\n    }\r\n    getMeshIndexStart(mesh, section = 'all') {\r\n        const sub = this.getMeshSubmeshStart(mesh, section);\r\n        return this.getSubmeshIndexStart(sub);\r\n    }\r\n    getMeshIndexEnd(mesh, section = 'all') {\r\n        const sub = this.getMeshSubmeshEnd(mesh, section);\r\n        return this.getSubmeshIndexEnd(sub - 1);\r\n    }\r\n    getMeshIndexCount(mesh, section = 'all') {\r\n        return (this.getMeshIndexEnd(mesh, section) -\r\n            this.getMeshIndexStart(mesh, section));\r\n    }\r\n    getMeshVertexStart(mesh) {\r\n        return this.meshVertexOffsets[mesh];\r\n    }\r\n    getMeshVertexEnd(mesh) {\r\n        return mesh < this.meshVertexOffsets.length - 1\r\n            ? this.meshVertexOffsets[mesh + 1]\r\n            : this.getVertexCount();\r\n    }\r\n    getMeshVertexCount(mesh) {\r\n        return this.getMeshVertexEnd(mesh) - this.getMeshVertexStart(mesh);\r\n    }\r\n    getMeshSubmeshStart(mesh, section = 'all') {\r\n        if (section === 'transparent') {\r\n            return this.getMeshSubmeshEnd(mesh, 'opaque');\r\n        }\r\n        return this.meshSubmeshes[mesh];\r\n    }\r\n    getMeshSubmeshEnd(mesh, section = 'all') {\r\n        if (section === 'opaque') {\r\n            return this.meshSubmeshes[mesh] + this.meshOpaqueCount[mesh];\r\n        }\r\n        return mesh < this.meshSubmeshes.length - 1\r\n            ? this.meshSubmeshes[mesh + 1]\r\n            : this.getSubmeshCount();\r\n    }\r\n    getMeshSubmeshCount(mesh, section = 'all') {\r\n        const end = this.getMeshSubmeshEnd(mesh, section);\r\n        const start = this.getMeshSubmeshStart(mesh, section);\r\n        return end - start;\r\n    }\r\n    getMeshHasTransparency(mesh) {\r\n        return this.getMeshSubmeshCount(mesh, 'transparent') > 0;\r\n    }\r\n    // ------------- Submeshes -----------------\r\n    getSubmeshIndexStart(submesh) {\r\n        return submesh < this.submeshIndexOffset.length\r\n            ? this.submeshIndexOffset[submesh]\r\n            : this.indices.length;\r\n    }\r\n    getSubmeshIndexEnd(submesh) {\r\n        return submesh < this.submeshIndexOffset.length - 1\r\n            ? this.submeshIndexOffset[submesh + 1]\r\n            : this.indices.length;\r\n    }\r\n    getSubmeshIndexCount(submesh) {\r\n        return this.getSubmeshIndexEnd(submesh) - this.getSubmeshIndexStart(submesh);\r\n    }\r\n    getSubmeshVertexStart(submesh) {\r\n        return this.submeshVertexStart[submesh];\r\n    }\r\n    getSubmeshVertexEnd(submesh) {\r\n        return this.submeshVertexEnd[submesh];\r\n    }\r\n    getSubmeshVertexCount(submesh) {\r\n        return this.getSubmeshVertexEnd(submesh) - this.getSubmeshVertexStart(submesh);\r\n    }\r\n    /**\r\n     * Returns color of given submesh as a 4-number array (RGBA)\r\n     * @param submesh g3d submesh index\r\n     */\r\n    getSubmeshColor(submesh) {\r\n        return this.getMaterialColor(this.submeshMaterial[submesh]);\r\n    }\r\n    /**\r\n     * Returns color of given submesh as a 4-number array (RGBA)\r\n     * @param submesh g3d submesh index\r\n     */\r\n    getSubmeshAlpha(submesh) {\r\n        return this.getMaterialAlpha(this.submeshMaterial[submesh]);\r\n    }\r\n    /**\r\n     * Returns true if submesh is transparent.\r\n     * @param submesh g3d submesh index\r\n     */\r\n    getSubmeshIsTransparent(submesh) {\r\n        return this.getSubmeshAlpha(submesh) < 1;\r\n    }\r\n    /**\r\n     * Returns the total number of mesh in the g3d\r\n     */\r\n    getSubmeshCount() {\r\n        return this.submeshIndexOffset.length;\r\n    }\r\n    /**\r\n     * Returns true if instance has given flag enabled.\r\n     * @param instance instance to check.\r\n     * @param flag to check against.\r\n     */\r\n    getInstanceHasFlag(instance, flag) {\r\n        return (this.instanceFlags[instance] & flag) > 0;\r\n    }\r\n    /**\r\n     * Returns mesh index of given instance\r\n     * @param instance g3d instance index\r\n     */\r\n    getInstanceMesh(instance) {\r\n        return this.instanceMeshes[instance];\r\n    }\r\n    /**\r\n     * Returns an 16 number array representation of the matrix for given instance\r\n     * @param instance g3d instance index\r\n     */\r\n    getInstanceMatrix(instance) {\r\n        return this.instanceTransforms.subarray(instance * G3d.MATRIX_SIZE, (instance + 1) * G3d.MATRIX_SIZE);\r\n    }\r\n    /**\r\n     * Returns color of given material as a 4-number array (RGBA)\r\n     * @param material g3d material index\r\n     */\r\n    getMaterialColor(material) {\r\n        if (material < 0)\r\n            return this.DEFAULT_COLOR;\r\n        return this.materialColors.subarray(material * G3d.COLOR_SIZE, (material + 1) * G3d.COLOR_SIZE);\r\n    }\r\n    /**\r\n     * Returns the alpha component of given material\r\n     * @param material\r\n     */\r\n    getMaterialAlpha(material) {\r\n        if (material < 0)\r\n            return 1;\r\n        const index = material * G3d.COLOR_SIZE + G3d.COLOR_SIZE - 1;\r\n        const result = this.materialColors[index];\r\n        return result;\r\n    }\r\n    /**\r\n     * Concatenates two g3ds into a new g3d.\r\n     * @deprecated\r\n     */\r\n    append(other) {\r\n        const _instanceFlags = new Uint16Array(this.instanceFlags.length + other.instanceFlags.length);\r\n        _instanceFlags.set(this.instanceFlags);\r\n        _instanceFlags.set(other.instanceFlags, this.instanceFlags.length);\r\n        const _instanceMeshes = new Int32Array(this.instanceMeshes.length + other.instanceMeshes.length);\r\n        _instanceMeshes.set(this.instanceMeshes);\r\n        _instanceMeshes.set(other.instanceMeshes.map(m => m >= 0 ? (m + this.meshSubmeshes.length) : -1), this.instanceMeshes.length);\r\n        const _instanceTransforms = new Float32Array(this.instanceTransforms.length + other.instanceTransforms.length);\r\n        _instanceTransforms.set(this.instanceTransforms);\r\n        _instanceTransforms.set(other.instanceTransforms, this.instanceTransforms.length);\r\n        const _positions = new Float32Array(this.positions.length + other.positions.length);\r\n        _positions.set(this.positions);\r\n        _positions.set(other.positions, this.positions.length);\r\n        this.unbaseIndices();\r\n        other.unbaseIndices();\r\n        const _indices = new Uint32Array(this.indices.length + other.indices.length);\r\n        _indices.set(this.indices);\r\n        _indices.set(other.indices.map(i => i + this.positions.length / 3), this.indices.length);\r\n        this.rebaseIndices();\r\n        other.rebaseIndices();\r\n        const _meshSubmeshes = new Int32Array(this.meshSubmeshes.length + other.meshSubmeshes.length);\r\n        _meshSubmeshes.set(this.meshSubmeshes);\r\n        _meshSubmeshes.set(other.meshSubmeshes.map(s => s + this.submeshIndexOffset.length), this.meshSubmeshes.length);\r\n        const _submeshIndexOffsets = new Int32Array(this.submeshIndexOffset.length + other.submeshIndexOffset.length);\r\n        _submeshIndexOffsets.set(this.submeshIndexOffset);\r\n        _submeshIndexOffsets.set(other.submeshIndexOffset.map(s => s + this.indices.length), this.submeshIndexOffset.length);\r\n        const _submeshMaterials = new Int32Array(this.submeshMaterial.length + other.submeshMaterial.length);\r\n        _submeshMaterials.set(this.submeshMaterial);\r\n        _submeshMaterials.set(other.submeshMaterial.map(s => s >= 0 ? (s + this.materialColors.length / 4) : -1), this.submeshMaterial.length);\r\n        const _materialColors = new Float32Array(this.materialColors.length + other.materialColors.length);\r\n        _materialColors.set(this.materialColors);\r\n        _materialColors.set(other.materialColors, this.materialColors.length);\r\n        const g3d = new G3d(_instanceMeshes, _instanceFlags, _instanceTransforms, undefined, _meshSubmeshes, _submeshIndexOffsets, _submeshMaterials, _indices, _positions, _materialColors);\r\n        return g3d;\r\n    }\r\n    validate() {\r\n        const isPresent = (attribute, label) => {\r\n            if (!attribute) {\r\n                throw new Error(`Missing Attribute Buffer: ${label}`);\r\n            }\r\n        };\r\n        isPresent(this.positions, 'position');\r\n        isPresent(this.indices, 'indices');\r\n        isPresent(this.instanceMeshes, 'instanceMeshes');\r\n        isPresent(this.instanceTransforms, 'instanceTransforms');\r\n        isPresent(this.meshSubmeshes, 'meshSubmeshes');\r\n        isPresent(this.submeshIndexOffset, 'submeshIndexOffset');\r\n        isPresent(this.submeshMaterial, 'submeshMaterial');\r\n        isPresent(this.materialColors, 'materialColors');\r\n        // Basic\r\n        if (this.positions.length % G3d.POSITION_SIZE !== 0) {\r\n            throw new Error('Invalid position buffer, must be divisible by ' + G3d.POSITION_SIZE);\r\n        }\r\n        if (this.indices.length % 3 !== 0) {\r\n            throw new Error('Invalid Index Count, must be divisible by 3');\r\n        }\r\n        for (let i = 0; i < this.indices.length; i++) {\r\n            if (this.indices[i] < 0 || this.indices[i] >= this.positions.length) {\r\n                throw new Error('Vertex index out of bound');\r\n            }\r\n        }\r\n        // Instances\r\n        if (this.instanceMeshes.length !==\r\n            this.instanceTransforms.length / G3d.MATRIX_SIZE) {\r\n            throw new Error('Instance buffers mismatched');\r\n        }\r\n        if (this.instanceTransforms.length % G3d.MATRIX_SIZE !== 0) {\r\n            throw new Error('Invalid InstanceTransform buffer, must respect arity ' +\r\n                G3d.MATRIX_SIZE);\r\n        }\r\n        for (let i = 0; i < this.instanceMeshes.length; i++) {\r\n            if (this.instanceMeshes[i] >= this.meshSubmeshes.length) {\r\n                throw new Error('Instance Mesh Out of range.');\r\n            }\r\n        }\r\n        // Meshes\r\n        for (let i = 0; i < this.meshSubmeshes.length; i++) {\r\n            if (this.meshSubmeshes[i] < 0 ||\r\n                this.meshSubmeshes[i] >= this.submeshIndexOffset.length) {\r\n                throw new Error('MeshSubmeshOffset out of bound at');\r\n            }\r\n        }\r\n        for (let i = 0; i < this.meshSubmeshes.length - 1; i++) {\r\n            if (this.meshSubmeshes[i] >= this.meshSubmeshes[i + 1]) {\r\n                throw new Error('MeshSubmesh out of sequence.');\r\n            }\r\n        }\r\n        // Submeshes\r\n        if (this.submeshIndexOffset.length !== this.submeshMaterial.length) {\r\n            throw new Error('Mismatched submesh buffers');\r\n        }\r\n        for (let i = 0; i < this.submeshIndexOffset.length; i++) {\r\n            if (this.submeshIndexOffset[i] < 0 ||\r\n                this.submeshIndexOffset[i] >= this.indices.length) {\r\n                throw new Error('SubmeshIndexOffset out of bound');\r\n            }\r\n        }\r\n        for (let i = 0; i < this.submeshIndexOffset.length; i++) {\r\n            if (this.submeshIndexOffset[i] % 3 !== 0) {\r\n                throw new Error('Invalid SubmeshIndexOffset, must be divisible by 3');\r\n            }\r\n        }\r\n        for (let i = 0; i < this.submeshIndexOffset.length - 1; i++) {\r\n            if (this.submeshIndexOffset[i] >= this.submeshIndexOffset[i + 1]) {\r\n                throw new Error('SubmeshIndexOffset out of sequence.');\r\n            }\r\n        }\r\n        for (let i = 0; i < this.submeshMaterial.length; i++) {\r\n            if (this.submeshMaterial[i] >= this.materialColors.length) {\r\n                throw new Error('submeshMaterial out of bound');\r\n            }\r\n        }\r\n        // Materials\r\n        if (this.materialColors.length % G3d.COLOR_SIZE !== 0) {\r\n            throw new Error('Invalid material color buffer, must be divisible by ' + G3d.COLOR_SIZE);\r\n        }\r\n        console.assert(this.meshInstances.length === this.getMeshCount());\r\n        console.assert(this.meshOpaqueCount.length === this.getMeshCount());\r\n        console.assert(this.meshSubmeshes.length === this.getMeshCount());\r\n        console.assert(this.meshVertexOffsets.length === this.getMeshCount());\r\n        for (let m = 0; m < this.getMeshCount(); m++) {\r\n            console.assert(this.getMeshSubmeshCount(m, 'opaque') +\r\n                this.getMeshSubmeshCount(m, 'transparent') ===\r\n                this.getMeshSubmeshCount(m, 'all'));\r\n            console.assert(this.getMeshIndexCount(m, 'opaque') +\r\n                this.getMeshIndexCount(m, 'transparent') ===\r\n                this.getMeshIndexCount(m, 'all'));\r\n        }\r\n    }\r\n}\r\nexports.G3d = G3d;\r\nG3d.MATRIX_SIZE = 16;\r\nG3d.COLOR_SIZE = 4;\r\nG3d.POSITION_SIZE = 3;\r\n","\"use strict\";\r\n/**\r\n * @module vim-ts\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.G3dMaterial = exports.MaterialAttributes = void 0;\r\n/**\r\n * See https://github.com/vimaec/vim#vim-geometry-attributes\r\n */\r\nclass MaterialAttributes {\r\n}\r\nexports.MaterialAttributes = MaterialAttributes;\r\nMaterialAttributes.materialColors = 'g3d:material:color:0:float32:4';\r\n/**\r\n * G3D is a simple, efficient, generic binary format for storing and transmitting geometry.\r\n * The G3D format is designed to be used either as a serialization format or as an in-memory data structure.\r\n * A G3d with specific attributes according to the VIM format specification.\r\n * See https://github.com/vimaec/vim#vim-geometry-attributes for the vim specification.\r\n * See https://github.com/vimaec/g3d for the g3d specification.\r\n */\r\nclass G3dMaterial {\r\n    constructor(materialColors) {\r\n        this.getMaterialCount = () => this.materialColors.length / G3dMaterial.COLOR_SIZE;\r\n        this.materialColors = materialColors;\r\n    }\r\n    static async createFromBfast(bfast) {\r\n        const mats = await bfast.getFloat32Array(MaterialAttributes.materialColors);\r\n        return new G3dMaterial(mats);\r\n    }\r\n    /**\r\n     * Returns color of given material as a 4-number array (RGBA)\r\n     * @param material g3d material index\r\n     */\r\n    getMaterialColor(material) {\r\n        if (material < 0)\r\n            return G3dMaterial.DEFAULT_COLOR;\r\n        return this.materialColors.subarray(material * G3dMaterial.COLOR_SIZE, (material + 1) * G3dMaterial.COLOR_SIZE);\r\n    }\r\n    getMaterialAlpha(material) {\r\n        if (material < 0)\r\n            return 1;\r\n        const index = material * G3dMaterial.COLOR_SIZE + G3dMaterial.COLOR_SIZE - 1;\r\n        const result = this.materialColors[index];\r\n        return result;\r\n    }\r\n}\r\nexports.G3dMaterial = G3dMaterial;\r\nG3dMaterial.COLOR_SIZE = 4;\r\nG3dMaterial.DEFAULT_COLOR = new Float32Array([1, 1, 1, 1]);\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.G3dChunk = exports.MeshAttributes = void 0;\r\n/**\r\n * G3D is a simple, efficient, generic binary format for storing and transmitting geometry.\r\n * The G3D format is designed to be used either as a serialization format or as an in-memory data structure.\r\n * A G3d with specific attributes according to the VIM format specification.\r\n * See https://github.com/vimaec/vim#vim-geometry-attributes for the vim specification.\r\n * See https://github.com/vimaec/g3d for the g3d specification.\r\n */\r\n/**\r\n * See https://github.com/vimaec/vim#vim-geometry-attributes\r\n */\r\nclass MeshAttributes {\r\n}\r\nexports.MeshAttributes = MeshAttributes;\r\nMeshAttributes.meshSubmeshOffset = 'g3d:mesh:submeshoffset:0:int32:1';\r\nMeshAttributes.meshOpaqueSubmeshCount = 'g3d:mesh:opaquesubmeshcount:0:int32:1';\r\nMeshAttributes.submeshIndexOffsets = 'g3d:submesh:indexoffset:0:int32:1';\r\nMeshAttributes.submeshVertexOffsets = 'g3d:submesh:vertexoffset:0:int32:1';\r\nMeshAttributes.submeshMaterials = 'g3d:submesh:material:0:int32:1';\r\nMeshAttributes.positions = 'g3d:vertex:position:0:float32:3';\r\nMeshAttributes.indices = 'g3d:corner:index:0:int32:1';\r\nclass G3dChunk {\r\n    constructor(meshSubmeshOffset, meshOpaqueSubmeshCount, submeshIndexOffsets, submeshVertexOffsets, submeshMaterials, indices, positions) {\r\n        this.meshSubmeshOffset = meshSubmeshOffset;\r\n        this.meshOpaqueSubmeshCount = meshOpaqueSubmeshCount;\r\n        this.submeshIndexOffset = submeshIndexOffsets;\r\n        this.submeshVertexOffset = submeshVertexOffsets;\r\n        this.submeshMaterial = submeshMaterials;\r\n        this.indices = indices instanceof Uint32Array ? indices : new Uint32Array(indices.buffer);\r\n        this.positions = positions;\r\n    }\r\n    static async createFromBfast(bfast) {\r\n        const values = await Promise.all([\r\n            bfast.getInt32Array(MeshAttributes.meshSubmeshOffset),\r\n            bfast.getInt32Array(MeshAttributes.meshOpaqueSubmeshCount),\r\n            bfast.getInt32Array(MeshAttributes.submeshIndexOffsets),\r\n            bfast.getInt32Array(MeshAttributes.submeshVertexOffsets),\r\n            bfast.getInt32Array(MeshAttributes.submeshMaterials),\r\n            bfast.getInt32Array(MeshAttributes.indices),\r\n            bfast.getFloat32Array(MeshAttributes.positions)\r\n        ]);\r\n        return new G3dChunk(...values);\r\n    }\r\n}\r\nexports.G3dChunk = G3dChunk;\r\nG3dChunk.COLOR_SIZE = 4;\r\nG3dChunk.POSITION_SIZE = 3;\r\n/**\r\n * Opaque white\r\n */\r\nG3dChunk.DEFAULT_COLOR = new Float32Array([1, 1, 1, 1]);\r\n","\"use strict\";\r\n/**\r\n * @module vim-ts\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.G3dScene = exports.SceneAttributes = void 0;\r\nconst g3d_1 = require(\"./g3d\");\r\n/**\r\n * See https://github.com/vimaec/vim#vim-geometry-attributes\r\n */\r\nclass SceneAttributes {\r\n}\r\nexports.SceneAttributes = SceneAttributes;\r\nSceneAttributes.chunkCount = 'g3d:chunk:count:0:int32:1';\r\nSceneAttributes.instanceMesh = 'g3d:instance:mesh:0:int32:1';\r\nSceneAttributes.instanceMatrix = 'g3d:instance:transform:0:float32:16';\r\nSceneAttributes.instanceNodes = 'g3d:instance:node:0:int32:1';\r\nSceneAttributes.instanceGroups = 'g3d:instance:group:0:int32:1';\r\nSceneAttributes.instanceTags = 'g3d:instance:tag:0:int64:1';\r\nSceneAttributes.instanceFlags = 'g3d:instance:tag:0:uint16:1';\r\nSceneAttributes.instanceMins = 'g3d:instance:min:0:float32:3';\r\nSceneAttributes.instanceMaxs = 'g3d:instance:max:0:float32:3';\r\nSceneAttributes.meshChunk = 'g3d:mesh:chunk:0:int32:1';\r\nSceneAttributes.meshChunkIndices = 'g3d:mesh:chunkindex:0:int32:1';\r\nSceneAttributes.meshIndexCounts = 'g3d:mesh:indexcount:0:int32:1';\r\nSceneAttributes.meshVertexCounts = 'g3d:mesh:vertexcount:0:int32:1';\r\nSceneAttributes.meshOpaqueIndexCount = \"g3d:mesh:opaqueindexcount:0:int32:1\";\r\nSceneAttributes.meshOpaqueVertexCount = \"g3d:mesh:opaquevertexcount:0:int32:1\";\r\n/**\r\n * Represents the index, as in book index, of a collection of G3dMesh.\r\n * Allows to find and download G3dMesh as needed.\r\n * Allows to preallocate geometry to render G3dMeshes.\r\n */\r\nclass G3dScene {\r\n    constructor(chunkCount, instanceMeshes, instanceMatrices, instanceNodes, instanceGroups, instanceTags, instanceFlags, instanceMins, instanceMaxs, meshChunks, meshChunkIndices, meshIndexCounts, meshVertexCounts, meshOpaqueIndexCounts, meshOpaqueVertexCounts) {\r\n        this.chunkCount = chunkCount[0];\r\n        this.instanceMeshes = instanceMeshes;\r\n        this.instanceMatrices = instanceMatrices;\r\n        this.instanceNodes = instanceNodes;\r\n        this.instanceGroups = instanceGroups;\r\n        this.instanceTags = instanceTags;\r\n        this.instanceFlags = instanceFlags;\r\n        this.instanceMins = instanceMins;\r\n        this.instanceMaxs = instanceMaxs;\r\n        this.meshChunks = meshChunks;\r\n        this.meshChunkIndices = meshChunkIndices;\r\n        this.meshIndexCounts = meshIndexCounts;\r\n        this.meshVertexCounts = meshVertexCounts;\r\n        this.meshOpaqueIndexCounts = meshOpaqueIndexCounts;\r\n        this.meshOpaqueVertexCounts = meshOpaqueVertexCounts;\r\n        // Reverse instanceNodes\r\n        this.nodeToInstance = new Map();\r\n        for (let i = 0; i < this.instanceNodes.length; i++) {\r\n            this.nodeToInstance.set(this.instanceNodes[i], i);\r\n        }\r\n    }\r\n    static async createFromBfast(bfast) {\r\n        const values = await Promise.all([\r\n            bfast.getInt32Array(SceneAttributes.chunkCount),\r\n            bfast.getInt32Array(SceneAttributes.instanceMesh),\r\n            bfast.getFloat32Array(SceneAttributes.instanceMatrix),\r\n            bfast.getInt32Array(SceneAttributes.instanceNodes),\r\n            bfast.getInt32Array(SceneAttributes.instanceGroups),\r\n            bfast.getBigInt64Array(SceneAttributes.instanceTags),\r\n            bfast.getUint16Array(SceneAttributes.instanceFlags),\r\n            bfast.getFloat32Array(SceneAttributes.instanceMins),\r\n            bfast.getFloat32Array(SceneAttributes.instanceMaxs),\r\n            bfast.getInt32Array(SceneAttributes.meshChunk),\r\n            bfast.getInt32Array(SceneAttributes.meshChunkIndices),\r\n            bfast.getInt32Array(SceneAttributes.meshIndexCounts),\r\n            bfast.getInt32Array(SceneAttributes.meshVertexCounts),\r\n            bfast.getInt32Array(SceneAttributes.meshOpaqueIndexCount),\r\n            bfast.getInt32Array(SceneAttributes.meshOpaqueVertexCount),\r\n        ]);\r\n        return new G3dScene(...values);\r\n    }\r\n    getMeshCount() {\r\n        return this.meshChunks.length;\r\n    }\r\n    getMeshIndexCount(mesh, section) {\r\n        const all = this.meshIndexCounts[mesh];\r\n        if (section === 'all')\r\n            return all;\r\n        const opaque = this.meshOpaqueIndexCounts[mesh];\r\n        return section === 'opaque' ? opaque : all - opaque;\r\n    }\r\n    getMeshVertexCount(mesh, section) {\r\n        const all = this.meshVertexCounts[mesh];\r\n        if (section === 'all')\r\n            return all;\r\n        const opaque = this.meshOpaqueVertexCounts[mesh];\r\n        return section === 'opaque' ? opaque : all - opaque;\r\n    }\r\n    getInstanceMin(instance) {\r\n        return this.instanceMins.subarray(instance * g3d_1.G3d.POSITION_SIZE);\r\n    }\r\n    getInstanceMax(instance) {\r\n        return this.instanceMaxs.subarray(instance * g3d_1.G3d.POSITION_SIZE);\r\n    }\r\n    getInstanceMatrix(instance) {\r\n        return this.instanceMatrices.subarray(instance * g3d_1.G3d.MATRIX_SIZE, (instance + 1) * g3d_1.G3d.MATRIX_SIZE);\r\n    }\r\n}\r\nexports.G3dScene = G3dScene;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.requestHeader = void 0;\r\nasync function requestHeader(bfast) {\r\n    const header = await bfast.getBuffer('header');\r\n    const pairs = new TextDecoder('utf-8').decode(header).split('\\n');\r\n    const map = new Map(pairs.map((p) => p.split('=')).map((p) => [p[0], p[1]]));\r\n    return {\r\n        vim: map.get('vim'),\r\n        vimx: map.get('vimx'),\r\n        id: map.get('id'),\r\n        revision: map.get('revision'),\r\n        generator: map.get('generator'),\r\n        created: map.get('created'),\r\n        schema: map.get('schema')\r\n    };\r\n}\r\nexports.requestHeader = requestHeader;\r\n","\"use strict\";\r\n/**\r\n * @module vim-ts\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.G3dMesh = void 0;\r\nconst g3d_1 = require(\"./g3d\");\r\nclass G3dMesh {\r\n    constructor(scene, chunk, index) {\r\n        this.scene = scene;\r\n        this.chunk = chunk;\r\n        this.index = index;\r\n    }\r\n    // ------------- Mesh -----------------\r\n    getVertexStart(section = 'all') {\r\n        const sub = this.getSubmeshStart(section);\r\n        return this.getSubmeshVertexStart(sub);\r\n    }\r\n    getVertexEnd(section = 'all') {\r\n        const sub = this.getSubmeshEnd(section);\r\n        return this.getSubmeshVertexStart(sub);\r\n    }\r\n    getVertexCount(section = 'all') {\r\n        return this.getVertexEnd(section) - this.getVertexStart(section);\r\n    }\r\n    getIndexStart(section = 'all') {\r\n        const sub = this.getSubmeshStart(section);\r\n        return this.getSubmeshIndexStart(sub);\r\n    }\r\n    getIndexEnd(section = 'all') {\r\n        const sub = this.getSubmeshEnd(section);\r\n        return this.getSubmeshIndexStart(sub);\r\n    }\r\n    getIndexCount(section = 'all') {\r\n        return this.getIndexEnd(section) - this.getIndexStart(section);\r\n    }\r\n    getHasTransparency(mesh) {\r\n        return this.getSubmeshCount('transparent') > 0;\r\n    }\r\n    // ------------- Submeshes -----------------\r\n    getSubmeshStart(section) {\r\n        if (section === 'all' || section === 'opaque') {\r\n            return this.chunk.meshSubmeshOffset[this.index];\r\n        }\r\n        return this.chunk.meshSubmeshOffset[this.index] + this.chunk.meshOpaqueSubmeshCount[this.index];\r\n    }\r\n    getSubmeshEnd(section) {\r\n        if (section === 'opaque') {\r\n            return this.chunk.meshSubmeshOffset[this.index] + this.chunk.meshOpaqueSubmeshCount[this.index];\r\n        }\r\n        if (this.index + 1 < this.chunk.meshSubmeshOffset.length) {\r\n            return this.chunk.meshSubmeshOffset[this.index + 1];\r\n        }\r\n        return this.chunk.submeshIndexOffset.length;\r\n    }\r\n    getSubmeshCount(section) {\r\n        return this.getSubmeshEnd(section) - this.getSubmeshStart(section);\r\n    }\r\n    getSubmeshIndexStart(submesh) {\r\n        return submesh < this.chunk.submeshIndexOffset.length\r\n            ? this.chunk.submeshIndexOffset[submesh]\r\n            : this.chunk.indices.length;\r\n    }\r\n    getSubmeshIndexEnd(submesh) {\r\n        return submesh < this.chunk.submeshIndexOffset.length - 1\r\n            ? this.chunk.submeshIndexOffset[submesh + 1]\r\n            : this.chunk.indices.length;\r\n    }\r\n    getSubmeshIndexCount(submesh) {\r\n        return this.getSubmeshIndexEnd(submesh) - this.getSubmeshIndexStart(submesh);\r\n    }\r\n    getSubmeshVertexStart(submesh) {\r\n        return submesh < this.chunk.submeshIndexOffset.length\r\n            ? this.chunk.submeshVertexOffset[submesh]\r\n            : this.chunk.positions.length / g3d_1.G3d.POSITION_SIZE;\r\n    }\r\n    getSubmeshVertexEnd(submesh) {\r\n        return submesh < this.chunk.submeshVertexOffset.length - 1\r\n            ? this.chunk.submeshVertexOffset[submesh + 1]\r\n            : this.chunk.positions.length / g3d_1.G3d.POSITION_SIZE;\r\n    }\r\n    getSubmeshVertexCount(submesh) {\r\n        return this.getSubmeshVertexEnd(submesh) - this.getSubmeshVertexStart(submesh);\r\n    }\r\n}\r\nexports.G3dMesh = G3dMesh;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.RemoteVimx = void 0;\r\nconst g3dMaterials_1 = require(\"./g3d/g3dMaterials\");\r\nconst g3dChunk_1 = require(\"./g3d/g3dChunk\");\r\nconst g3dScene_1 = require(\"./g3d/g3dScene\");\r\nconst remoteValue_1 = require(\"./http/remoteValue\");\r\nconst vimHeader_1 = require(\"./vimHeader\");\r\nconst g3dMesh_1 = require(\"./g3d/g3dMesh\");\r\nclass RemoteVimx {\r\n    constructor(bfast) {\r\n        this.chunkCache = new Map();\r\n        this.bfast = bfast;\r\n        this.scene = new remoteValue_1.RemoteValue(() => this.requestScene());\r\n    }\r\n    /**\r\n     * Aborts all downloads from the underlying BFAST.\r\n     */\r\n    abort() {\r\n        this.bfast.abort();\r\n        this.scene.abort();\r\n        this.chunkCache.forEach(c => c.abort());\r\n    }\r\n    /**\r\n     * Downloads underlying bfast making all subsequent request local.\r\n     */\r\n    async download() {\r\n        this.bfast.forceDownload();\r\n    }\r\n    async requestScene() {\r\n        const index = await this.bfast.getLocalBfast('scene', true);\r\n        return g3dScene_1.G3dScene.createFromBfast(index);\r\n    }\r\n    async getHeader() {\r\n        return (0, vimHeader_1.requestHeader)(this.bfast);\r\n    }\r\n    /**\r\n   * Fetches and returns the vimx G3dScene\r\n   */\r\n    async getScene() {\r\n        return this.scene.get();\r\n    }\r\n    /**\r\n     * Fetches and returns the vimx G3dMaterials\r\n     */\r\n    async getMaterials() {\r\n        const mat = await this.bfast.getLocalBfast('materials', true);\r\n        return g3dMaterials_1.G3dMaterial.createFromBfast(mat);\r\n    }\r\n    /**\r\n     * Fetches and returns the vimx G3dMesh with given index\r\n     */\r\n    async getChunk(chunk) {\r\n        var cached = this.chunkCache.get(chunk);\r\n        if (cached !== undefined) {\r\n            return cached.get();\r\n        }\r\n        var value = new remoteValue_1.RemoteValue(() => this.requestChunk(chunk));\r\n        this.chunkCache.set(chunk, value);\r\n        return value.get();\r\n    }\r\n    async requestChunk(chunk) {\r\n        const chunkBFast = await this.bfast.getLocalBfast(`chunk_${chunk}`, true);\r\n        return g3dChunk_1.G3dChunk.createFromBfast(chunkBFast);\r\n    }\r\n    async getMesh(mesh) {\r\n        var scene = await this.scene.get();\r\n        var meshChunk = scene.meshChunks[mesh];\r\n        if (meshChunk === undefined)\r\n            return undefined;\r\n        var chunk = await this.getChunk(meshChunk);\r\n        if (chunk === undefined)\r\n            return undefined;\r\n        return new g3dMesh_1.G3dMesh(scene, chunk, scene.meshChunkIndices[mesh]);\r\n    }\r\n}\r\nexports.RemoteVimx = RemoteVimx;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Requester = void 0;\r\nconst logging_1 = require(\"./logging\");\r\nconst retriableRequest_1 = require(\"./retriableRequest\");\r\nconst requestTracker_1 = require(\"./requestTracker\");\r\n/**\r\n * Wrapper to provide tracking for all webrequests via request logger.\r\n */\r\nclass Requester {\r\n    constructor(verbose = false) {\r\n        this.maxConcurency = 10;\r\n        this._queue = [];\r\n        this._active = new Set();\r\n        this._logs = verbose ? new logging_1.DefaultLog() : new logging_1.NoLog();\r\n        this._tracker = new requestTracker_1.RequestTracker(undefined, this._logs);\r\n        this._tracker.onUpdate = (p) => this.onProgress?.(p);\r\n    }\r\n    abort() {\r\n        this._active.forEach(request => {\r\n            request.abort();\r\n        });\r\n        this._active.clear();\r\n        this._queue.length = 0;\r\n    }\r\n    async http(url, headers = {}, label) {\r\n        const request = new retriableRequest_1.RetriableRequest(url, headers, undefined, 'arraybuffer');\r\n        request.msg = url;\r\n        this.enqueue(request);\r\n        return new Promise((resolve, reject) => {\r\n            this._tracker.start(label);\r\n            request.onProgress = (e) => {\r\n                this._tracker.update(label, e);\r\n            };\r\n            request.onLoad = (result) => {\r\n                this._tracker.end(label);\r\n                resolve(result);\r\n                this.end(request);\r\n            };\r\n            request.onError = () => {\r\n                this._tracker.fail(label);\r\n                this.retry(request);\r\n            };\r\n        });\r\n    }\r\n    enqueue(xhr) {\r\n        this._queue.push(xhr);\r\n        this.next();\r\n    }\r\n    retry(xhr) {\r\n        this._active.delete(xhr);\r\n        this.maxConcurency = Math.max(1, this.maxConcurency - 1);\r\n        setTimeout(() => this.enqueue(xhr), 2000);\r\n    }\r\n    end(xhr) {\r\n        this._active.delete(xhr);\r\n        this.next();\r\n    }\r\n    next() {\r\n        if (this._queue.length === 0) {\r\n            return;\r\n        }\r\n        if (this._active.size >= this.maxConcurency) {\r\n            return;\r\n        }\r\n        const next = this._queue[0];\r\n        this._queue.shift();\r\n        this._active.add(next);\r\n        next.send();\r\n        this._logs.log('Starting ' + next.msg);\r\n    }\r\n}\r\nexports.Requester = Requester;\r\n","\"use strict\";\r\n/**\r\n * @module vim-ts\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.EntityTable = void 0;\r\nclass EntityTable {\r\n    constructor(bfast, strings) {\r\n        this.bfast = bfast;\r\n        this.strings = strings;\r\n    }\r\n    async getLocal() {\r\n        return new EntityTable(await this.bfast.getSelf(), this.strings);\r\n    }\r\n    static getTypeSize(colName) {\r\n        if (colName.startsWith('index:') ||\r\n            colName.startsWith('string:') ||\r\n            colName.startsWith('int:') ||\r\n            colName.startsWith('uint:') ||\r\n            colName.startsWith('float:')) {\r\n            return 4; // 4 bytes\r\n        }\r\n        if (colName.startsWith('double:') ||\r\n            colName.startsWith('long:') ||\r\n            colName.startsWith('ulong')) {\r\n            return 8; // 8 bytes\r\n        }\r\n        if (colName.startsWith('byte:') ||\r\n            colName.startsWith('ubyte:')) {\r\n            return 1; // 1 byte\r\n        }\r\n        if (colName.startsWith('short:') ||\r\n            colName.startsWith('ushort:')) {\r\n            return 2; // 2 bytes\r\n        }\r\n        return 1; // default to 1 byte\r\n    }\r\n    async getCount() {\r\n        const ranges = await this.bfast.getRanges();\r\n        if (!ranges || ranges.size === 0)\r\n            return 0;\r\n        const [colName, range] = ranges.entries().next().value;\r\n        const rangeSize = range.length;\r\n        const typeSize = EntityTable.getTypeSize(colName);\r\n        return rangeSize / typeSize;\r\n    }\r\n    getArray(columnName) {\r\n        return this.bfast.getArray(columnName);\r\n    }\r\n    async getNumberArray(columnName) {\r\n        const array = await this.bfast.getArray(columnName);\r\n        if (!array || (array instanceof BigInt64Array) || (array instanceof BigUint64Array))\r\n            return undefined;\r\n        return Array.from(array);\r\n    }\r\n    async getNumber(elementIndex, columnName) {\r\n        const array = await this.bfast.getArray(columnName);\r\n        if ((array?.length ?? -1) <= elementIndex)\r\n            return undefined;\r\n        return Number(array[elementIndex]);\r\n    }\r\n    async getBigIntArray(columnName) {\r\n        const array = await this.bfast.getArray(columnName);\r\n        if (!array)\r\n            return undefined;\r\n        if (array instanceof BigInt64Array)\r\n            return array;\r\n        const result = new BigInt64Array(array.length);\r\n        for (var i = 0; i < array.length; ++i) {\r\n            result[i] = BigInt(array[i]);\r\n        }\r\n        return result;\r\n    }\r\n    async getBigInt(elementIndex, columnName) {\r\n        const array = await this.bfast.getArray(columnName);\r\n        if ((array?.length ?? -1) <= elementIndex)\r\n            return undefined;\r\n        const element = array[elementIndex];\r\n        if (element === undefined)\r\n            return undefined;\r\n        return BigInt(element);\r\n    }\r\n    async getBoolean(elementIndex, columnName) {\r\n        const array = await this.bfast.getArray(columnName);\r\n        if ((array?.length ?? -1) <= elementIndex)\r\n            return undefined;\r\n        const element = array[elementIndex];\r\n        if (element === undefined)\r\n            return undefined;\r\n        return Boolean(element);\r\n    }\r\n    async getBooleanArray(columnName) {\r\n        const array = await this.bfast.getArray(columnName);\r\n        if (!array)\r\n            return undefined;\r\n        const result = new Array(array.length);\r\n        for (let i = 0; i < array.length; ++i) {\r\n            result[i] = Boolean(array[i]);\r\n        }\r\n        return result;\r\n    }\r\n    toIndex(value) {\r\n        return typeof value === 'bigint'\r\n            ? Number(BigInt.asIntN(32, value)) // clamp to signed integer value\r\n            : value;\r\n    }\r\n    async getString(elementIndex, columnName) {\r\n        if (this.strings === undefined)\r\n            return undefined;\r\n        const array = await this.bfast.getArray(columnName);\r\n        if ((array?.length ?? -1) <= elementIndex)\r\n            return undefined;\r\n        return this.strings[this.toIndex(array[elementIndex])];\r\n    }\r\n    async getStringArray(columnName) {\r\n        if (this.strings === undefined)\r\n            return undefined;\r\n        const array = await this.bfast.getArray(columnName);\r\n        if (!array)\r\n            return undefined;\r\n        const result = new Array(array.length);\r\n        for (let i = 0; i < array.length; ++i) {\r\n            result[i] = this.strings[this.toIndex(array[i])];\r\n        }\r\n        return result;\r\n    }\r\n}\r\nexports.EntityTable = EntityTable;\r\n","\"use strict\";\r\n/**\r\n * @module vim-ts\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.VimLoader = void 0;\r\nclass VimLoader {\r\n    static async loadFromBfast(bfast, ignoreStrings) {\r\n        const [entity, strings] = await Promise.all([\r\n            VimLoader.requestEntities(bfast),\r\n            ignoreStrings ? Promise.resolve(undefined) : VimLoader.requestStrings(bfast)\r\n        ]);\r\n        return [entity, strings];\r\n    }\r\n    static async requestStrings(bfast) {\r\n        const buffer = await bfast.getBuffer('strings');\r\n        if (!buffer) {\r\n            console.error('Could not get String Data from VIM file. Bim features will be disabled.');\r\n            return;\r\n        }\r\n        const strings = new TextDecoder('utf-8').decode(buffer).split('\\0');\r\n        return strings;\r\n    }\r\n    static async requestEntities(bfast) {\r\n        const entities = await bfast.getBfast('entities');\r\n        if (!entities) {\r\n            console.error('Could not get String Data from VIM file. Bim features will be disabled.');\r\n        }\r\n        return entities;\r\n    }\r\n}\r\nexports.VimLoader = VimLoader;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.LevelInViewTable = exports.LevelInView = exports.AssetInViewSheetTable = exports.AssetInViewSheet = exports.AssetInViewTable = exports.AssetInView = exports.ShapeInViewTable = exports.ShapeInView = exports.ElementInViewTable = exports.ElementInView = exports.ViewTable = exports.View = exports.FamilyInstanceTable = exports.FamilyInstance = exports.FamilyTypeTable = exports.FamilyType = exports.FamilyTable = exports.Family = exports.CategoryTable = exports.Category = exports.PhaseOrderInBimDocumentTable = exports.PhaseOrderInBimDocument = exports.DisplayUnitInBimDocumentTable = exports.DisplayUnitInBimDocument = exports.BimDocumentTable = exports.BimDocument = exports.RoomTable = exports.Room = exports.PhaseTable = exports.Phase = exports.LevelTable = exports.Level = exports.DesignOptionTable = exports.DesignOption = exports.GroupTable = exports.Group = exports.AssemblyInstanceTable = exports.AssemblyInstance = exports.WorksetTable = exports.Workset = exports.ElementTable = exports.Element = exports.ParameterTable = exports.Parameter = exports.ParameterDescriptorTable = exports.ParameterDescriptor = exports.DisplayUnitTable = exports.DisplayUnit = exports.AssetTable = exports.Asset = void 0;\r\nexports.ViewSheetInViewSheetSetTable = exports.ViewSheetInViewSheetSet = exports.ViewSheetTable = exports.ViewSheet = exports.ViewSheetSetTable = exports.ViewSheetSet = exports.ScheduleCellTable = exports.ScheduleCell = exports.ScheduleColumnTable = exports.ScheduleColumn = exports.ScheduleTable = exports.Schedule = exports.AreaSchemeTable = exports.AreaScheme = exports.AreaTable = exports.Area = exports.GridTable = exports.Grid = exports.PhaseFilterTable = exports.PhaseFilter = exports.BasePointTable = exports.BasePoint = exports.ElementInWarningTable = exports.ElementInWarning = exports.WarningTable = exports.Warning = exports.ElementInSystemTable = exports.ElementInSystem = exports.SystemTable = exports.System = exports.ShapeInShapeCollectionTable = exports.ShapeInShapeCollection = exports.ShapeCollectionTable = exports.ShapeCollection = exports.ShapeTable = exports.Shape = exports.GeometryTable = exports.Geometry = exports.NodeTable = exports.Node = exports.CompoundStructureTable = exports.CompoundStructure = exports.CompoundStructureLayerTable = exports.CompoundStructureLayer = exports.MaterialInElementTable = exports.MaterialInElement = exports.MaterialTable = exports.Material = exports.CameraTable = exports.Camera = void 0;\r\nexports.VimDocument = exports.BuildingTable = exports.Building = exports.SiteTable = exports.Site = exports.ViewInViewSheetTable = exports.ViewInViewSheet = exports.ViewInViewSheetSetTable = exports.ViewInViewSheetSet = void 0;\r\nconst entityTable_1 = require(\"./entityTable\");\r\nconst vimLoader_1 = require(\"./vimLoader\");\r\nclass Asset {\r\n    static async createFromTable(table, index) {\r\n        let result = new Asset();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getBufferName(index).then(v => result.bufferName = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Asset = Asset;\r\nclass AssetTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Asset\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new AssetTable();\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(assetIndex) {\r\n        return await Asset.createFromTable(this, assetIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let bufferName;\r\n        await Promise.all([\r\n            (async () => { bufferName = (await localTable.getStringArray(\"string:BufferName\")); })(),\r\n        ]);\r\n        let asset = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            asset.push({\r\n                index: i,\r\n                bufferName: bufferName ? bufferName[i] : undefined\r\n            });\r\n        }\r\n        return asset;\r\n    }\r\n    async getBufferName(assetIndex) {\r\n        return (await this.entityTable.getString(assetIndex, \"string:BufferName\"));\r\n    }\r\n    async getAllBufferName() {\r\n        return (await this.entityTable.getStringArray(\"string:BufferName\"));\r\n    }\r\n}\r\nexports.AssetTable = AssetTable;\r\nclass DisplayUnit {\r\n    static async createFromTable(table, index) {\r\n        let result = new DisplayUnit();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getSpec(index).then(v => result.spec = v),\r\n            table.getType(index).then(v => result.type = v),\r\n            table.getLabel(index).then(v => result.label = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.DisplayUnit = DisplayUnit;\r\nclass DisplayUnitTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.DisplayUnit\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new DisplayUnitTable();\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(displayUnitIndex) {\r\n        return await DisplayUnit.createFromTable(this, displayUnitIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let spec;\r\n        let type;\r\n        let label;\r\n        await Promise.all([\r\n            (async () => { spec = (await localTable.getStringArray(\"string:Spec\")); })(),\r\n            (async () => { type = (await localTable.getStringArray(\"string:Type\")); })(),\r\n            (async () => { label = (await localTable.getStringArray(\"string:Label\")); })(),\r\n        ]);\r\n        let displayUnit = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            displayUnit.push({\r\n                index: i,\r\n                spec: spec ? spec[i] : undefined,\r\n                type: type ? type[i] : undefined,\r\n                label: label ? label[i] : undefined\r\n            });\r\n        }\r\n        return displayUnit;\r\n    }\r\n    async getSpec(displayUnitIndex) {\r\n        return (await this.entityTable.getString(displayUnitIndex, \"string:Spec\"));\r\n    }\r\n    async getAllSpec() {\r\n        return (await this.entityTable.getStringArray(\"string:Spec\"));\r\n    }\r\n    async getType(displayUnitIndex) {\r\n        return (await this.entityTable.getString(displayUnitIndex, \"string:Type\"));\r\n    }\r\n    async getAllType() {\r\n        return (await this.entityTable.getStringArray(\"string:Type\"));\r\n    }\r\n    async getLabel(displayUnitIndex) {\r\n        return (await this.entityTable.getString(displayUnitIndex, \"string:Label\"));\r\n    }\r\n    async getAllLabel() {\r\n        return (await this.entityTable.getStringArray(\"string:Label\"));\r\n    }\r\n}\r\nexports.DisplayUnitTable = DisplayUnitTable;\r\nclass ParameterDescriptor {\r\n    static async createFromTable(table, index) {\r\n        let result = new ParameterDescriptor();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getName(index).then(v => result.name = v),\r\n            table.getGroup(index).then(v => result.group = v),\r\n            table.getParameterType(index).then(v => result.parameterType = v),\r\n            table.getIsInstance(index).then(v => result.isInstance = v),\r\n            table.getIsShared(index).then(v => result.isShared = v),\r\n            table.getIsReadOnly(index).then(v => result.isReadOnly = v),\r\n            table.getFlags(index).then(v => result.flags = v),\r\n            table.getGuid(index).then(v => result.guid = v),\r\n            table.getStorageType(index).then(v => result.storageType = v),\r\n            table.getDisplayUnitIndex(index).then(v => result.displayUnitIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ParameterDescriptor = ParameterDescriptor;\r\nclass ParameterDescriptorTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ParameterDescriptor\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ParameterDescriptorTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(parameterDescriptorIndex) {\r\n        return await ParameterDescriptor.createFromTable(this, parameterDescriptorIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let name;\r\n        let group;\r\n        let parameterType;\r\n        let isInstance;\r\n        let isShared;\r\n        let isReadOnly;\r\n        let flags;\r\n        let guid;\r\n        let storageType;\r\n        let displayUnitIndex;\r\n        await Promise.all([\r\n            (async () => { name = (await localTable.getStringArray(\"string:Name\")); })(),\r\n            (async () => { group = (await localTable.getStringArray(\"string:Group\")); })(),\r\n            (async () => { parameterType = (await localTable.getStringArray(\"string:ParameterType\")); })(),\r\n            (async () => { isInstance = (await localTable.getBooleanArray(\"byte:IsInstance\")); })(),\r\n            (async () => { isShared = (await localTable.getBooleanArray(\"byte:IsShared\")); })(),\r\n            (async () => { isReadOnly = (await localTable.getBooleanArray(\"byte:IsReadOnly\")); })(),\r\n            (async () => { flags = (await localTable.getNumberArray(\"int:Flags\")); })(),\r\n            (async () => { guid = (await localTable.getStringArray(\"string:Guid\")); })(),\r\n            (async () => { storageType = (await localTable.getNumberArray(\"int:StorageType\")); })(),\r\n            (async () => { displayUnitIndex = (await localTable.getNumberArray(\"index:Vim.DisplayUnit:DisplayUnit\")); })(),\r\n        ]);\r\n        let parameterDescriptor = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            parameterDescriptor.push({\r\n                index: i,\r\n                name: name ? name[i] : undefined,\r\n                group: group ? group[i] : undefined,\r\n                parameterType: parameterType ? parameterType[i] : undefined,\r\n                isInstance: isInstance ? isInstance[i] : undefined,\r\n                isShared: isShared ? isShared[i] : undefined,\r\n                isReadOnly: isReadOnly ? isReadOnly[i] : undefined,\r\n                flags: flags ? flags[i] : undefined,\r\n                guid: guid ? guid[i] : undefined,\r\n                storageType: storageType ? storageType[i] : undefined,\r\n                displayUnitIndex: displayUnitIndex ? displayUnitIndex[i] : undefined\r\n            });\r\n        }\r\n        return parameterDescriptor;\r\n    }\r\n    async getName(parameterDescriptorIndex) {\r\n        return (await this.entityTable.getString(parameterDescriptorIndex, \"string:Name\"));\r\n    }\r\n    async getAllName() {\r\n        return (await this.entityTable.getStringArray(\"string:Name\"));\r\n    }\r\n    async getGroup(parameterDescriptorIndex) {\r\n        return (await this.entityTable.getString(parameterDescriptorIndex, \"string:Group\"));\r\n    }\r\n    async getAllGroup() {\r\n        return (await this.entityTable.getStringArray(\"string:Group\"));\r\n    }\r\n    async getParameterType(parameterDescriptorIndex) {\r\n        return (await this.entityTable.getString(parameterDescriptorIndex, \"string:ParameterType\"));\r\n    }\r\n    async getAllParameterType() {\r\n        return (await this.entityTable.getStringArray(\"string:ParameterType\"));\r\n    }\r\n    async getIsInstance(parameterDescriptorIndex) {\r\n        return (await this.entityTable.getBoolean(parameterDescriptorIndex, \"byte:IsInstance\"));\r\n    }\r\n    async getAllIsInstance() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsInstance\"));\r\n    }\r\n    async getIsShared(parameterDescriptorIndex) {\r\n        return (await this.entityTable.getBoolean(parameterDescriptorIndex, \"byte:IsShared\"));\r\n    }\r\n    async getAllIsShared() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsShared\"));\r\n    }\r\n    async getIsReadOnly(parameterDescriptorIndex) {\r\n        return (await this.entityTable.getBoolean(parameterDescriptorIndex, \"byte:IsReadOnly\"));\r\n    }\r\n    async getAllIsReadOnly() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsReadOnly\"));\r\n    }\r\n    async getFlags(parameterDescriptorIndex) {\r\n        return (await this.entityTable.getNumber(parameterDescriptorIndex, \"int:Flags\"));\r\n    }\r\n    async getAllFlags() {\r\n        return (await this.entityTable.getNumberArray(\"int:Flags\"));\r\n    }\r\n    async getGuid(parameterDescriptorIndex) {\r\n        return (await this.entityTable.getString(parameterDescriptorIndex, \"string:Guid\"));\r\n    }\r\n    async getAllGuid() {\r\n        return (await this.entityTable.getStringArray(\"string:Guid\"));\r\n    }\r\n    async getStorageType(parameterDescriptorIndex) {\r\n        return (await this.entityTable.getNumber(parameterDescriptorIndex, \"int:StorageType\"));\r\n    }\r\n    async getAllStorageType() {\r\n        return (await this.entityTable.getNumberArray(\"int:StorageType\"));\r\n    }\r\n    async getDisplayUnitIndex(parameterDescriptorIndex) {\r\n        return await this.entityTable.getNumber(parameterDescriptorIndex, \"index:Vim.DisplayUnit:DisplayUnit\");\r\n    }\r\n    async getAllDisplayUnitIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.DisplayUnit:DisplayUnit\");\r\n    }\r\n    async getDisplayUnit(parameterDescriptorIndex) {\r\n        const index = await this.getDisplayUnitIndex(parameterDescriptorIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.displayUnit?.get(index);\r\n    }\r\n}\r\nexports.ParameterDescriptorTable = ParameterDescriptorTable;\r\nclass Parameter {\r\n    static async createFromTable(table, index) {\r\n        let result = new Parameter();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getValue(index).then(v => result.value = v),\r\n            table.getParameterDescriptorIndex(index).then(v => result.parameterDescriptorIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Parameter = Parameter;\r\nclass ParameterTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Parameter\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ParameterTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(parameterIndex) {\r\n        return await Parameter.createFromTable(this, parameterIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let value;\r\n        let parameterDescriptorIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { value = (await localTable.getStringArray(\"string:Value\")); })(),\r\n            (async () => { parameterDescriptorIndex = (await localTable.getNumberArray(\"index:Vim.ParameterDescriptor:ParameterDescriptor\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let parameter = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            parameter.push({\r\n                index: i,\r\n                value: value ? value[i] : undefined,\r\n                parameterDescriptorIndex: parameterDescriptorIndex ? parameterDescriptorIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return parameter;\r\n    }\r\n    async getValue(parameterIndex) {\r\n        return (await this.entityTable.getString(parameterIndex, \"string:Value\"));\r\n    }\r\n    async getAllValue() {\r\n        return (await this.entityTable.getStringArray(\"string:Value\"));\r\n    }\r\n    async getParameterDescriptorIndex(parameterIndex) {\r\n        return await this.entityTable.getNumber(parameterIndex, \"index:Vim.ParameterDescriptor:ParameterDescriptor\");\r\n    }\r\n    async getAllParameterDescriptorIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.ParameterDescriptor:ParameterDescriptor\");\r\n    }\r\n    async getParameterDescriptor(parameterIndex) {\r\n        const index = await this.getParameterDescriptorIndex(parameterIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.parameterDescriptor?.get(index);\r\n    }\r\n    async getElementIndex(parameterIndex) {\r\n        return await this.entityTable.getNumber(parameterIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(parameterIndex) {\r\n        const index = await this.getElementIndex(parameterIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.ParameterTable = ParameterTable;\r\nclass Element {\r\n    static async createFromTable(table, index) {\r\n        let result = new Element();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getId(index).then(v => result.id = v),\r\n            table.getType(index).then(v => result.type = v),\r\n            table.getName(index).then(v => result.name = v),\r\n            table.getUniqueId(index).then(v => result.uniqueId = v),\r\n            table.getLocation_X(index).then(v => result.location_X = v),\r\n            table.getLocation_Y(index).then(v => result.location_Y = v),\r\n            table.getLocation_Z(index).then(v => result.location_Z = v),\r\n            table.getFamilyName(index).then(v => result.familyName = v),\r\n            table.getIsPinned(index).then(v => result.isPinned = v),\r\n            table.getLevelIndex(index).then(v => result.levelIndex = v),\r\n            table.getPhaseCreatedIndex(index).then(v => result.phaseCreatedIndex = v),\r\n            table.getPhaseDemolishedIndex(index).then(v => result.phaseDemolishedIndex = v),\r\n            table.getCategoryIndex(index).then(v => result.categoryIndex = v),\r\n            table.getWorksetIndex(index).then(v => result.worksetIndex = v),\r\n            table.getDesignOptionIndex(index).then(v => result.designOptionIndex = v),\r\n            table.getOwnerViewIndex(index).then(v => result.ownerViewIndex = v),\r\n            table.getGroupIndex(index).then(v => result.groupIndex = v),\r\n            table.getAssemblyInstanceIndex(index).then(v => result.assemblyInstanceIndex = v),\r\n            table.getBimDocumentIndex(index).then(v => result.bimDocumentIndex = v),\r\n            table.getRoomIndex(index).then(v => result.roomIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Element = Element;\r\nclass ElementTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Element\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ElementTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(elementIndex) {\r\n        return await Element.createFromTable(this, elementIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let id;\r\n        let type;\r\n        let name;\r\n        let uniqueId;\r\n        let location_X;\r\n        let location_Y;\r\n        let location_Z;\r\n        let familyName;\r\n        let isPinned;\r\n        let levelIndex;\r\n        let phaseCreatedIndex;\r\n        let phaseDemolishedIndex;\r\n        let categoryIndex;\r\n        let worksetIndex;\r\n        let designOptionIndex;\r\n        let ownerViewIndex;\r\n        let groupIndex;\r\n        let assemblyInstanceIndex;\r\n        let bimDocumentIndex;\r\n        let roomIndex;\r\n        await Promise.all([\r\n            (async () => { id = (await localTable.getBigIntArray(\"long:Id\")) ?? (await localTable.getBigIntArray(\"int:Id\")); })(),\r\n            (async () => { type = (await localTable.getStringArray(\"string:Type\")); })(),\r\n            (async () => { name = (await localTable.getStringArray(\"string:Name\")); })(),\r\n            (async () => { uniqueId = (await localTable.getStringArray(\"string:UniqueId\")); })(),\r\n            (async () => { location_X = (await localTable.getNumberArray(\"float:Location.X\")); })(),\r\n            (async () => { location_Y = (await localTable.getNumberArray(\"float:Location.Y\")); })(),\r\n            (async () => { location_Z = (await localTable.getNumberArray(\"float:Location.Z\")); })(),\r\n            (async () => { familyName = (await localTable.getStringArray(\"string:FamilyName\")); })(),\r\n            (async () => { isPinned = (await localTable.getBooleanArray(\"byte:IsPinned\")); })(),\r\n            (async () => { levelIndex = (await localTable.getNumberArray(\"index:Vim.Level:Level\")); })(),\r\n            (async () => { phaseCreatedIndex = (await localTable.getNumberArray(\"index:Vim.Phase:PhaseCreated\")); })(),\r\n            (async () => { phaseDemolishedIndex = (await localTable.getNumberArray(\"index:Vim.Phase:PhaseDemolished\")); })(),\r\n            (async () => { categoryIndex = (await localTable.getNumberArray(\"index:Vim.Category:Category\")); })(),\r\n            (async () => { worksetIndex = (await localTable.getNumberArray(\"index:Vim.Workset:Workset\")); })(),\r\n            (async () => { designOptionIndex = (await localTable.getNumberArray(\"index:Vim.DesignOption:DesignOption\")); })(),\r\n            (async () => { ownerViewIndex = (await localTable.getNumberArray(\"index:Vim.View:OwnerView\")); })(),\r\n            (async () => { groupIndex = (await localTable.getNumberArray(\"index:Vim.Group:Group\")); })(),\r\n            (async () => { assemblyInstanceIndex = (await localTable.getNumberArray(\"index:Vim.AssemblyInstance:AssemblyInstance\")); })(),\r\n            (async () => { bimDocumentIndex = (await localTable.getNumberArray(\"index:Vim.BimDocument:BimDocument\")); })(),\r\n            (async () => { roomIndex = (await localTable.getNumberArray(\"index:Vim.Room:Room\")); })(),\r\n        ]);\r\n        let element = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            element.push({\r\n                index: i,\r\n                id: id ? id[i] : undefined,\r\n                type: type ? type[i] : undefined,\r\n                name: name ? name[i] : undefined,\r\n                uniqueId: uniqueId ? uniqueId[i] : undefined,\r\n                location_X: location_X ? location_X[i] : undefined,\r\n                location_Y: location_Y ? location_Y[i] : undefined,\r\n                location_Z: location_Z ? location_Z[i] : undefined,\r\n                familyName: familyName ? familyName[i] : undefined,\r\n                isPinned: isPinned ? isPinned[i] : undefined,\r\n                levelIndex: levelIndex ? levelIndex[i] : undefined,\r\n                phaseCreatedIndex: phaseCreatedIndex ? phaseCreatedIndex[i] : undefined,\r\n                phaseDemolishedIndex: phaseDemolishedIndex ? phaseDemolishedIndex[i] : undefined,\r\n                categoryIndex: categoryIndex ? categoryIndex[i] : undefined,\r\n                worksetIndex: worksetIndex ? worksetIndex[i] : undefined,\r\n                designOptionIndex: designOptionIndex ? designOptionIndex[i] : undefined,\r\n                ownerViewIndex: ownerViewIndex ? ownerViewIndex[i] : undefined,\r\n                groupIndex: groupIndex ? groupIndex[i] : undefined,\r\n                assemblyInstanceIndex: assemblyInstanceIndex ? assemblyInstanceIndex[i] : undefined,\r\n                bimDocumentIndex: bimDocumentIndex ? bimDocumentIndex[i] : undefined,\r\n                roomIndex: roomIndex ? roomIndex[i] : undefined\r\n            });\r\n        }\r\n        return element;\r\n    }\r\n    async getId(elementIndex) {\r\n        return (await this.entityTable.getBigInt(elementIndex, \"long:Id\")) ?? (await this.entityTable.getBigInt(elementIndex, \"int:Id\"));\r\n    }\r\n    async getAllId() {\r\n        return (await this.entityTable.getBigIntArray(\"long:Id\")) ?? (await this.entityTable.getBigIntArray(\"int:Id\"));\r\n    }\r\n    async getType(elementIndex) {\r\n        return (await this.entityTable.getString(elementIndex, \"string:Type\"));\r\n    }\r\n    async getAllType() {\r\n        return (await this.entityTable.getStringArray(\"string:Type\"));\r\n    }\r\n    async getName(elementIndex) {\r\n        return (await this.entityTable.getString(elementIndex, \"string:Name\"));\r\n    }\r\n    async getAllName() {\r\n        return (await this.entityTable.getStringArray(\"string:Name\"));\r\n    }\r\n    async getUniqueId(elementIndex) {\r\n        return (await this.entityTable.getString(elementIndex, \"string:UniqueId\"));\r\n    }\r\n    async getAllUniqueId() {\r\n        return (await this.entityTable.getStringArray(\"string:UniqueId\"));\r\n    }\r\n    async getLocation_X(elementIndex) {\r\n        return (await this.entityTable.getNumber(elementIndex, \"float:Location.X\"));\r\n    }\r\n    async getAllLocation_X() {\r\n        return (await this.entityTable.getNumberArray(\"float:Location.X\"));\r\n    }\r\n    async getLocation_Y(elementIndex) {\r\n        return (await this.entityTable.getNumber(elementIndex, \"float:Location.Y\"));\r\n    }\r\n    async getAllLocation_Y() {\r\n        return (await this.entityTable.getNumberArray(\"float:Location.Y\"));\r\n    }\r\n    async getLocation_Z(elementIndex) {\r\n        return (await this.entityTable.getNumber(elementIndex, \"float:Location.Z\"));\r\n    }\r\n    async getAllLocation_Z() {\r\n        return (await this.entityTable.getNumberArray(\"float:Location.Z\"));\r\n    }\r\n    async getFamilyName(elementIndex) {\r\n        return (await this.entityTable.getString(elementIndex, \"string:FamilyName\"));\r\n    }\r\n    async getAllFamilyName() {\r\n        return (await this.entityTable.getStringArray(\"string:FamilyName\"));\r\n    }\r\n    async getIsPinned(elementIndex) {\r\n        return (await this.entityTable.getBoolean(elementIndex, \"byte:IsPinned\"));\r\n    }\r\n    async getAllIsPinned() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsPinned\"));\r\n    }\r\n    async getLevelIndex(elementIndex) {\r\n        return await this.entityTable.getNumber(elementIndex, \"index:Vim.Level:Level\");\r\n    }\r\n    async getAllLevelIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Level:Level\");\r\n    }\r\n    async getLevel(elementIndex) {\r\n        const index = await this.getLevelIndex(elementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.level?.get(index);\r\n    }\r\n    async getPhaseCreatedIndex(elementIndex) {\r\n        return await this.entityTable.getNumber(elementIndex, \"index:Vim.Phase:PhaseCreated\");\r\n    }\r\n    async getAllPhaseCreatedIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Phase:PhaseCreated\");\r\n    }\r\n    async getPhaseCreated(elementIndex) {\r\n        const index = await this.getPhaseCreatedIndex(elementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.phase?.get(index);\r\n    }\r\n    async getPhaseDemolishedIndex(elementIndex) {\r\n        return await this.entityTable.getNumber(elementIndex, \"index:Vim.Phase:PhaseDemolished\");\r\n    }\r\n    async getAllPhaseDemolishedIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Phase:PhaseDemolished\");\r\n    }\r\n    async getPhaseDemolished(elementIndex) {\r\n        const index = await this.getPhaseDemolishedIndex(elementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.phase?.get(index);\r\n    }\r\n    async getCategoryIndex(elementIndex) {\r\n        return await this.entityTable.getNumber(elementIndex, \"index:Vim.Category:Category\");\r\n    }\r\n    async getAllCategoryIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Category:Category\");\r\n    }\r\n    async getCategory(elementIndex) {\r\n        const index = await this.getCategoryIndex(elementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.category?.get(index);\r\n    }\r\n    async getWorksetIndex(elementIndex) {\r\n        return await this.entityTable.getNumber(elementIndex, \"index:Vim.Workset:Workset\");\r\n    }\r\n    async getAllWorksetIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Workset:Workset\");\r\n    }\r\n    async getWorkset(elementIndex) {\r\n        const index = await this.getWorksetIndex(elementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.workset?.get(index);\r\n    }\r\n    async getDesignOptionIndex(elementIndex) {\r\n        return await this.entityTable.getNumber(elementIndex, \"index:Vim.DesignOption:DesignOption\");\r\n    }\r\n    async getAllDesignOptionIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.DesignOption:DesignOption\");\r\n    }\r\n    async getDesignOption(elementIndex) {\r\n        const index = await this.getDesignOptionIndex(elementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.designOption?.get(index);\r\n    }\r\n    async getOwnerViewIndex(elementIndex) {\r\n        return await this.entityTable.getNumber(elementIndex, \"index:Vim.View:OwnerView\");\r\n    }\r\n    async getAllOwnerViewIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.View:OwnerView\");\r\n    }\r\n    async getOwnerView(elementIndex) {\r\n        const index = await this.getOwnerViewIndex(elementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.view?.get(index);\r\n    }\r\n    async getGroupIndex(elementIndex) {\r\n        return await this.entityTable.getNumber(elementIndex, \"index:Vim.Group:Group\");\r\n    }\r\n    async getAllGroupIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Group:Group\");\r\n    }\r\n    async getGroup(elementIndex) {\r\n        const index = await this.getGroupIndex(elementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.group?.get(index);\r\n    }\r\n    async getAssemblyInstanceIndex(elementIndex) {\r\n        return await this.entityTable.getNumber(elementIndex, \"index:Vim.AssemblyInstance:AssemblyInstance\");\r\n    }\r\n    async getAllAssemblyInstanceIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.AssemblyInstance:AssemblyInstance\");\r\n    }\r\n    async getAssemblyInstance(elementIndex) {\r\n        const index = await this.getAssemblyInstanceIndex(elementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.assemblyInstance?.get(index);\r\n    }\r\n    async getBimDocumentIndex(elementIndex) {\r\n        return await this.entityTable.getNumber(elementIndex, \"index:Vim.BimDocument:BimDocument\");\r\n    }\r\n    async getAllBimDocumentIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.BimDocument:BimDocument\");\r\n    }\r\n    async getBimDocument(elementIndex) {\r\n        const index = await this.getBimDocumentIndex(elementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.bimDocument?.get(index);\r\n    }\r\n    async getRoomIndex(elementIndex) {\r\n        return await this.entityTable.getNumber(elementIndex, \"index:Vim.Room:Room\");\r\n    }\r\n    async getAllRoomIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Room:Room\");\r\n    }\r\n    async getRoom(elementIndex) {\r\n        const index = await this.getRoomIndex(elementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.room?.get(index);\r\n    }\r\n}\r\nexports.ElementTable = ElementTable;\r\nclass Workset {\r\n    static async createFromTable(table, index) {\r\n        let result = new Workset();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getId(index).then(v => result.id = v),\r\n            table.getName(index).then(v => result.name = v),\r\n            table.getKind(index).then(v => result.kind = v),\r\n            table.getIsOpen(index).then(v => result.isOpen = v),\r\n            table.getIsEditable(index).then(v => result.isEditable = v),\r\n            table.getOwner(index).then(v => result.owner = v),\r\n            table.getUniqueId(index).then(v => result.uniqueId = v),\r\n            table.getBimDocumentIndex(index).then(v => result.bimDocumentIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Workset = Workset;\r\nclass WorksetTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Workset\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new WorksetTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(worksetIndex) {\r\n        return await Workset.createFromTable(this, worksetIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let id;\r\n        let name;\r\n        let kind;\r\n        let isOpen;\r\n        let isEditable;\r\n        let owner;\r\n        let uniqueId;\r\n        let bimDocumentIndex;\r\n        await Promise.all([\r\n            (async () => { id = (await localTable.getNumberArray(\"int:Id\")); })(),\r\n            (async () => { name = (await localTable.getStringArray(\"string:Name\")); })(),\r\n            (async () => { kind = (await localTable.getStringArray(\"string:Kind\")); })(),\r\n            (async () => { isOpen = (await localTable.getBooleanArray(\"byte:IsOpen\")); })(),\r\n            (async () => { isEditable = (await localTable.getBooleanArray(\"byte:IsEditable\")); })(),\r\n            (async () => { owner = (await localTable.getStringArray(\"string:Owner\")); })(),\r\n            (async () => { uniqueId = (await localTable.getStringArray(\"string:UniqueId\")); })(),\r\n            (async () => { bimDocumentIndex = (await localTable.getNumberArray(\"index:Vim.BimDocument:BimDocument\")); })(),\r\n        ]);\r\n        let workset = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            workset.push({\r\n                index: i,\r\n                id: id ? id[i] : undefined,\r\n                name: name ? name[i] : undefined,\r\n                kind: kind ? kind[i] : undefined,\r\n                isOpen: isOpen ? isOpen[i] : undefined,\r\n                isEditable: isEditable ? isEditable[i] : undefined,\r\n                owner: owner ? owner[i] : undefined,\r\n                uniqueId: uniqueId ? uniqueId[i] : undefined,\r\n                bimDocumentIndex: bimDocumentIndex ? bimDocumentIndex[i] : undefined\r\n            });\r\n        }\r\n        return workset;\r\n    }\r\n    async getId(worksetIndex) {\r\n        return (await this.entityTable.getNumber(worksetIndex, \"int:Id\"));\r\n    }\r\n    async getAllId() {\r\n        return (await this.entityTable.getNumberArray(\"int:Id\"));\r\n    }\r\n    async getName(worksetIndex) {\r\n        return (await this.entityTable.getString(worksetIndex, \"string:Name\"));\r\n    }\r\n    async getAllName() {\r\n        return (await this.entityTable.getStringArray(\"string:Name\"));\r\n    }\r\n    async getKind(worksetIndex) {\r\n        return (await this.entityTable.getString(worksetIndex, \"string:Kind\"));\r\n    }\r\n    async getAllKind() {\r\n        return (await this.entityTable.getStringArray(\"string:Kind\"));\r\n    }\r\n    async getIsOpen(worksetIndex) {\r\n        return (await this.entityTable.getBoolean(worksetIndex, \"byte:IsOpen\"));\r\n    }\r\n    async getAllIsOpen() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsOpen\"));\r\n    }\r\n    async getIsEditable(worksetIndex) {\r\n        return (await this.entityTable.getBoolean(worksetIndex, \"byte:IsEditable\"));\r\n    }\r\n    async getAllIsEditable() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsEditable\"));\r\n    }\r\n    async getOwner(worksetIndex) {\r\n        return (await this.entityTable.getString(worksetIndex, \"string:Owner\"));\r\n    }\r\n    async getAllOwner() {\r\n        return (await this.entityTable.getStringArray(\"string:Owner\"));\r\n    }\r\n    async getUniqueId(worksetIndex) {\r\n        return (await this.entityTable.getString(worksetIndex, \"string:UniqueId\"));\r\n    }\r\n    async getAllUniqueId() {\r\n        return (await this.entityTable.getStringArray(\"string:UniqueId\"));\r\n    }\r\n    async getBimDocumentIndex(worksetIndex) {\r\n        return await this.entityTable.getNumber(worksetIndex, \"index:Vim.BimDocument:BimDocument\");\r\n    }\r\n    async getAllBimDocumentIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.BimDocument:BimDocument\");\r\n    }\r\n    async getBimDocument(worksetIndex) {\r\n        const index = await this.getBimDocumentIndex(worksetIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.bimDocument?.get(index);\r\n    }\r\n}\r\nexports.WorksetTable = WorksetTable;\r\nclass AssemblyInstance {\r\n    static async createFromTable(table, index) {\r\n        let result = new AssemblyInstance();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getAssemblyTypeName(index).then(v => result.assemblyTypeName = v),\r\n            table.getPosition_X(index).then(v => result.position_X = v),\r\n            table.getPosition_Y(index).then(v => result.position_Y = v),\r\n            table.getPosition_Z(index).then(v => result.position_Z = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.AssemblyInstance = AssemblyInstance;\r\nclass AssemblyInstanceTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.AssemblyInstance\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new AssemblyInstanceTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(assemblyInstanceIndex) {\r\n        return await AssemblyInstance.createFromTable(this, assemblyInstanceIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let assemblyTypeName;\r\n        let position_X;\r\n        let position_Y;\r\n        let position_Z;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { assemblyTypeName = (await localTable.getStringArray(\"string:AssemblyTypeName\")); })(),\r\n            (async () => { position_X = (await localTable.getNumberArray(\"float:Position.X\")); })(),\r\n            (async () => { position_Y = (await localTable.getNumberArray(\"float:Position.Y\")); })(),\r\n            (async () => { position_Z = (await localTable.getNumberArray(\"float:Position.Z\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let assemblyInstance = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            assemblyInstance.push({\r\n                index: i,\r\n                assemblyTypeName: assemblyTypeName ? assemblyTypeName[i] : undefined,\r\n                position_X: position_X ? position_X[i] : undefined,\r\n                position_Y: position_Y ? position_Y[i] : undefined,\r\n                position_Z: position_Z ? position_Z[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return assemblyInstance;\r\n    }\r\n    async getAssemblyTypeName(assemblyInstanceIndex) {\r\n        return (await this.entityTable.getString(assemblyInstanceIndex, \"string:AssemblyTypeName\"));\r\n    }\r\n    async getAllAssemblyTypeName() {\r\n        return (await this.entityTable.getStringArray(\"string:AssemblyTypeName\"));\r\n    }\r\n    async getPosition_X(assemblyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(assemblyInstanceIndex, \"float:Position.X\"));\r\n    }\r\n    async getAllPosition_X() {\r\n        return (await this.entityTable.getNumberArray(\"float:Position.X\"));\r\n    }\r\n    async getPosition_Y(assemblyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(assemblyInstanceIndex, \"float:Position.Y\"));\r\n    }\r\n    async getAllPosition_Y() {\r\n        return (await this.entityTable.getNumberArray(\"float:Position.Y\"));\r\n    }\r\n    async getPosition_Z(assemblyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(assemblyInstanceIndex, \"float:Position.Z\"));\r\n    }\r\n    async getAllPosition_Z() {\r\n        return (await this.entityTable.getNumberArray(\"float:Position.Z\"));\r\n    }\r\n    async getElementIndex(assemblyInstanceIndex) {\r\n        return await this.entityTable.getNumber(assemblyInstanceIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(assemblyInstanceIndex) {\r\n        const index = await this.getElementIndex(assemblyInstanceIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.AssemblyInstanceTable = AssemblyInstanceTable;\r\nclass Group {\r\n    static async createFromTable(table, index) {\r\n        let result = new Group();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getGroupType(index).then(v => result.groupType = v),\r\n            table.getPosition_X(index).then(v => result.position_X = v),\r\n            table.getPosition_Y(index).then(v => result.position_Y = v),\r\n            table.getPosition_Z(index).then(v => result.position_Z = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Group = Group;\r\nclass GroupTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Group\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new GroupTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(groupIndex) {\r\n        return await Group.createFromTable(this, groupIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let groupType;\r\n        let position_X;\r\n        let position_Y;\r\n        let position_Z;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { groupType = (await localTable.getStringArray(\"string:GroupType\")); })(),\r\n            (async () => { position_X = (await localTable.getNumberArray(\"float:Position.X\")); })(),\r\n            (async () => { position_Y = (await localTable.getNumberArray(\"float:Position.Y\")); })(),\r\n            (async () => { position_Z = (await localTable.getNumberArray(\"float:Position.Z\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let group = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            group.push({\r\n                index: i,\r\n                groupType: groupType ? groupType[i] : undefined,\r\n                position_X: position_X ? position_X[i] : undefined,\r\n                position_Y: position_Y ? position_Y[i] : undefined,\r\n                position_Z: position_Z ? position_Z[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return group;\r\n    }\r\n    async getGroupType(groupIndex) {\r\n        return (await this.entityTable.getString(groupIndex, \"string:GroupType\"));\r\n    }\r\n    async getAllGroupType() {\r\n        return (await this.entityTable.getStringArray(\"string:GroupType\"));\r\n    }\r\n    async getPosition_X(groupIndex) {\r\n        return (await this.entityTable.getNumber(groupIndex, \"float:Position.X\"));\r\n    }\r\n    async getAllPosition_X() {\r\n        return (await this.entityTable.getNumberArray(\"float:Position.X\"));\r\n    }\r\n    async getPosition_Y(groupIndex) {\r\n        return (await this.entityTable.getNumber(groupIndex, \"float:Position.Y\"));\r\n    }\r\n    async getAllPosition_Y() {\r\n        return (await this.entityTable.getNumberArray(\"float:Position.Y\"));\r\n    }\r\n    async getPosition_Z(groupIndex) {\r\n        return (await this.entityTable.getNumber(groupIndex, \"float:Position.Z\"));\r\n    }\r\n    async getAllPosition_Z() {\r\n        return (await this.entityTable.getNumberArray(\"float:Position.Z\"));\r\n    }\r\n    async getElementIndex(groupIndex) {\r\n        return await this.entityTable.getNumber(groupIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(groupIndex) {\r\n        const index = await this.getElementIndex(groupIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.GroupTable = GroupTable;\r\nclass DesignOption {\r\n    static async createFromTable(table, index) {\r\n        let result = new DesignOption();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getIsPrimary(index).then(v => result.isPrimary = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.DesignOption = DesignOption;\r\nclass DesignOptionTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.DesignOption\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new DesignOptionTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(designOptionIndex) {\r\n        return await DesignOption.createFromTable(this, designOptionIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let isPrimary;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { isPrimary = (await localTable.getBooleanArray(\"byte:IsPrimary\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let designOption = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            designOption.push({\r\n                index: i,\r\n                isPrimary: isPrimary ? isPrimary[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return designOption;\r\n    }\r\n    async getIsPrimary(designOptionIndex) {\r\n        return (await this.entityTable.getBoolean(designOptionIndex, \"byte:IsPrimary\"));\r\n    }\r\n    async getAllIsPrimary() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsPrimary\"));\r\n    }\r\n    async getElementIndex(designOptionIndex) {\r\n        return await this.entityTable.getNumber(designOptionIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(designOptionIndex) {\r\n        const index = await this.getElementIndex(designOptionIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.DesignOptionTable = DesignOptionTable;\r\nclass Level {\r\n    static async createFromTable(table, index) {\r\n        let result = new Level();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getElevation(index).then(v => result.elevation = v),\r\n            table.getFamilyTypeIndex(index).then(v => result.familyTypeIndex = v),\r\n            table.getBuildingIndex(index).then(v => result.buildingIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Level = Level;\r\nclass LevelTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Level\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new LevelTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(levelIndex) {\r\n        return await Level.createFromTable(this, levelIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let elevation;\r\n        let familyTypeIndex;\r\n        let buildingIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { elevation = (await localTable.getNumberArray(\"double:Elevation\")); })(),\r\n            (async () => { familyTypeIndex = (await localTable.getNumberArray(\"index:Vim.FamilyType:FamilyType\")); })(),\r\n            (async () => { buildingIndex = (await localTable.getNumberArray(\"index:Vim.Building:Building\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let level = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            level.push({\r\n                index: i,\r\n                elevation: elevation ? elevation[i] : undefined,\r\n                familyTypeIndex: familyTypeIndex ? familyTypeIndex[i] : undefined,\r\n                buildingIndex: buildingIndex ? buildingIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return level;\r\n    }\r\n    async getElevation(levelIndex) {\r\n        return (await this.entityTable.getNumber(levelIndex, \"double:Elevation\"));\r\n    }\r\n    async getAllElevation() {\r\n        return (await this.entityTable.getNumberArray(\"double:Elevation\"));\r\n    }\r\n    async getFamilyTypeIndex(levelIndex) {\r\n        return await this.entityTable.getNumber(levelIndex, \"index:Vim.FamilyType:FamilyType\");\r\n    }\r\n    async getAllFamilyTypeIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.FamilyType:FamilyType\");\r\n    }\r\n    async getFamilyType(levelIndex) {\r\n        const index = await this.getFamilyTypeIndex(levelIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.familyType?.get(index);\r\n    }\r\n    async getBuildingIndex(levelIndex) {\r\n        return await this.entityTable.getNumber(levelIndex, \"index:Vim.Building:Building\");\r\n    }\r\n    async getAllBuildingIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Building:Building\");\r\n    }\r\n    async getBuilding(levelIndex) {\r\n        const index = await this.getBuildingIndex(levelIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.building?.get(index);\r\n    }\r\n    async getElementIndex(levelIndex) {\r\n        return await this.entityTable.getNumber(levelIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(levelIndex) {\r\n        const index = await this.getElementIndex(levelIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.LevelTable = LevelTable;\r\nclass Phase {\r\n    static async createFromTable(table, index) {\r\n        let result = new Phase();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Phase = Phase;\r\nclass PhaseTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Phase\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new PhaseTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(phaseIndex) {\r\n        return await Phase.createFromTable(this, phaseIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let phase = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            phase.push({\r\n                index: i,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return phase;\r\n    }\r\n    async getElementIndex(phaseIndex) {\r\n        return await this.entityTable.getNumber(phaseIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(phaseIndex) {\r\n        const index = await this.getElementIndex(phaseIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.PhaseTable = PhaseTable;\r\nclass Room {\r\n    static async createFromTable(table, index) {\r\n        let result = new Room();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getBaseOffset(index).then(v => result.baseOffset = v),\r\n            table.getLimitOffset(index).then(v => result.limitOffset = v),\r\n            table.getUnboundedHeight(index).then(v => result.unboundedHeight = v),\r\n            table.getVolume(index).then(v => result.volume = v),\r\n            table.getPerimeter(index).then(v => result.perimeter = v),\r\n            table.getArea(index).then(v => result.area = v),\r\n            table.getNumber(index).then(v => result.number = v),\r\n            table.getUpperLimitIndex(index).then(v => result.upperLimitIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Room = Room;\r\nclass RoomTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Room\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new RoomTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(roomIndex) {\r\n        return await Room.createFromTable(this, roomIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let baseOffset;\r\n        let limitOffset;\r\n        let unboundedHeight;\r\n        let volume;\r\n        let perimeter;\r\n        let area;\r\n        let number;\r\n        let upperLimitIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { baseOffset = (await localTable.getNumberArray(\"double:BaseOffset\")); })(),\r\n            (async () => { limitOffset = (await localTable.getNumberArray(\"double:LimitOffset\")); })(),\r\n            (async () => { unboundedHeight = (await localTable.getNumberArray(\"double:UnboundedHeight\")); })(),\r\n            (async () => { volume = (await localTable.getNumberArray(\"double:Volume\")); })(),\r\n            (async () => { perimeter = (await localTable.getNumberArray(\"double:Perimeter\")); })(),\r\n            (async () => { area = (await localTable.getNumberArray(\"double:Area\")); })(),\r\n            (async () => { number = (await localTable.getStringArray(\"string:Number\")); })(),\r\n            (async () => { upperLimitIndex = (await localTable.getNumberArray(\"index:Vim.Level:UpperLimit\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let room = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            room.push({\r\n                index: i,\r\n                baseOffset: baseOffset ? baseOffset[i] : undefined,\r\n                limitOffset: limitOffset ? limitOffset[i] : undefined,\r\n                unboundedHeight: unboundedHeight ? unboundedHeight[i] : undefined,\r\n                volume: volume ? volume[i] : undefined,\r\n                perimeter: perimeter ? perimeter[i] : undefined,\r\n                area: area ? area[i] : undefined,\r\n                number: number ? number[i] : undefined,\r\n                upperLimitIndex: upperLimitIndex ? upperLimitIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return room;\r\n    }\r\n    async getBaseOffset(roomIndex) {\r\n        return (await this.entityTable.getNumber(roomIndex, \"double:BaseOffset\"));\r\n    }\r\n    async getAllBaseOffset() {\r\n        return (await this.entityTable.getNumberArray(\"double:BaseOffset\"));\r\n    }\r\n    async getLimitOffset(roomIndex) {\r\n        return (await this.entityTable.getNumber(roomIndex, \"double:LimitOffset\"));\r\n    }\r\n    async getAllLimitOffset() {\r\n        return (await this.entityTable.getNumberArray(\"double:LimitOffset\"));\r\n    }\r\n    async getUnboundedHeight(roomIndex) {\r\n        return (await this.entityTable.getNumber(roomIndex, \"double:UnboundedHeight\"));\r\n    }\r\n    async getAllUnboundedHeight() {\r\n        return (await this.entityTable.getNumberArray(\"double:UnboundedHeight\"));\r\n    }\r\n    async getVolume(roomIndex) {\r\n        return (await this.entityTable.getNumber(roomIndex, \"double:Volume\"));\r\n    }\r\n    async getAllVolume() {\r\n        return (await this.entityTable.getNumberArray(\"double:Volume\"));\r\n    }\r\n    async getPerimeter(roomIndex) {\r\n        return (await this.entityTable.getNumber(roomIndex, \"double:Perimeter\"));\r\n    }\r\n    async getAllPerimeter() {\r\n        return (await this.entityTable.getNumberArray(\"double:Perimeter\"));\r\n    }\r\n    async getArea(roomIndex) {\r\n        return (await this.entityTable.getNumber(roomIndex, \"double:Area\"));\r\n    }\r\n    async getAllArea() {\r\n        return (await this.entityTable.getNumberArray(\"double:Area\"));\r\n    }\r\n    async getNumber(roomIndex) {\r\n        return (await this.entityTable.getString(roomIndex, \"string:Number\"));\r\n    }\r\n    async getAllNumber() {\r\n        return (await this.entityTable.getStringArray(\"string:Number\"));\r\n    }\r\n    async getUpperLimitIndex(roomIndex) {\r\n        return await this.entityTable.getNumber(roomIndex, \"index:Vim.Level:UpperLimit\");\r\n    }\r\n    async getAllUpperLimitIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Level:UpperLimit\");\r\n    }\r\n    async getUpperLimit(roomIndex) {\r\n        const index = await this.getUpperLimitIndex(roomIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.level?.get(index);\r\n    }\r\n    async getElementIndex(roomIndex) {\r\n        return await this.entityTable.getNumber(roomIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(roomIndex) {\r\n        const index = await this.getElementIndex(roomIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.RoomTable = RoomTable;\r\nclass BimDocument {\r\n    static async createFromTable(table, index) {\r\n        let result = new BimDocument();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getTitle(index).then(v => result.title = v),\r\n            table.getIsMetric(index).then(v => result.isMetric = v),\r\n            table.getGuid(index).then(v => result.guid = v),\r\n            table.getNumSaves(index).then(v => result.numSaves = v),\r\n            table.getIsLinked(index).then(v => result.isLinked = v),\r\n            table.getIsDetached(index).then(v => result.isDetached = v),\r\n            table.getIsWorkshared(index).then(v => result.isWorkshared = v),\r\n            table.getPathName(index).then(v => result.pathName = v),\r\n            table.getLatitude(index).then(v => result.latitude = v),\r\n            table.getLongitude(index).then(v => result.longitude = v),\r\n            table.getTimeZone(index).then(v => result.timeZone = v),\r\n            table.getPlaceName(index).then(v => result.placeName = v),\r\n            table.getWeatherStationName(index).then(v => result.weatherStationName = v),\r\n            table.getElevation(index).then(v => result.elevation = v),\r\n            table.getProjectLocation(index).then(v => result.projectLocation = v),\r\n            table.getIssueDate(index).then(v => result.issueDate = v),\r\n            table.getStatus(index).then(v => result.status = v),\r\n            table.getClientName(index).then(v => result.clientName = v),\r\n            table.getAddress(index).then(v => result.address = v),\r\n            table.getName(index).then(v => result.name = v),\r\n            table.getNumber(index).then(v => result.number = v),\r\n            table.getAuthor(index).then(v => result.author = v),\r\n            table.getBuildingName(index).then(v => result.buildingName = v),\r\n            table.getOrganizationName(index).then(v => result.organizationName = v),\r\n            table.getOrganizationDescription(index).then(v => result.organizationDescription = v),\r\n            table.getProduct(index).then(v => result.product = v),\r\n            table.getVersion(index).then(v => result.version = v),\r\n            table.getUser(index).then(v => result.user = v),\r\n            table.getActiveViewIndex(index).then(v => result.activeViewIndex = v),\r\n            table.getOwnerFamilyIndex(index).then(v => result.ownerFamilyIndex = v),\r\n            table.getParentIndex(index).then(v => result.parentIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.BimDocument = BimDocument;\r\nclass BimDocumentTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.BimDocument\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new BimDocumentTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(bimDocumentIndex) {\r\n        return await BimDocument.createFromTable(this, bimDocumentIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let title;\r\n        let isMetric;\r\n        let guid;\r\n        let numSaves;\r\n        let isLinked;\r\n        let isDetached;\r\n        let isWorkshared;\r\n        let pathName;\r\n        let latitude;\r\n        let longitude;\r\n        let timeZone;\r\n        let placeName;\r\n        let weatherStationName;\r\n        let elevation;\r\n        let projectLocation;\r\n        let issueDate;\r\n        let status;\r\n        let clientName;\r\n        let address;\r\n        let name;\r\n        let number;\r\n        let author;\r\n        let buildingName;\r\n        let organizationName;\r\n        let organizationDescription;\r\n        let product;\r\n        let version;\r\n        let user;\r\n        let activeViewIndex;\r\n        let ownerFamilyIndex;\r\n        let parentIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { title = (await localTable.getStringArray(\"string:Title\")); })(),\r\n            (async () => { isMetric = (await localTable.getBooleanArray(\"byte:IsMetric\")); })(),\r\n            (async () => { guid = (await localTable.getStringArray(\"string:Guid\")); })(),\r\n            (async () => { numSaves = (await localTable.getNumberArray(\"int:NumSaves\")); })(),\r\n            (async () => { isLinked = (await localTable.getBooleanArray(\"byte:IsLinked\")); })(),\r\n            (async () => { isDetached = (await localTable.getBooleanArray(\"byte:IsDetached\")); })(),\r\n            (async () => { isWorkshared = (await localTable.getBooleanArray(\"byte:IsWorkshared\")); })(),\r\n            (async () => { pathName = (await localTable.getStringArray(\"string:PathName\")); })(),\r\n            (async () => { latitude = (await localTable.getNumberArray(\"double:Latitude\")); })(),\r\n            (async () => { longitude = (await localTable.getNumberArray(\"double:Longitude\")); })(),\r\n            (async () => { timeZone = (await localTable.getNumberArray(\"double:TimeZone\")); })(),\r\n            (async () => { placeName = (await localTable.getStringArray(\"string:PlaceName\")); })(),\r\n            (async () => { weatherStationName = (await localTable.getStringArray(\"string:WeatherStationName\")); })(),\r\n            (async () => { elevation = (await localTable.getNumberArray(\"double:Elevation\")); })(),\r\n            (async () => { projectLocation = (await localTable.getStringArray(\"string:ProjectLocation\")); })(),\r\n            (async () => { issueDate = (await localTable.getStringArray(\"string:IssueDate\")); })(),\r\n            (async () => { status = (await localTable.getStringArray(\"string:Status\")); })(),\r\n            (async () => { clientName = (await localTable.getStringArray(\"string:ClientName\")); })(),\r\n            (async () => { address = (await localTable.getStringArray(\"string:Address\")); })(),\r\n            (async () => { name = (await localTable.getStringArray(\"string:Name\")); })(),\r\n            (async () => { number = (await localTable.getStringArray(\"string:Number\")); })(),\r\n            (async () => { author = (await localTable.getStringArray(\"string:Author\")); })(),\r\n            (async () => { buildingName = (await localTable.getStringArray(\"string:BuildingName\")); })(),\r\n            (async () => { organizationName = (await localTable.getStringArray(\"string:OrganizationName\")); })(),\r\n            (async () => { organizationDescription = (await localTable.getStringArray(\"string:OrganizationDescription\")); })(),\r\n            (async () => { product = (await localTable.getStringArray(\"string:Product\")); })(),\r\n            (async () => { version = (await localTable.getStringArray(\"string:Version\")); })(),\r\n            (async () => { user = (await localTable.getStringArray(\"string:User\")); })(),\r\n            (async () => { activeViewIndex = (await localTable.getNumberArray(\"index:Vim.View:ActiveView\")); })(),\r\n            (async () => { ownerFamilyIndex = (await localTable.getNumberArray(\"index:Vim.Family:OwnerFamily\")); })(),\r\n            (async () => { parentIndex = (await localTable.getNumberArray(\"index:Vim.BimDocument:Parent\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let bimDocument = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            bimDocument.push({\r\n                index: i,\r\n                title: title ? title[i] : undefined,\r\n                isMetric: isMetric ? isMetric[i] : undefined,\r\n                guid: guid ? guid[i] : undefined,\r\n                numSaves: numSaves ? numSaves[i] : undefined,\r\n                isLinked: isLinked ? isLinked[i] : undefined,\r\n                isDetached: isDetached ? isDetached[i] : undefined,\r\n                isWorkshared: isWorkshared ? isWorkshared[i] : undefined,\r\n                pathName: pathName ? pathName[i] : undefined,\r\n                latitude: latitude ? latitude[i] : undefined,\r\n                longitude: longitude ? longitude[i] : undefined,\r\n                timeZone: timeZone ? timeZone[i] : undefined,\r\n                placeName: placeName ? placeName[i] : undefined,\r\n                weatherStationName: weatherStationName ? weatherStationName[i] : undefined,\r\n                elevation: elevation ? elevation[i] : undefined,\r\n                projectLocation: projectLocation ? projectLocation[i] : undefined,\r\n                issueDate: issueDate ? issueDate[i] : undefined,\r\n                status: status ? status[i] : undefined,\r\n                clientName: clientName ? clientName[i] : undefined,\r\n                address: address ? address[i] : undefined,\r\n                name: name ? name[i] : undefined,\r\n                number: number ? number[i] : undefined,\r\n                author: author ? author[i] : undefined,\r\n                buildingName: buildingName ? buildingName[i] : undefined,\r\n                organizationName: organizationName ? organizationName[i] : undefined,\r\n                organizationDescription: organizationDescription ? organizationDescription[i] : undefined,\r\n                product: product ? product[i] : undefined,\r\n                version: version ? version[i] : undefined,\r\n                user: user ? user[i] : undefined,\r\n                activeViewIndex: activeViewIndex ? activeViewIndex[i] : undefined,\r\n                ownerFamilyIndex: ownerFamilyIndex ? ownerFamilyIndex[i] : undefined,\r\n                parentIndex: parentIndex ? parentIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return bimDocument;\r\n    }\r\n    async getTitle(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:Title\"));\r\n    }\r\n    async getAllTitle() {\r\n        return (await this.entityTable.getStringArray(\"string:Title\"));\r\n    }\r\n    async getIsMetric(bimDocumentIndex) {\r\n        return (await this.entityTable.getBoolean(bimDocumentIndex, \"byte:IsMetric\"));\r\n    }\r\n    async getAllIsMetric() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsMetric\"));\r\n    }\r\n    async getGuid(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:Guid\"));\r\n    }\r\n    async getAllGuid() {\r\n        return (await this.entityTable.getStringArray(\"string:Guid\"));\r\n    }\r\n    async getNumSaves(bimDocumentIndex) {\r\n        return (await this.entityTable.getNumber(bimDocumentIndex, \"int:NumSaves\"));\r\n    }\r\n    async getAllNumSaves() {\r\n        return (await this.entityTable.getNumberArray(\"int:NumSaves\"));\r\n    }\r\n    async getIsLinked(bimDocumentIndex) {\r\n        return (await this.entityTable.getBoolean(bimDocumentIndex, \"byte:IsLinked\"));\r\n    }\r\n    async getAllIsLinked() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsLinked\"));\r\n    }\r\n    async getIsDetached(bimDocumentIndex) {\r\n        return (await this.entityTable.getBoolean(bimDocumentIndex, \"byte:IsDetached\"));\r\n    }\r\n    async getAllIsDetached() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsDetached\"));\r\n    }\r\n    async getIsWorkshared(bimDocumentIndex) {\r\n        return (await this.entityTable.getBoolean(bimDocumentIndex, \"byte:IsWorkshared\"));\r\n    }\r\n    async getAllIsWorkshared() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsWorkshared\"));\r\n    }\r\n    async getPathName(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:PathName\"));\r\n    }\r\n    async getAllPathName() {\r\n        return (await this.entityTable.getStringArray(\"string:PathName\"));\r\n    }\r\n    async getLatitude(bimDocumentIndex) {\r\n        return (await this.entityTable.getNumber(bimDocumentIndex, \"double:Latitude\"));\r\n    }\r\n    async getAllLatitude() {\r\n        return (await this.entityTable.getNumberArray(\"double:Latitude\"));\r\n    }\r\n    async getLongitude(bimDocumentIndex) {\r\n        return (await this.entityTable.getNumber(bimDocumentIndex, \"double:Longitude\"));\r\n    }\r\n    async getAllLongitude() {\r\n        return (await this.entityTable.getNumberArray(\"double:Longitude\"));\r\n    }\r\n    async getTimeZone(bimDocumentIndex) {\r\n        return (await this.entityTable.getNumber(bimDocumentIndex, \"double:TimeZone\"));\r\n    }\r\n    async getAllTimeZone() {\r\n        return (await this.entityTable.getNumberArray(\"double:TimeZone\"));\r\n    }\r\n    async getPlaceName(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:PlaceName\"));\r\n    }\r\n    async getAllPlaceName() {\r\n        return (await this.entityTable.getStringArray(\"string:PlaceName\"));\r\n    }\r\n    async getWeatherStationName(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:WeatherStationName\"));\r\n    }\r\n    async getAllWeatherStationName() {\r\n        return (await this.entityTable.getStringArray(\"string:WeatherStationName\"));\r\n    }\r\n    async getElevation(bimDocumentIndex) {\r\n        return (await this.entityTable.getNumber(bimDocumentIndex, \"double:Elevation\"));\r\n    }\r\n    async getAllElevation() {\r\n        return (await this.entityTable.getNumberArray(\"double:Elevation\"));\r\n    }\r\n    async getProjectLocation(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:ProjectLocation\"));\r\n    }\r\n    async getAllProjectLocation() {\r\n        return (await this.entityTable.getStringArray(\"string:ProjectLocation\"));\r\n    }\r\n    async getIssueDate(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:IssueDate\"));\r\n    }\r\n    async getAllIssueDate() {\r\n        return (await this.entityTable.getStringArray(\"string:IssueDate\"));\r\n    }\r\n    async getStatus(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:Status\"));\r\n    }\r\n    async getAllStatus() {\r\n        return (await this.entityTable.getStringArray(\"string:Status\"));\r\n    }\r\n    async getClientName(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:ClientName\"));\r\n    }\r\n    async getAllClientName() {\r\n        return (await this.entityTable.getStringArray(\"string:ClientName\"));\r\n    }\r\n    async getAddress(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:Address\"));\r\n    }\r\n    async getAllAddress() {\r\n        return (await this.entityTable.getStringArray(\"string:Address\"));\r\n    }\r\n    async getName(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:Name\"));\r\n    }\r\n    async getAllName() {\r\n        return (await this.entityTable.getStringArray(\"string:Name\"));\r\n    }\r\n    async getNumber(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:Number\"));\r\n    }\r\n    async getAllNumber() {\r\n        return (await this.entityTable.getStringArray(\"string:Number\"));\r\n    }\r\n    async getAuthor(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:Author\"));\r\n    }\r\n    async getAllAuthor() {\r\n        return (await this.entityTable.getStringArray(\"string:Author\"));\r\n    }\r\n    async getBuildingName(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:BuildingName\"));\r\n    }\r\n    async getAllBuildingName() {\r\n        return (await this.entityTable.getStringArray(\"string:BuildingName\"));\r\n    }\r\n    async getOrganizationName(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:OrganizationName\"));\r\n    }\r\n    async getAllOrganizationName() {\r\n        return (await this.entityTable.getStringArray(\"string:OrganizationName\"));\r\n    }\r\n    async getOrganizationDescription(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:OrganizationDescription\"));\r\n    }\r\n    async getAllOrganizationDescription() {\r\n        return (await this.entityTable.getStringArray(\"string:OrganizationDescription\"));\r\n    }\r\n    async getProduct(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:Product\"));\r\n    }\r\n    async getAllProduct() {\r\n        return (await this.entityTable.getStringArray(\"string:Product\"));\r\n    }\r\n    async getVersion(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:Version\"));\r\n    }\r\n    async getAllVersion() {\r\n        return (await this.entityTable.getStringArray(\"string:Version\"));\r\n    }\r\n    async getUser(bimDocumentIndex) {\r\n        return (await this.entityTable.getString(bimDocumentIndex, \"string:User\"));\r\n    }\r\n    async getAllUser() {\r\n        return (await this.entityTable.getStringArray(\"string:User\"));\r\n    }\r\n    async getActiveViewIndex(bimDocumentIndex) {\r\n        return await this.entityTable.getNumber(bimDocumentIndex, \"index:Vim.View:ActiveView\");\r\n    }\r\n    async getAllActiveViewIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.View:ActiveView\");\r\n    }\r\n    async getActiveView(bimDocumentIndex) {\r\n        const index = await this.getActiveViewIndex(bimDocumentIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.view?.get(index);\r\n    }\r\n    async getOwnerFamilyIndex(bimDocumentIndex) {\r\n        return await this.entityTable.getNumber(bimDocumentIndex, \"index:Vim.Family:OwnerFamily\");\r\n    }\r\n    async getAllOwnerFamilyIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Family:OwnerFamily\");\r\n    }\r\n    async getOwnerFamily(bimDocumentIndex) {\r\n        const index = await this.getOwnerFamilyIndex(bimDocumentIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.family?.get(index);\r\n    }\r\n    async getParentIndex(bimDocumentIndex) {\r\n        return await this.entityTable.getNumber(bimDocumentIndex, \"index:Vim.BimDocument:Parent\");\r\n    }\r\n    async getAllParentIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.BimDocument:Parent\");\r\n    }\r\n    async getParent(bimDocumentIndex) {\r\n        const index = await this.getParentIndex(bimDocumentIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.bimDocument?.get(index);\r\n    }\r\n    async getElementIndex(bimDocumentIndex) {\r\n        return await this.entityTable.getNumber(bimDocumentIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(bimDocumentIndex) {\r\n        const index = await this.getElementIndex(bimDocumentIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.BimDocumentTable = BimDocumentTable;\r\nclass DisplayUnitInBimDocument {\r\n    static async createFromTable(table, index) {\r\n        let result = new DisplayUnitInBimDocument();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getDisplayUnitIndex(index).then(v => result.displayUnitIndex = v),\r\n            table.getBimDocumentIndex(index).then(v => result.bimDocumentIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.DisplayUnitInBimDocument = DisplayUnitInBimDocument;\r\nclass DisplayUnitInBimDocumentTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.DisplayUnitInBimDocument\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new DisplayUnitInBimDocumentTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(displayUnitInBimDocumentIndex) {\r\n        return await DisplayUnitInBimDocument.createFromTable(this, displayUnitInBimDocumentIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let displayUnitIndex;\r\n        let bimDocumentIndex;\r\n        await Promise.all([\r\n            (async () => { displayUnitIndex = (await localTable.getNumberArray(\"index:Vim.DisplayUnit:DisplayUnit\")); })(),\r\n            (async () => { bimDocumentIndex = (await localTable.getNumberArray(\"index:Vim.BimDocument:BimDocument\")); })(),\r\n        ]);\r\n        let displayUnitInBimDocument = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            displayUnitInBimDocument.push({\r\n                index: i,\r\n                displayUnitIndex: displayUnitIndex ? displayUnitIndex[i] : undefined,\r\n                bimDocumentIndex: bimDocumentIndex ? bimDocumentIndex[i] : undefined\r\n            });\r\n        }\r\n        return displayUnitInBimDocument;\r\n    }\r\n    async getDisplayUnitIndex(displayUnitInBimDocumentIndex) {\r\n        return await this.entityTable.getNumber(displayUnitInBimDocumentIndex, \"index:Vim.DisplayUnit:DisplayUnit\");\r\n    }\r\n    async getAllDisplayUnitIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.DisplayUnit:DisplayUnit\");\r\n    }\r\n    async getDisplayUnit(displayUnitInBimDocumentIndex) {\r\n        const index = await this.getDisplayUnitIndex(displayUnitInBimDocumentIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.displayUnit?.get(index);\r\n    }\r\n    async getBimDocumentIndex(displayUnitInBimDocumentIndex) {\r\n        return await this.entityTable.getNumber(displayUnitInBimDocumentIndex, \"index:Vim.BimDocument:BimDocument\");\r\n    }\r\n    async getAllBimDocumentIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.BimDocument:BimDocument\");\r\n    }\r\n    async getBimDocument(displayUnitInBimDocumentIndex) {\r\n        const index = await this.getBimDocumentIndex(displayUnitInBimDocumentIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.bimDocument?.get(index);\r\n    }\r\n}\r\nexports.DisplayUnitInBimDocumentTable = DisplayUnitInBimDocumentTable;\r\nclass PhaseOrderInBimDocument {\r\n    static async createFromTable(table, index) {\r\n        let result = new PhaseOrderInBimDocument();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getOrderIndex(index).then(v => result.orderIndex = v),\r\n            table.getPhaseIndex(index).then(v => result.phaseIndex = v),\r\n            table.getBimDocumentIndex(index).then(v => result.bimDocumentIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.PhaseOrderInBimDocument = PhaseOrderInBimDocument;\r\nclass PhaseOrderInBimDocumentTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.PhaseOrderInBimDocument\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new PhaseOrderInBimDocumentTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(phaseOrderInBimDocumentIndex) {\r\n        return await PhaseOrderInBimDocument.createFromTable(this, phaseOrderInBimDocumentIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let orderIndex;\r\n        let phaseIndex;\r\n        let bimDocumentIndex;\r\n        await Promise.all([\r\n            (async () => { orderIndex = (await localTable.getNumberArray(\"int:OrderIndex\")); })(),\r\n            (async () => { phaseIndex = (await localTable.getNumberArray(\"index:Vim.Phase:Phase\")); })(),\r\n            (async () => { bimDocumentIndex = (await localTable.getNumberArray(\"index:Vim.BimDocument:BimDocument\")); })(),\r\n        ]);\r\n        let phaseOrderInBimDocument = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            phaseOrderInBimDocument.push({\r\n                index: i,\r\n                orderIndex: orderIndex ? orderIndex[i] : undefined,\r\n                phaseIndex: phaseIndex ? phaseIndex[i] : undefined,\r\n                bimDocumentIndex: bimDocumentIndex ? bimDocumentIndex[i] : undefined\r\n            });\r\n        }\r\n        return phaseOrderInBimDocument;\r\n    }\r\n    async getOrderIndex(phaseOrderInBimDocumentIndex) {\r\n        return (await this.entityTable.getNumber(phaseOrderInBimDocumentIndex, \"int:OrderIndex\"));\r\n    }\r\n    async getAllOrderIndex() {\r\n        return (await this.entityTable.getNumberArray(\"int:OrderIndex\"));\r\n    }\r\n    async getPhaseIndex(phaseOrderInBimDocumentIndex) {\r\n        return await this.entityTable.getNumber(phaseOrderInBimDocumentIndex, \"index:Vim.Phase:Phase\");\r\n    }\r\n    async getAllPhaseIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Phase:Phase\");\r\n    }\r\n    async getPhase(phaseOrderInBimDocumentIndex) {\r\n        const index = await this.getPhaseIndex(phaseOrderInBimDocumentIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.phase?.get(index);\r\n    }\r\n    async getBimDocumentIndex(phaseOrderInBimDocumentIndex) {\r\n        return await this.entityTable.getNumber(phaseOrderInBimDocumentIndex, \"index:Vim.BimDocument:BimDocument\");\r\n    }\r\n    async getAllBimDocumentIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.BimDocument:BimDocument\");\r\n    }\r\n    async getBimDocument(phaseOrderInBimDocumentIndex) {\r\n        const index = await this.getBimDocumentIndex(phaseOrderInBimDocumentIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.bimDocument?.get(index);\r\n    }\r\n}\r\nexports.PhaseOrderInBimDocumentTable = PhaseOrderInBimDocumentTable;\r\nclass Category {\r\n    static async createFromTable(table, index) {\r\n        let result = new Category();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getName(index).then(v => result.name = v),\r\n            table.getId(index).then(v => result.id = v),\r\n            table.getCategoryType(index).then(v => result.categoryType = v),\r\n            table.getLineColor_X(index).then(v => result.lineColor_X = v),\r\n            table.getLineColor_Y(index).then(v => result.lineColor_Y = v),\r\n            table.getLineColor_Z(index).then(v => result.lineColor_Z = v),\r\n            table.getBuiltInCategory(index).then(v => result.builtInCategory = v),\r\n            table.getParentIndex(index).then(v => result.parentIndex = v),\r\n            table.getMaterialIndex(index).then(v => result.materialIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Category = Category;\r\nclass CategoryTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Category\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new CategoryTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(categoryIndex) {\r\n        return await Category.createFromTable(this, categoryIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let name;\r\n        let id;\r\n        let categoryType;\r\n        let lineColor_X;\r\n        let lineColor_Y;\r\n        let lineColor_Z;\r\n        let builtInCategory;\r\n        let parentIndex;\r\n        let materialIndex;\r\n        await Promise.all([\r\n            (async () => { name = (await localTable.getStringArray(\"string:Name\")); })(),\r\n            (async () => { id = (await localTable.getBigIntArray(\"long:Id\")) ?? (await localTable.getBigIntArray(\"int:Id\")); })(),\r\n            (async () => { categoryType = (await localTable.getStringArray(\"string:CategoryType\")); })(),\r\n            (async () => { lineColor_X = (await localTable.getNumberArray(\"double:LineColor.X\")); })(),\r\n            (async () => { lineColor_Y = (await localTable.getNumberArray(\"double:LineColor.Y\")); })(),\r\n            (async () => { lineColor_Z = (await localTable.getNumberArray(\"double:LineColor.Z\")); })(),\r\n            (async () => { builtInCategory = (await localTable.getStringArray(\"string:BuiltInCategory\")); })(),\r\n            (async () => { parentIndex = (await localTable.getNumberArray(\"index:Vim.Category:Parent\")); })(),\r\n            (async () => { materialIndex = (await localTable.getNumberArray(\"index:Vim.Material:Material\")); })(),\r\n        ]);\r\n        let category = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            category.push({\r\n                index: i,\r\n                name: name ? name[i] : undefined,\r\n                id: id ? id[i] : undefined,\r\n                categoryType: categoryType ? categoryType[i] : undefined,\r\n                lineColor_X: lineColor_X ? lineColor_X[i] : undefined,\r\n                lineColor_Y: lineColor_Y ? lineColor_Y[i] : undefined,\r\n                lineColor_Z: lineColor_Z ? lineColor_Z[i] : undefined,\r\n                builtInCategory: builtInCategory ? builtInCategory[i] : undefined,\r\n                parentIndex: parentIndex ? parentIndex[i] : undefined,\r\n                materialIndex: materialIndex ? materialIndex[i] : undefined\r\n            });\r\n        }\r\n        return category;\r\n    }\r\n    async getName(categoryIndex) {\r\n        return (await this.entityTable.getString(categoryIndex, \"string:Name\"));\r\n    }\r\n    async getAllName() {\r\n        return (await this.entityTable.getStringArray(\"string:Name\"));\r\n    }\r\n    async getId(categoryIndex) {\r\n        return (await this.entityTable.getBigInt(categoryIndex, \"long:Id\")) ?? (await this.entityTable.getBigInt(categoryIndex, \"int:Id\"));\r\n    }\r\n    async getAllId() {\r\n        return (await this.entityTable.getBigIntArray(\"long:Id\")) ?? (await this.entityTable.getBigIntArray(\"int:Id\"));\r\n    }\r\n    async getCategoryType(categoryIndex) {\r\n        return (await this.entityTable.getString(categoryIndex, \"string:CategoryType\"));\r\n    }\r\n    async getAllCategoryType() {\r\n        return (await this.entityTable.getStringArray(\"string:CategoryType\"));\r\n    }\r\n    async getLineColor_X(categoryIndex) {\r\n        return (await this.entityTable.getNumber(categoryIndex, \"double:LineColor.X\"));\r\n    }\r\n    async getAllLineColor_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:LineColor.X\"));\r\n    }\r\n    async getLineColor_Y(categoryIndex) {\r\n        return (await this.entityTable.getNumber(categoryIndex, \"double:LineColor.Y\"));\r\n    }\r\n    async getAllLineColor_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:LineColor.Y\"));\r\n    }\r\n    async getLineColor_Z(categoryIndex) {\r\n        return (await this.entityTable.getNumber(categoryIndex, \"double:LineColor.Z\"));\r\n    }\r\n    async getAllLineColor_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:LineColor.Z\"));\r\n    }\r\n    async getBuiltInCategory(categoryIndex) {\r\n        return (await this.entityTable.getString(categoryIndex, \"string:BuiltInCategory\"));\r\n    }\r\n    async getAllBuiltInCategory() {\r\n        return (await this.entityTable.getStringArray(\"string:BuiltInCategory\"));\r\n    }\r\n    async getParentIndex(categoryIndex) {\r\n        return await this.entityTable.getNumber(categoryIndex, \"index:Vim.Category:Parent\");\r\n    }\r\n    async getAllParentIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Category:Parent\");\r\n    }\r\n    async getParent(categoryIndex) {\r\n        const index = await this.getParentIndex(categoryIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.category?.get(index);\r\n    }\r\n    async getMaterialIndex(categoryIndex) {\r\n        return await this.entityTable.getNumber(categoryIndex, \"index:Vim.Material:Material\");\r\n    }\r\n    async getAllMaterialIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Material:Material\");\r\n    }\r\n    async getMaterial(categoryIndex) {\r\n        const index = await this.getMaterialIndex(categoryIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.material?.get(index);\r\n    }\r\n}\r\nexports.CategoryTable = CategoryTable;\r\nclass Family {\r\n    static async createFromTable(table, index) {\r\n        let result = new Family();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getStructuralMaterialType(index).then(v => result.structuralMaterialType = v),\r\n            table.getStructuralSectionShape(index).then(v => result.structuralSectionShape = v),\r\n            table.getIsSystemFamily(index).then(v => result.isSystemFamily = v),\r\n            table.getIsInPlace(index).then(v => result.isInPlace = v),\r\n            table.getFamilyCategoryIndex(index).then(v => result.familyCategoryIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Family = Family;\r\nclass FamilyTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Family\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new FamilyTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(familyIndex) {\r\n        return await Family.createFromTable(this, familyIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let structuralMaterialType;\r\n        let structuralSectionShape;\r\n        let isSystemFamily;\r\n        let isInPlace;\r\n        let familyCategoryIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { structuralMaterialType = (await localTable.getStringArray(\"string:StructuralMaterialType\")); })(),\r\n            (async () => { structuralSectionShape = (await localTable.getStringArray(\"string:StructuralSectionShape\")); })(),\r\n            (async () => { isSystemFamily = (await localTable.getBooleanArray(\"byte:IsSystemFamily\")); })(),\r\n            (async () => { isInPlace = (await localTable.getBooleanArray(\"byte:IsInPlace\")); })(),\r\n            (async () => { familyCategoryIndex = (await localTable.getNumberArray(\"index:Vim.Category:FamilyCategory\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let family = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            family.push({\r\n                index: i,\r\n                structuralMaterialType: structuralMaterialType ? structuralMaterialType[i] : undefined,\r\n                structuralSectionShape: structuralSectionShape ? structuralSectionShape[i] : undefined,\r\n                isSystemFamily: isSystemFamily ? isSystemFamily[i] : undefined,\r\n                isInPlace: isInPlace ? isInPlace[i] : undefined,\r\n                familyCategoryIndex: familyCategoryIndex ? familyCategoryIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return family;\r\n    }\r\n    async getStructuralMaterialType(familyIndex) {\r\n        return (await this.entityTable.getString(familyIndex, \"string:StructuralMaterialType\"));\r\n    }\r\n    async getAllStructuralMaterialType() {\r\n        return (await this.entityTable.getStringArray(\"string:StructuralMaterialType\"));\r\n    }\r\n    async getStructuralSectionShape(familyIndex) {\r\n        return (await this.entityTable.getString(familyIndex, \"string:StructuralSectionShape\"));\r\n    }\r\n    async getAllStructuralSectionShape() {\r\n        return (await this.entityTable.getStringArray(\"string:StructuralSectionShape\"));\r\n    }\r\n    async getIsSystemFamily(familyIndex) {\r\n        return (await this.entityTable.getBoolean(familyIndex, \"byte:IsSystemFamily\"));\r\n    }\r\n    async getAllIsSystemFamily() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsSystemFamily\"));\r\n    }\r\n    async getIsInPlace(familyIndex) {\r\n        return (await this.entityTable.getBoolean(familyIndex, \"byte:IsInPlace\"));\r\n    }\r\n    async getAllIsInPlace() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsInPlace\"));\r\n    }\r\n    async getFamilyCategoryIndex(familyIndex) {\r\n        return await this.entityTable.getNumber(familyIndex, \"index:Vim.Category:FamilyCategory\");\r\n    }\r\n    async getAllFamilyCategoryIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Category:FamilyCategory\");\r\n    }\r\n    async getFamilyCategory(familyIndex) {\r\n        const index = await this.getFamilyCategoryIndex(familyIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.category?.get(index);\r\n    }\r\n    async getElementIndex(familyIndex) {\r\n        return await this.entityTable.getNumber(familyIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(familyIndex) {\r\n        const index = await this.getElementIndex(familyIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.FamilyTable = FamilyTable;\r\nclass FamilyType {\r\n    static async createFromTable(table, index) {\r\n        let result = new FamilyType();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getIsSystemFamilyType(index).then(v => result.isSystemFamilyType = v),\r\n            table.getFamilyIndex(index).then(v => result.familyIndex = v),\r\n            table.getCompoundStructureIndex(index).then(v => result.compoundStructureIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.FamilyType = FamilyType;\r\nclass FamilyTypeTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.FamilyType\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new FamilyTypeTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(familyTypeIndex) {\r\n        return await FamilyType.createFromTable(this, familyTypeIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let isSystemFamilyType;\r\n        let familyIndex;\r\n        let compoundStructureIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { isSystemFamilyType = (await localTable.getBooleanArray(\"byte:IsSystemFamilyType\")); })(),\r\n            (async () => { familyIndex = (await localTable.getNumberArray(\"index:Vim.Family:Family\")); })(),\r\n            (async () => { compoundStructureIndex = (await localTable.getNumberArray(\"index:Vim.CompoundStructure:CompoundStructure\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let familyType = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            familyType.push({\r\n                index: i,\r\n                isSystemFamilyType: isSystemFamilyType ? isSystemFamilyType[i] : undefined,\r\n                familyIndex: familyIndex ? familyIndex[i] : undefined,\r\n                compoundStructureIndex: compoundStructureIndex ? compoundStructureIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return familyType;\r\n    }\r\n    async getIsSystemFamilyType(familyTypeIndex) {\r\n        return (await this.entityTable.getBoolean(familyTypeIndex, \"byte:IsSystemFamilyType\"));\r\n    }\r\n    async getAllIsSystemFamilyType() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsSystemFamilyType\"));\r\n    }\r\n    async getFamilyIndex(familyTypeIndex) {\r\n        return await this.entityTable.getNumber(familyTypeIndex, \"index:Vim.Family:Family\");\r\n    }\r\n    async getAllFamilyIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Family:Family\");\r\n    }\r\n    async getFamily(familyTypeIndex) {\r\n        const index = await this.getFamilyIndex(familyTypeIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.family?.get(index);\r\n    }\r\n    async getCompoundStructureIndex(familyTypeIndex) {\r\n        return await this.entityTable.getNumber(familyTypeIndex, \"index:Vim.CompoundStructure:CompoundStructure\");\r\n    }\r\n    async getAllCompoundStructureIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.CompoundStructure:CompoundStructure\");\r\n    }\r\n    async getCompoundStructure(familyTypeIndex) {\r\n        const index = await this.getCompoundStructureIndex(familyTypeIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.compoundStructure?.get(index);\r\n    }\r\n    async getElementIndex(familyTypeIndex) {\r\n        return await this.entityTable.getNumber(familyTypeIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(familyTypeIndex) {\r\n        const index = await this.getElementIndex(familyTypeIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.FamilyTypeTable = FamilyTypeTable;\r\nclass FamilyInstance {\r\n    static async createFromTable(table, index) {\r\n        let result = new FamilyInstance();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getFacingFlipped(index).then(v => result.facingFlipped = v),\r\n            table.getFacingOrientation_X(index).then(v => result.facingOrientation_X = v),\r\n            table.getFacingOrientation_Y(index).then(v => result.facingOrientation_Y = v),\r\n            table.getFacingOrientation_Z(index).then(v => result.facingOrientation_Z = v),\r\n            table.getHandFlipped(index).then(v => result.handFlipped = v),\r\n            table.getMirrored(index).then(v => result.mirrored = v),\r\n            table.getHasModifiedGeometry(index).then(v => result.hasModifiedGeometry = v),\r\n            table.getScale(index).then(v => result.scale = v),\r\n            table.getBasisX_X(index).then(v => result.basisX_X = v),\r\n            table.getBasisX_Y(index).then(v => result.basisX_Y = v),\r\n            table.getBasisX_Z(index).then(v => result.basisX_Z = v),\r\n            table.getBasisY_X(index).then(v => result.basisY_X = v),\r\n            table.getBasisY_Y(index).then(v => result.basisY_Y = v),\r\n            table.getBasisY_Z(index).then(v => result.basisY_Z = v),\r\n            table.getBasisZ_X(index).then(v => result.basisZ_X = v),\r\n            table.getBasisZ_Y(index).then(v => result.basisZ_Y = v),\r\n            table.getBasisZ_Z(index).then(v => result.basisZ_Z = v),\r\n            table.getTranslation_X(index).then(v => result.translation_X = v),\r\n            table.getTranslation_Y(index).then(v => result.translation_Y = v),\r\n            table.getTranslation_Z(index).then(v => result.translation_Z = v),\r\n            table.getHandOrientation_X(index).then(v => result.handOrientation_X = v),\r\n            table.getHandOrientation_Y(index).then(v => result.handOrientation_Y = v),\r\n            table.getHandOrientation_Z(index).then(v => result.handOrientation_Z = v),\r\n            table.getFamilyTypeIndex(index).then(v => result.familyTypeIndex = v),\r\n            table.getHostIndex(index).then(v => result.hostIndex = v),\r\n            table.getFromRoomIndex(index).then(v => result.fromRoomIndex = v),\r\n            table.getToRoomIndex(index).then(v => result.toRoomIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.FamilyInstance = FamilyInstance;\r\nclass FamilyInstanceTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.FamilyInstance\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new FamilyInstanceTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(familyInstanceIndex) {\r\n        return await FamilyInstance.createFromTable(this, familyInstanceIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let facingFlipped;\r\n        let facingOrientation_X;\r\n        let facingOrientation_Y;\r\n        let facingOrientation_Z;\r\n        let handFlipped;\r\n        let mirrored;\r\n        let hasModifiedGeometry;\r\n        let scale;\r\n        let basisX_X;\r\n        let basisX_Y;\r\n        let basisX_Z;\r\n        let basisY_X;\r\n        let basisY_Y;\r\n        let basisY_Z;\r\n        let basisZ_X;\r\n        let basisZ_Y;\r\n        let basisZ_Z;\r\n        let translation_X;\r\n        let translation_Y;\r\n        let translation_Z;\r\n        let handOrientation_X;\r\n        let handOrientation_Y;\r\n        let handOrientation_Z;\r\n        let familyTypeIndex;\r\n        let hostIndex;\r\n        let fromRoomIndex;\r\n        let toRoomIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { facingFlipped = (await localTable.getBooleanArray(\"byte:FacingFlipped\")); })(),\r\n            (async () => { facingOrientation_X = (await localTable.getNumberArray(\"float:FacingOrientation.X\")); })(),\r\n            (async () => { facingOrientation_Y = (await localTable.getNumberArray(\"float:FacingOrientation.Y\")); })(),\r\n            (async () => { facingOrientation_Z = (await localTable.getNumberArray(\"float:FacingOrientation.Z\")); })(),\r\n            (async () => { handFlipped = (await localTable.getBooleanArray(\"byte:HandFlipped\")); })(),\r\n            (async () => { mirrored = (await localTable.getBooleanArray(\"byte:Mirrored\")); })(),\r\n            (async () => { hasModifiedGeometry = (await localTable.getBooleanArray(\"byte:HasModifiedGeometry\")); })(),\r\n            (async () => { scale = (await localTable.getNumberArray(\"float:Scale\")); })(),\r\n            (async () => { basisX_X = (await localTable.getNumberArray(\"float:BasisX.X\")); })(),\r\n            (async () => { basisX_Y = (await localTable.getNumberArray(\"float:BasisX.Y\")); })(),\r\n            (async () => { basisX_Z = (await localTable.getNumberArray(\"float:BasisX.Z\")); })(),\r\n            (async () => { basisY_X = (await localTable.getNumberArray(\"float:BasisY.X\")); })(),\r\n            (async () => { basisY_Y = (await localTable.getNumberArray(\"float:BasisY.Y\")); })(),\r\n            (async () => { basisY_Z = (await localTable.getNumberArray(\"float:BasisY.Z\")); })(),\r\n            (async () => { basisZ_X = (await localTable.getNumberArray(\"float:BasisZ.X\")); })(),\r\n            (async () => { basisZ_Y = (await localTable.getNumberArray(\"float:BasisZ.Y\")); })(),\r\n            (async () => { basisZ_Z = (await localTable.getNumberArray(\"float:BasisZ.Z\")); })(),\r\n            (async () => { translation_X = (await localTable.getNumberArray(\"float:Translation.X\")); })(),\r\n            (async () => { translation_Y = (await localTable.getNumberArray(\"float:Translation.Y\")); })(),\r\n            (async () => { translation_Z = (await localTable.getNumberArray(\"float:Translation.Z\")); })(),\r\n            (async () => { handOrientation_X = (await localTable.getNumberArray(\"float:HandOrientation.X\")); })(),\r\n            (async () => { handOrientation_Y = (await localTable.getNumberArray(\"float:HandOrientation.Y\")); })(),\r\n            (async () => { handOrientation_Z = (await localTable.getNumberArray(\"float:HandOrientation.Z\")); })(),\r\n            (async () => { familyTypeIndex = (await localTable.getNumberArray(\"index:Vim.FamilyType:FamilyType\")); })(),\r\n            (async () => { hostIndex = (await localTable.getNumberArray(\"index:Vim.Element:Host\")); })(),\r\n            (async () => { fromRoomIndex = (await localTable.getNumberArray(\"index:Vim.Room:FromRoom\")); })(),\r\n            (async () => { toRoomIndex = (await localTable.getNumberArray(\"index:Vim.Room:ToRoom\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let familyInstance = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            familyInstance.push({\r\n                index: i,\r\n                facingFlipped: facingFlipped ? facingFlipped[i] : undefined,\r\n                facingOrientation_X: facingOrientation_X ? facingOrientation_X[i] : undefined,\r\n                facingOrientation_Y: facingOrientation_Y ? facingOrientation_Y[i] : undefined,\r\n                facingOrientation_Z: facingOrientation_Z ? facingOrientation_Z[i] : undefined,\r\n                handFlipped: handFlipped ? handFlipped[i] : undefined,\r\n                mirrored: mirrored ? mirrored[i] : undefined,\r\n                hasModifiedGeometry: hasModifiedGeometry ? hasModifiedGeometry[i] : undefined,\r\n                scale: scale ? scale[i] : undefined,\r\n                basisX_X: basisX_X ? basisX_X[i] : undefined,\r\n                basisX_Y: basisX_Y ? basisX_Y[i] : undefined,\r\n                basisX_Z: basisX_Z ? basisX_Z[i] : undefined,\r\n                basisY_X: basisY_X ? basisY_X[i] : undefined,\r\n                basisY_Y: basisY_Y ? basisY_Y[i] : undefined,\r\n                basisY_Z: basisY_Z ? basisY_Z[i] : undefined,\r\n                basisZ_X: basisZ_X ? basisZ_X[i] : undefined,\r\n                basisZ_Y: basisZ_Y ? basisZ_Y[i] : undefined,\r\n                basisZ_Z: basisZ_Z ? basisZ_Z[i] : undefined,\r\n                translation_X: translation_X ? translation_X[i] : undefined,\r\n                translation_Y: translation_Y ? translation_Y[i] : undefined,\r\n                translation_Z: translation_Z ? translation_Z[i] : undefined,\r\n                handOrientation_X: handOrientation_X ? handOrientation_X[i] : undefined,\r\n                handOrientation_Y: handOrientation_Y ? handOrientation_Y[i] : undefined,\r\n                handOrientation_Z: handOrientation_Z ? handOrientation_Z[i] : undefined,\r\n                familyTypeIndex: familyTypeIndex ? familyTypeIndex[i] : undefined,\r\n                hostIndex: hostIndex ? hostIndex[i] : undefined,\r\n                fromRoomIndex: fromRoomIndex ? fromRoomIndex[i] : undefined,\r\n                toRoomIndex: toRoomIndex ? toRoomIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return familyInstance;\r\n    }\r\n    async getFacingFlipped(familyInstanceIndex) {\r\n        return (await this.entityTable.getBoolean(familyInstanceIndex, \"byte:FacingFlipped\"));\r\n    }\r\n    async getAllFacingFlipped() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:FacingFlipped\"));\r\n    }\r\n    async getFacingOrientation_X(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:FacingOrientation.X\"));\r\n    }\r\n    async getAllFacingOrientation_X() {\r\n        return (await this.entityTable.getNumberArray(\"float:FacingOrientation.X\"));\r\n    }\r\n    async getFacingOrientation_Y(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:FacingOrientation.Y\"));\r\n    }\r\n    async getAllFacingOrientation_Y() {\r\n        return (await this.entityTable.getNumberArray(\"float:FacingOrientation.Y\"));\r\n    }\r\n    async getFacingOrientation_Z(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:FacingOrientation.Z\"));\r\n    }\r\n    async getAllFacingOrientation_Z() {\r\n        return (await this.entityTable.getNumberArray(\"float:FacingOrientation.Z\"));\r\n    }\r\n    async getHandFlipped(familyInstanceIndex) {\r\n        return (await this.entityTable.getBoolean(familyInstanceIndex, \"byte:HandFlipped\"));\r\n    }\r\n    async getAllHandFlipped() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:HandFlipped\"));\r\n    }\r\n    async getMirrored(familyInstanceIndex) {\r\n        return (await this.entityTable.getBoolean(familyInstanceIndex, \"byte:Mirrored\"));\r\n    }\r\n    async getAllMirrored() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:Mirrored\"));\r\n    }\r\n    async getHasModifiedGeometry(familyInstanceIndex) {\r\n        return (await this.entityTable.getBoolean(familyInstanceIndex, \"byte:HasModifiedGeometry\"));\r\n    }\r\n    async getAllHasModifiedGeometry() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:HasModifiedGeometry\"));\r\n    }\r\n    async getScale(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:Scale\"));\r\n    }\r\n    async getAllScale() {\r\n        return (await this.entityTable.getNumberArray(\"float:Scale\"));\r\n    }\r\n    async getBasisX_X(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:BasisX.X\"));\r\n    }\r\n    async getAllBasisX_X() {\r\n        return (await this.entityTable.getNumberArray(\"float:BasisX.X\"));\r\n    }\r\n    async getBasisX_Y(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:BasisX.Y\"));\r\n    }\r\n    async getAllBasisX_Y() {\r\n        return (await this.entityTable.getNumberArray(\"float:BasisX.Y\"));\r\n    }\r\n    async getBasisX_Z(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:BasisX.Z\"));\r\n    }\r\n    async getAllBasisX_Z() {\r\n        return (await this.entityTable.getNumberArray(\"float:BasisX.Z\"));\r\n    }\r\n    async getBasisY_X(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:BasisY.X\"));\r\n    }\r\n    async getAllBasisY_X() {\r\n        return (await this.entityTable.getNumberArray(\"float:BasisY.X\"));\r\n    }\r\n    async getBasisY_Y(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:BasisY.Y\"));\r\n    }\r\n    async getAllBasisY_Y() {\r\n        return (await this.entityTable.getNumberArray(\"float:BasisY.Y\"));\r\n    }\r\n    async getBasisY_Z(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:BasisY.Z\"));\r\n    }\r\n    async getAllBasisY_Z() {\r\n        return (await this.entityTable.getNumberArray(\"float:BasisY.Z\"));\r\n    }\r\n    async getBasisZ_X(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:BasisZ.X\"));\r\n    }\r\n    async getAllBasisZ_X() {\r\n        return (await this.entityTable.getNumberArray(\"float:BasisZ.X\"));\r\n    }\r\n    async getBasisZ_Y(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:BasisZ.Y\"));\r\n    }\r\n    async getAllBasisZ_Y() {\r\n        return (await this.entityTable.getNumberArray(\"float:BasisZ.Y\"));\r\n    }\r\n    async getBasisZ_Z(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:BasisZ.Z\"));\r\n    }\r\n    async getAllBasisZ_Z() {\r\n        return (await this.entityTable.getNumberArray(\"float:BasisZ.Z\"));\r\n    }\r\n    async getTranslation_X(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:Translation.X\"));\r\n    }\r\n    async getAllTranslation_X() {\r\n        return (await this.entityTable.getNumberArray(\"float:Translation.X\"));\r\n    }\r\n    async getTranslation_Y(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:Translation.Y\"));\r\n    }\r\n    async getAllTranslation_Y() {\r\n        return (await this.entityTable.getNumberArray(\"float:Translation.Y\"));\r\n    }\r\n    async getTranslation_Z(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:Translation.Z\"));\r\n    }\r\n    async getAllTranslation_Z() {\r\n        return (await this.entityTable.getNumberArray(\"float:Translation.Z\"));\r\n    }\r\n    async getHandOrientation_X(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:HandOrientation.X\"));\r\n    }\r\n    async getAllHandOrientation_X() {\r\n        return (await this.entityTable.getNumberArray(\"float:HandOrientation.X\"));\r\n    }\r\n    async getHandOrientation_Y(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:HandOrientation.Y\"));\r\n    }\r\n    async getAllHandOrientation_Y() {\r\n        return (await this.entityTable.getNumberArray(\"float:HandOrientation.Y\"));\r\n    }\r\n    async getHandOrientation_Z(familyInstanceIndex) {\r\n        return (await this.entityTable.getNumber(familyInstanceIndex, \"float:HandOrientation.Z\"));\r\n    }\r\n    async getAllHandOrientation_Z() {\r\n        return (await this.entityTable.getNumberArray(\"float:HandOrientation.Z\"));\r\n    }\r\n    async getFamilyTypeIndex(familyInstanceIndex) {\r\n        return await this.entityTable.getNumber(familyInstanceIndex, \"index:Vim.FamilyType:FamilyType\");\r\n    }\r\n    async getAllFamilyTypeIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.FamilyType:FamilyType\");\r\n    }\r\n    async getFamilyType(familyInstanceIndex) {\r\n        const index = await this.getFamilyTypeIndex(familyInstanceIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.familyType?.get(index);\r\n    }\r\n    async getHostIndex(familyInstanceIndex) {\r\n        return await this.entityTable.getNumber(familyInstanceIndex, \"index:Vim.Element:Host\");\r\n    }\r\n    async getAllHostIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Host\");\r\n    }\r\n    async getHost(familyInstanceIndex) {\r\n        const index = await this.getHostIndex(familyInstanceIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n    async getFromRoomIndex(familyInstanceIndex) {\r\n        return await this.entityTable.getNumber(familyInstanceIndex, \"index:Vim.Room:FromRoom\");\r\n    }\r\n    async getAllFromRoomIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Room:FromRoom\");\r\n    }\r\n    async getFromRoom(familyInstanceIndex) {\r\n        const index = await this.getFromRoomIndex(familyInstanceIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.room?.get(index);\r\n    }\r\n    async getToRoomIndex(familyInstanceIndex) {\r\n        return await this.entityTable.getNumber(familyInstanceIndex, \"index:Vim.Room:ToRoom\");\r\n    }\r\n    async getAllToRoomIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Room:ToRoom\");\r\n    }\r\n    async getToRoom(familyInstanceIndex) {\r\n        const index = await this.getToRoomIndex(familyInstanceIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.room?.get(index);\r\n    }\r\n    async getElementIndex(familyInstanceIndex) {\r\n        return await this.entityTable.getNumber(familyInstanceIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(familyInstanceIndex) {\r\n        const index = await this.getElementIndex(familyInstanceIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.FamilyInstanceTable = FamilyInstanceTable;\r\nclass View {\r\n    static async createFromTable(table, index) {\r\n        let result = new View();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getTitle(index).then(v => result.title = v),\r\n            table.getViewType(index).then(v => result.viewType = v),\r\n            table.getUp_X(index).then(v => result.up_X = v),\r\n            table.getUp_Y(index).then(v => result.up_Y = v),\r\n            table.getUp_Z(index).then(v => result.up_Z = v),\r\n            table.getRight_X(index).then(v => result.right_X = v),\r\n            table.getRight_Y(index).then(v => result.right_Y = v),\r\n            table.getRight_Z(index).then(v => result.right_Z = v),\r\n            table.getOrigin_X(index).then(v => result.origin_X = v),\r\n            table.getOrigin_Y(index).then(v => result.origin_Y = v),\r\n            table.getOrigin_Z(index).then(v => result.origin_Z = v),\r\n            table.getViewDirection_X(index).then(v => result.viewDirection_X = v),\r\n            table.getViewDirection_Y(index).then(v => result.viewDirection_Y = v),\r\n            table.getViewDirection_Z(index).then(v => result.viewDirection_Z = v),\r\n            table.getViewPosition_X(index).then(v => result.viewPosition_X = v),\r\n            table.getViewPosition_Y(index).then(v => result.viewPosition_Y = v),\r\n            table.getViewPosition_Z(index).then(v => result.viewPosition_Z = v),\r\n            table.getScale(index).then(v => result.scale = v),\r\n            table.getOutline_Min_X(index).then(v => result.outline_Min_X = v),\r\n            table.getOutline_Min_Y(index).then(v => result.outline_Min_Y = v),\r\n            table.getOutline_Max_X(index).then(v => result.outline_Max_X = v),\r\n            table.getOutline_Max_Y(index).then(v => result.outline_Max_Y = v),\r\n            table.getDetailLevel(index).then(v => result.detailLevel = v),\r\n            table.getCameraIndex(index).then(v => result.cameraIndex = v),\r\n            table.getFamilyTypeIndex(index).then(v => result.familyTypeIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.View = View;\r\nclass ViewTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.View\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ViewTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(viewIndex) {\r\n        return await View.createFromTable(this, viewIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let title;\r\n        let viewType;\r\n        let up_X;\r\n        let up_Y;\r\n        let up_Z;\r\n        let right_X;\r\n        let right_Y;\r\n        let right_Z;\r\n        let origin_X;\r\n        let origin_Y;\r\n        let origin_Z;\r\n        let viewDirection_X;\r\n        let viewDirection_Y;\r\n        let viewDirection_Z;\r\n        let viewPosition_X;\r\n        let viewPosition_Y;\r\n        let viewPosition_Z;\r\n        let scale;\r\n        let outline_Min_X;\r\n        let outline_Min_Y;\r\n        let outline_Max_X;\r\n        let outline_Max_Y;\r\n        let detailLevel;\r\n        let cameraIndex;\r\n        let familyTypeIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { title = (await localTable.getStringArray(\"string:Title\")); })(),\r\n            (async () => { viewType = (await localTable.getStringArray(\"string:ViewType\")); })(),\r\n            (async () => { up_X = (await localTable.getNumberArray(\"double:Up.X\")); })(),\r\n            (async () => { up_Y = (await localTable.getNumberArray(\"double:Up.Y\")); })(),\r\n            (async () => { up_Z = (await localTable.getNumberArray(\"double:Up.Z\")); })(),\r\n            (async () => { right_X = (await localTable.getNumberArray(\"double:Right.X\")); })(),\r\n            (async () => { right_Y = (await localTable.getNumberArray(\"double:Right.Y\")); })(),\r\n            (async () => { right_Z = (await localTable.getNumberArray(\"double:Right.Z\")); })(),\r\n            (async () => { origin_X = (await localTable.getNumberArray(\"double:Origin.X\")); })(),\r\n            (async () => { origin_Y = (await localTable.getNumberArray(\"double:Origin.Y\")); })(),\r\n            (async () => { origin_Z = (await localTable.getNumberArray(\"double:Origin.Z\")); })(),\r\n            (async () => { viewDirection_X = (await localTable.getNumberArray(\"double:ViewDirection.X\")); })(),\r\n            (async () => { viewDirection_Y = (await localTable.getNumberArray(\"double:ViewDirection.Y\")); })(),\r\n            (async () => { viewDirection_Z = (await localTable.getNumberArray(\"double:ViewDirection.Z\")); })(),\r\n            (async () => { viewPosition_X = (await localTable.getNumberArray(\"double:ViewPosition.X\")); })(),\r\n            (async () => { viewPosition_Y = (await localTable.getNumberArray(\"double:ViewPosition.Y\")); })(),\r\n            (async () => { viewPosition_Z = (await localTable.getNumberArray(\"double:ViewPosition.Z\")); })(),\r\n            (async () => { scale = (await localTable.getNumberArray(\"double:Scale\")); })(),\r\n            (async () => { outline_Min_X = (await localTable.getNumberArray(\"double:Outline.Min.X\")); })(),\r\n            (async () => { outline_Min_Y = (await localTable.getNumberArray(\"double:Outline.Min.Y\")); })(),\r\n            (async () => { outline_Max_X = (await localTable.getNumberArray(\"double:Outline.Max.X\")); })(),\r\n            (async () => { outline_Max_Y = (await localTable.getNumberArray(\"double:Outline.Max.Y\")); })(),\r\n            (async () => { detailLevel = (await localTable.getNumberArray(\"int:DetailLevel\")); })(),\r\n            (async () => { cameraIndex = (await localTable.getNumberArray(\"index:Vim.Camera:Camera\")); })(),\r\n            (async () => { familyTypeIndex = (await localTable.getNumberArray(\"index:Vim.FamilyType:FamilyType\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let view = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            view.push({\r\n                index: i,\r\n                title: title ? title[i] : undefined,\r\n                viewType: viewType ? viewType[i] : undefined,\r\n                up_X: up_X ? up_X[i] : undefined,\r\n                up_Y: up_Y ? up_Y[i] : undefined,\r\n                up_Z: up_Z ? up_Z[i] : undefined,\r\n                right_X: right_X ? right_X[i] : undefined,\r\n                right_Y: right_Y ? right_Y[i] : undefined,\r\n                right_Z: right_Z ? right_Z[i] : undefined,\r\n                origin_X: origin_X ? origin_X[i] : undefined,\r\n                origin_Y: origin_Y ? origin_Y[i] : undefined,\r\n                origin_Z: origin_Z ? origin_Z[i] : undefined,\r\n                viewDirection_X: viewDirection_X ? viewDirection_X[i] : undefined,\r\n                viewDirection_Y: viewDirection_Y ? viewDirection_Y[i] : undefined,\r\n                viewDirection_Z: viewDirection_Z ? viewDirection_Z[i] : undefined,\r\n                viewPosition_X: viewPosition_X ? viewPosition_X[i] : undefined,\r\n                viewPosition_Y: viewPosition_Y ? viewPosition_Y[i] : undefined,\r\n                viewPosition_Z: viewPosition_Z ? viewPosition_Z[i] : undefined,\r\n                scale: scale ? scale[i] : undefined,\r\n                outline_Min_X: outline_Min_X ? outline_Min_X[i] : undefined,\r\n                outline_Min_Y: outline_Min_Y ? outline_Min_Y[i] : undefined,\r\n                outline_Max_X: outline_Max_X ? outline_Max_X[i] : undefined,\r\n                outline_Max_Y: outline_Max_Y ? outline_Max_Y[i] : undefined,\r\n                detailLevel: detailLevel ? detailLevel[i] : undefined,\r\n                cameraIndex: cameraIndex ? cameraIndex[i] : undefined,\r\n                familyTypeIndex: familyTypeIndex ? familyTypeIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return view;\r\n    }\r\n    async getTitle(viewIndex) {\r\n        return (await this.entityTable.getString(viewIndex, \"string:Title\"));\r\n    }\r\n    async getAllTitle() {\r\n        return (await this.entityTable.getStringArray(\"string:Title\"));\r\n    }\r\n    async getViewType(viewIndex) {\r\n        return (await this.entityTable.getString(viewIndex, \"string:ViewType\"));\r\n    }\r\n    async getAllViewType() {\r\n        return (await this.entityTable.getStringArray(\"string:ViewType\"));\r\n    }\r\n    async getUp_X(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Up.X\"));\r\n    }\r\n    async getAllUp_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:Up.X\"));\r\n    }\r\n    async getUp_Y(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Up.Y\"));\r\n    }\r\n    async getAllUp_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:Up.Y\"));\r\n    }\r\n    async getUp_Z(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Up.Z\"));\r\n    }\r\n    async getAllUp_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:Up.Z\"));\r\n    }\r\n    async getRight_X(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Right.X\"));\r\n    }\r\n    async getAllRight_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:Right.X\"));\r\n    }\r\n    async getRight_Y(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Right.Y\"));\r\n    }\r\n    async getAllRight_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:Right.Y\"));\r\n    }\r\n    async getRight_Z(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Right.Z\"));\r\n    }\r\n    async getAllRight_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:Right.Z\"));\r\n    }\r\n    async getOrigin_X(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Origin.X\"));\r\n    }\r\n    async getAllOrigin_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:Origin.X\"));\r\n    }\r\n    async getOrigin_Y(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Origin.Y\"));\r\n    }\r\n    async getAllOrigin_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:Origin.Y\"));\r\n    }\r\n    async getOrigin_Z(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Origin.Z\"));\r\n    }\r\n    async getAllOrigin_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:Origin.Z\"));\r\n    }\r\n    async getViewDirection_X(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:ViewDirection.X\"));\r\n    }\r\n    async getAllViewDirection_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:ViewDirection.X\"));\r\n    }\r\n    async getViewDirection_Y(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:ViewDirection.Y\"));\r\n    }\r\n    async getAllViewDirection_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:ViewDirection.Y\"));\r\n    }\r\n    async getViewDirection_Z(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:ViewDirection.Z\"));\r\n    }\r\n    async getAllViewDirection_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:ViewDirection.Z\"));\r\n    }\r\n    async getViewPosition_X(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:ViewPosition.X\"));\r\n    }\r\n    async getAllViewPosition_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:ViewPosition.X\"));\r\n    }\r\n    async getViewPosition_Y(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:ViewPosition.Y\"));\r\n    }\r\n    async getAllViewPosition_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:ViewPosition.Y\"));\r\n    }\r\n    async getViewPosition_Z(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:ViewPosition.Z\"));\r\n    }\r\n    async getAllViewPosition_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:ViewPosition.Z\"));\r\n    }\r\n    async getScale(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Scale\"));\r\n    }\r\n    async getAllScale() {\r\n        return (await this.entityTable.getNumberArray(\"double:Scale\"));\r\n    }\r\n    async getOutline_Min_X(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Outline.Min.X\"));\r\n    }\r\n    async getAllOutline_Min_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:Outline.Min.X\"));\r\n    }\r\n    async getOutline_Min_Y(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Outline.Min.Y\"));\r\n    }\r\n    async getAllOutline_Min_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:Outline.Min.Y\"));\r\n    }\r\n    async getOutline_Max_X(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Outline.Max.X\"));\r\n    }\r\n    async getAllOutline_Max_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:Outline.Max.X\"));\r\n    }\r\n    async getOutline_Max_Y(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"double:Outline.Max.Y\"));\r\n    }\r\n    async getAllOutline_Max_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:Outline.Max.Y\"));\r\n    }\r\n    async getDetailLevel(viewIndex) {\r\n        return (await this.entityTable.getNumber(viewIndex, \"int:DetailLevel\"));\r\n    }\r\n    async getAllDetailLevel() {\r\n        return (await this.entityTable.getNumberArray(\"int:DetailLevel\"));\r\n    }\r\n    async getCameraIndex(viewIndex) {\r\n        return await this.entityTable.getNumber(viewIndex, \"index:Vim.Camera:Camera\");\r\n    }\r\n    async getAllCameraIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Camera:Camera\");\r\n    }\r\n    async getCamera(viewIndex) {\r\n        const index = await this.getCameraIndex(viewIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.camera?.get(index);\r\n    }\r\n    async getFamilyTypeIndex(viewIndex) {\r\n        return await this.entityTable.getNumber(viewIndex, \"index:Vim.FamilyType:FamilyType\");\r\n    }\r\n    async getAllFamilyTypeIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.FamilyType:FamilyType\");\r\n    }\r\n    async getFamilyType(viewIndex) {\r\n        const index = await this.getFamilyTypeIndex(viewIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.familyType?.get(index);\r\n    }\r\n    async getElementIndex(viewIndex) {\r\n        return await this.entityTable.getNumber(viewIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(viewIndex) {\r\n        const index = await this.getElementIndex(viewIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.ViewTable = ViewTable;\r\nclass ElementInView {\r\n    static async createFromTable(table, index) {\r\n        let result = new ElementInView();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getViewIndex(index).then(v => result.viewIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ElementInView = ElementInView;\r\nclass ElementInViewTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ElementInView\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ElementInViewTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(elementInViewIndex) {\r\n        return await ElementInView.createFromTable(this, elementInViewIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let viewIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { viewIndex = (await localTable.getNumberArray(\"index:Vim.View:View\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let elementInView = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            elementInView.push({\r\n                index: i,\r\n                viewIndex: viewIndex ? viewIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return elementInView;\r\n    }\r\n    async getViewIndex(elementInViewIndex) {\r\n        return await this.entityTable.getNumber(elementInViewIndex, \"index:Vim.View:View\");\r\n    }\r\n    async getAllViewIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.View:View\");\r\n    }\r\n    async getView(elementInViewIndex) {\r\n        const index = await this.getViewIndex(elementInViewIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.view?.get(index);\r\n    }\r\n    async getElementIndex(elementInViewIndex) {\r\n        return await this.entityTable.getNumber(elementInViewIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(elementInViewIndex) {\r\n        const index = await this.getElementIndex(elementInViewIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.ElementInViewTable = ElementInViewTable;\r\nclass ShapeInView {\r\n    static async createFromTable(table, index) {\r\n        let result = new ShapeInView();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getShapeIndex(index).then(v => result.shapeIndex = v),\r\n            table.getViewIndex(index).then(v => result.viewIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ShapeInView = ShapeInView;\r\nclass ShapeInViewTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ShapeInView\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ShapeInViewTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(shapeInViewIndex) {\r\n        return await ShapeInView.createFromTable(this, shapeInViewIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let shapeIndex;\r\n        let viewIndex;\r\n        await Promise.all([\r\n            (async () => { shapeIndex = (await localTable.getNumberArray(\"index:Vim.Shape:Shape\")); })(),\r\n            (async () => { viewIndex = (await localTable.getNumberArray(\"index:Vim.View:View\")); })(),\r\n        ]);\r\n        let shapeInView = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            shapeInView.push({\r\n                index: i,\r\n                shapeIndex: shapeIndex ? shapeIndex[i] : undefined,\r\n                viewIndex: viewIndex ? viewIndex[i] : undefined\r\n            });\r\n        }\r\n        return shapeInView;\r\n    }\r\n    async getShapeIndex(shapeInViewIndex) {\r\n        return await this.entityTable.getNumber(shapeInViewIndex, \"index:Vim.Shape:Shape\");\r\n    }\r\n    async getAllShapeIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Shape:Shape\");\r\n    }\r\n    async getShape(shapeInViewIndex) {\r\n        const index = await this.getShapeIndex(shapeInViewIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.shape?.get(index);\r\n    }\r\n    async getViewIndex(shapeInViewIndex) {\r\n        return await this.entityTable.getNumber(shapeInViewIndex, \"index:Vim.View:View\");\r\n    }\r\n    async getAllViewIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.View:View\");\r\n    }\r\n    async getView(shapeInViewIndex) {\r\n        const index = await this.getViewIndex(shapeInViewIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.view?.get(index);\r\n    }\r\n}\r\nexports.ShapeInViewTable = ShapeInViewTable;\r\nclass AssetInView {\r\n    static async createFromTable(table, index) {\r\n        let result = new AssetInView();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getAssetIndex(index).then(v => result.assetIndex = v),\r\n            table.getViewIndex(index).then(v => result.viewIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.AssetInView = AssetInView;\r\nclass AssetInViewTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.AssetInView\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new AssetInViewTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(assetInViewIndex) {\r\n        return await AssetInView.createFromTable(this, assetInViewIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let assetIndex;\r\n        let viewIndex;\r\n        await Promise.all([\r\n            (async () => { assetIndex = (await localTable.getNumberArray(\"index:Vim.Asset:Asset\")); })(),\r\n            (async () => { viewIndex = (await localTable.getNumberArray(\"index:Vim.View:View\")); })(),\r\n        ]);\r\n        let assetInView = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            assetInView.push({\r\n                index: i,\r\n                assetIndex: assetIndex ? assetIndex[i] : undefined,\r\n                viewIndex: viewIndex ? viewIndex[i] : undefined\r\n            });\r\n        }\r\n        return assetInView;\r\n    }\r\n    async getAssetIndex(assetInViewIndex) {\r\n        return await this.entityTable.getNumber(assetInViewIndex, \"index:Vim.Asset:Asset\");\r\n    }\r\n    async getAllAssetIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Asset:Asset\");\r\n    }\r\n    async getAsset(assetInViewIndex) {\r\n        const index = await this.getAssetIndex(assetInViewIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.asset?.get(index);\r\n    }\r\n    async getViewIndex(assetInViewIndex) {\r\n        return await this.entityTable.getNumber(assetInViewIndex, \"index:Vim.View:View\");\r\n    }\r\n    async getAllViewIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.View:View\");\r\n    }\r\n    async getView(assetInViewIndex) {\r\n        const index = await this.getViewIndex(assetInViewIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.view?.get(index);\r\n    }\r\n}\r\nexports.AssetInViewTable = AssetInViewTable;\r\nclass AssetInViewSheet {\r\n    static async createFromTable(table, index) {\r\n        let result = new AssetInViewSheet();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getAssetIndex(index).then(v => result.assetIndex = v),\r\n            table.getViewSheetIndex(index).then(v => result.viewSheetIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.AssetInViewSheet = AssetInViewSheet;\r\nclass AssetInViewSheetTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.AssetInViewSheet\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new AssetInViewSheetTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(assetInViewSheetIndex) {\r\n        return await AssetInViewSheet.createFromTable(this, assetInViewSheetIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let assetIndex;\r\n        let viewSheetIndex;\r\n        await Promise.all([\r\n            (async () => { assetIndex = (await localTable.getNumberArray(\"index:Vim.Asset:Asset\")); })(),\r\n            (async () => { viewSheetIndex = (await localTable.getNumberArray(\"index:Vim.ViewSheet:ViewSheet\")); })(),\r\n        ]);\r\n        let assetInViewSheet = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            assetInViewSheet.push({\r\n                index: i,\r\n                assetIndex: assetIndex ? assetIndex[i] : undefined,\r\n                viewSheetIndex: viewSheetIndex ? viewSheetIndex[i] : undefined\r\n            });\r\n        }\r\n        return assetInViewSheet;\r\n    }\r\n    async getAssetIndex(assetInViewSheetIndex) {\r\n        return await this.entityTable.getNumber(assetInViewSheetIndex, \"index:Vim.Asset:Asset\");\r\n    }\r\n    async getAllAssetIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Asset:Asset\");\r\n    }\r\n    async getAsset(assetInViewSheetIndex) {\r\n        const index = await this.getAssetIndex(assetInViewSheetIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.asset?.get(index);\r\n    }\r\n    async getViewSheetIndex(assetInViewSheetIndex) {\r\n        return await this.entityTable.getNumber(assetInViewSheetIndex, \"index:Vim.ViewSheet:ViewSheet\");\r\n    }\r\n    async getAllViewSheetIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.ViewSheet:ViewSheet\");\r\n    }\r\n    async getViewSheet(assetInViewSheetIndex) {\r\n        const index = await this.getViewSheetIndex(assetInViewSheetIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.viewSheet?.get(index);\r\n    }\r\n}\r\nexports.AssetInViewSheetTable = AssetInViewSheetTable;\r\nclass LevelInView {\r\n    static async createFromTable(table, index) {\r\n        let result = new LevelInView();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getExtents_Min_X(index).then(v => result.extents_Min_X = v),\r\n            table.getExtents_Min_Y(index).then(v => result.extents_Min_Y = v),\r\n            table.getExtents_Min_Z(index).then(v => result.extents_Min_Z = v),\r\n            table.getExtents_Max_X(index).then(v => result.extents_Max_X = v),\r\n            table.getExtents_Max_Y(index).then(v => result.extents_Max_Y = v),\r\n            table.getExtents_Max_Z(index).then(v => result.extents_Max_Z = v),\r\n            table.getLevelIndex(index).then(v => result.levelIndex = v),\r\n            table.getViewIndex(index).then(v => result.viewIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.LevelInView = LevelInView;\r\nclass LevelInViewTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.LevelInView\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new LevelInViewTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(levelInViewIndex) {\r\n        return await LevelInView.createFromTable(this, levelInViewIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let extents_Min_X;\r\n        let extents_Min_Y;\r\n        let extents_Min_Z;\r\n        let extents_Max_X;\r\n        let extents_Max_Y;\r\n        let extents_Max_Z;\r\n        let levelIndex;\r\n        let viewIndex;\r\n        await Promise.all([\r\n            (async () => { extents_Min_X = (await localTable.getNumberArray(\"double:Extents.Min.X\")); })(),\r\n            (async () => { extents_Min_Y = (await localTable.getNumberArray(\"double:Extents.Min.Y\")); })(),\r\n            (async () => { extents_Min_Z = (await localTable.getNumberArray(\"double:Extents.Min.Z\")); })(),\r\n            (async () => { extents_Max_X = (await localTable.getNumberArray(\"double:Extents.Max.X\")); })(),\r\n            (async () => { extents_Max_Y = (await localTable.getNumberArray(\"double:Extents.Max.Y\")); })(),\r\n            (async () => { extents_Max_Z = (await localTable.getNumberArray(\"double:Extents.Max.Z\")); })(),\r\n            (async () => { levelIndex = (await localTable.getNumberArray(\"index:Vim.Level:Level\")); })(),\r\n            (async () => { viewIndex = (await localTable.getNumberArray(\"index:Vim.View:View\")); })(),\r\n        ]);\r\n        let levelInView = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            levelInView.push({\r\n                index: i,\r\n                extents_Min_X: extents_Min_X ? extents_Min_X[i] : undefined,\r\n                extents_Min_Y: extents_Min_Y ? extents_Min_Y[i] : undefined,\r\n                extents_Min_Z: extents_Min_Z ? extents_Min_Z[i] : undefined,\r\n                extents_Max_X: extents_Max_X ? extents_Max_X[i] : undefined,\r\n                extents_Max_Y: extents_Max_Y ? extents_Max_Y[i] : undefined,\r\n                extents_Max_Z: extents_Max_Z ? extents_Max_Z[i] : undefined,\r\n                levelIndex: levelIndex ? levelIndex[i] : undefined,\r\n                viewIndex: viewIndex ? viewIndex[i] : undefined\r\n            });\r\n        }\r\n        return levelInView;\r\n    }\r\n    async getExtents_Min_X(levelInViewIndex) {\r\n        return (await this.entityTable.getNumber(levelInViewIndex, \"double:Extents.Min.X\"));\r\n    }\r\n    async getAllExtents_Min_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:Extents.Min.X\"));\r\n    }\r\n    async getExtents_Min_Y(levelInViewIndex) {\r\n        return (await this.entityTable.getNumber(levelInViewIndex, \"double:Extents.Min.Y\"));\r\n    }\r\n    async getAllExtents_Min_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:Extents.Min.Y\"));\r\n    }\r\n    async getExtents_Min_Z(levelInViewIndex) {\r\n        return (await this.entityTable.getNumber(levelInViewIndex, \"double:Extents.Min.Z\"));\r\n    }\r\n    async getAllExtents_Min_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:Extents.Min.Z\"));\r\n    }\r\n    async getExtents_Max_X(levelInViewIndex) {\r\n        return (await this.entityTable.getNumber(levelInViewIndex, \"double:Extents.Max.X\"));\r\n    }\r\n    async getAllExtents_Max_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:Extents.Max.X\"));\r\n    }\r\n    async getExtents_Max_Y(levelInViewIndex) {\r\n        return (await this.entityTable.getNumber(levelInViewIndex, \"double:Extents.Max.Y\"));\r\n    }\r\n    async getAllExtents_Max_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:Extents.Max.Y\"));\r\n    }\r\n    async getExtents_Max_Z(levelInViewIndex) {\r\n        return (await this.entityTable.getNumber(levelInViewIndex, \"double:Extents.Max.Z\"));\r\n    }\r\n    async getAllExtents_Max_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:Extents.Max.Z\"));\r\n    }\r\n    async getLevelIndex(levelInViewIndex) {\r\n        return await this.entityTable.getNumber(levelInViewIndex, \"index:Vim.Level:Level\");\r\n    }\r\n    async getAllLevelIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Level:Level\");\r\n    }\r\n    async getLevel(levelInViewIndex) {\r\n        const index = await this.getLevelIndex(levelInViewIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.level?.get(index);\r\n    }\r\n    async getViewIndex(levelInViewIndex) {\r\n        return await this.entityTable.getNumber(levelInViewIndex, \"index:Vim.View:View\");\r\n    }\r\n    async getAllViewIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.View:View\");\r\n    }\r\n    async getView(levelInViewIndex) {\r\n        const index = await this.getViewIndex(levelInViewIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.view?.get(index);\r\n    }\r\n}\r\nexports.LevelInViewTable = LevelInViewTable;\r\nclass Camera {\r\n    static async createFromTable(table, index) {\r\n        let result = new Camera();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getId(index).then(v => result.id = v),\r\n            table.getIsPerspective(index).then(v => result.isPerspective = v),\r\n            table.getVerticalExtent(index).then(v => result.verticalExtent = v),\r\n            table.getHorizontalExtent(index).then(v => result.horizontalExtent = v),\r\n            table.getFarDistance(index).then(v => result.farDistance = v),\r\n            table.getNearDistance(index).then(v => result.nearDistance = v),\r\n            table.getTargetDistance(index).then(v => result.targetDistance = v),\r\n            table.getRightOffset(index).then(v => result.rightOffset = v),\r\n            table.getUpOffset(index).then(v => result.upOffset = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Camera = Camera;\r\nclass CameraTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Camera\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new CameraTable();\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(cameraIndex) {\r\n        return await Camera.createFromTable(this, cameraIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let id;\r\n        let isPerspective;\r\n        let verticalExtent;\r\n        let horizontalExtent;\r\n        let farDistance;\r\n        let nearDistance;\r\n        let targetDistance;\r\n        let rightOffset;\r\n        let upOffset;\r\n        await Promise.all([\r\n            (async () => { id = (await localTable.getNumberArray(\"int:Id\")); })(),\r\n            (async () => { isPerspective = (await localTable.getNumberArray(\"int:IsPerspective\")); })(),\r\n            (async () => { verticalExtent = (await localTable.getNumberArray(\"double:VerticalExtent\")); })(),\r\n            (async () => { horizontalExtent = (await localTable.getNumberArray(\"double:HorizontalExtent\")); })(),\r\n            (async () => { farDistance = (await localTable.getNumberArray(\"double:FarDistance\")); })(),\r\n            (async () => { nearDistance = (await localTable.getNumberArray(\"double:NearDistance\")); })(),\r\n            (async () => { targetDistance = (await localTable.getNumberArray(\"double:TargetDistance\")); })(),\r\n            (async () => { rightOffset = (await localTable.getNumberArray(\"double:RightOffset\")); })(),\r\n            (async () => { upOffset = (await localTable.getNumberArray(\"double:UpOffset\")); })(),\r\n        ]);\r\n        let camera = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            camera.push({\r\n                index: i,\r\n                id: id ? id[i] : undefined,\r\n                isPerspective: isPerspective ? isPerspective[i] : undefined,\r\n                verticalExtent: verticalExtent ? verticalExtent[i] : undefined,\r\n                horizontalExtent: horizontalExtent ? horizontalExtent[i] : undefined,\r\n                farDistance: farDistance ? farDistance[i] : undefined,\r\n                nearDistance: nearDistance ? nearDistance[i] : undefined,\r\n                targetDistance: targetDistance ? targetDistance[i] : undefined,\r\n                rightOffset: rightOffset ? rightOffset[i] : undefined,\r\n                upOffset: upOffset ? upOffset[i] : undefined\r\n            });\r\n        }\r\n        return camera;\r\n    }\r\n    async getId(cameraIndex) {\r\n        return (await this.entityTable.getNumber(cameraIndex, \"int:Id\"));\r\n    }\r\n    async getAllId() {\r\n        return (await this.entityTable.getNumberArray(\"int:Id\"));\r\n    }\r\n    async getIsPerspective(cameraIndex) {\r\n        return (await this.entityTable.getNumber(cameraIndex, \"int:IsPerspective\"));\r\n    }\r\n    async getAllIsPerspective() {\r\n        return (await this.entityTable.getNumberArray(\"int:IsPerspective\"));\r\n    }\r\n    async getVerticalExtent(cameraIndex) {\r\n        return (await this.entityTable.getNumber(cameraIndex, \"double:VerticalExtent\"));\r\n    }\r\n    async getAllVerticalExtent() {\r\n        return (await this.entityTable.getNumberArray(\"double:VerticalExtent\"));\r\n    }\r\n    async getHorizontalExtent(cameraIndex) {\r\n        return (await this.entityTable.getNumber(cameraIndex, \"double:HorizontalExtent\"));\r\n    }\r\n    async getAllHorizontalExtent() {\r\n        return (await this.entityTable.getNumberArray(\"double:HorizontalExtent\"));\r\n    }\r\n    async getFarDistance(cameraIndex) {\r\n        return (await this.entityTable.getNumber(cameraIndex, \"double:FarDistance\"));\r\n    }\r\n    async getAllFarDistance() {\r\n        return (await this.entityTable.getNumberArray(\"double:FarDistance\"));\r\n    }\r\n    async getNearDistance(cameraIndex) {\r\n        return (await this.entityTable.getNumber(cameraIndex, \"double:NearDistance\"));\r\n    }\r\n    async getAllNearDistance() {\r\n        return (await this.entityTable.getNumberArray(\"double:NearDistance\"));\r\n    }\r\n    async getTargetDistance(cameraIndex) {\r\n        return (await this.entityTable.getNumber(cameraIndex, \"double:TargetDistance\"));\r\n    }\r\n    async getAllTargetDistance() {\r\n        return (await this.entityTable.getNumberArray(\"double:TargetDistance\"));\r\n    }\r\n    async getRightOffset(cameraIndex) {\r\n        return (await this.entityTable.getNumber(cameraIndex, \"double:RightOffset\"));\r\n    }\r\n    async getAllRightOffset() {\r\n        return (await this.entityTable.getNumberArray(\"double:RightOffset\"));\r\n    }\r\n    async getUpOffset(cameraIndex) {\r\n        return (await this.entityTable.getNumber(cameraIndex, \"double:UpOffset\"));\r\n    }\r\n    async getAllUpOffset() {\r\n        return (await this.entityTable.getNumberArray(\"double:UpOffset\"));\r\n    }\r\n}\r\nexports.CameraTable = CameraTable;\r\nclass Material {\r\n    static async createFromTable(table, index) {\r\n        let result = new Material();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getName(index).then(v => result.name = v),\r\n            table.getMaterialCategory(index).then(v => result.materialCategory = v),\r\n            table.getColor_X(index).then(v => result.color_X = v),\r\n            table.getColor_Y(index).then(v => result.color_Y = v),\r\n            table.getColor_Z(index).then(v => result.color_Z = v),\r\n            table.getColorUvScaling_X(index).then(v => result.colorUvScaling_X = v),\r\n            table.getColorUvScaling_Y(index).then(v => result.colorUvScaling_Y = v),\r\n            table.getColorUvOffset_X(index).then(v => result.colorUvOffset_X = v),\r\n            table.getColorUvOffset_Y(index).then(v => result.colorUvOffset_Y = v),\r\n            table.getNormalUvScaling_X(index).then(v => result.normalUvScaling_X = v),\r\n            table.getNormalUvScaling_Y(index).then(v => result.normalUvScaling_Y = v),\r\n            table.getNormalUvOffset_X(index).then(v => result.normalUvOffset_X = v),\r\n            table.getNormalUvOffset_Y(index).then(v => result.normalUvOffset_Y = v),\r\n            table.getNormalAmount(index).then(v => result.normalAmount = v),\r\n            table.getGlossiness(index).then(v => result.glossiness = v),\r\n            table.getSmoothness(index).then(v => result.smoothness = v),\r\n            table.getTransparency(index).then(v => result.transparency = v),\r\n            table.getColorTextureFileIndex(index).then(v => result.colorTextureFileIndex = v),\r\n            table.getNormalTextureFileIndex(index).then(v => result.normalTextureFileIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Material = Material;\r\nclass MaterialTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Material\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new MaterialTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(materialIndex) {\r\n        return await Material.createFromTable(this, materialIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let name;\r\n        let materialCategory;\r\n        let color_X;\r\n        let color_Y;\r\n        let color_Z;\r\n        let colorUvScaling_X;\r\n        let colorUvScaling_Y;\r\n        let colorUvOffset_X;\r\n        let colorUvOffset_Y;\r\n        let normalUvScaling_X;\r\n        let normalUvScaling_Y;\r\n        let normalUvOffset_X;\r\n        let normalUvOffset_Y;\r\n        let normalAmount;\r\n        let glossiness;\r\n        let smoothness;\r\n        let transparency;\r\n        let colorTextureFileIndex;\r\n        let normalTextureFileIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { name = (await localTable.getStringArray(\"string:Name\")); })(),\r\n            (async () => { materialCategory = (await localTable.getStringArray(\"string:MaterialCategory\")); })(),\r\n            (async () => { color_X = (await localTable.getNumberArray(\"double:Color.X\")); })(),\r\n            (async () => { color_Y = (await localTable.getNumberArray(\"double:Color.Y\")); })(),\r\n            (async () => { color_Z = (await localTable.getNumberArray(\"double:Color.Z\")); })(),\r\n            (async () => { colorUvScaling_X = (await localTable.getNumberArray(\"double:ColorUvScaling.X\")); })(),\r\n            (async () => { colorUvScaling_Y = (await localTable.getNumberArray(\"double:ColorUvScaling.Y\")); })(),\r\n            (async () => { colorUvOffset_X = (await localTable.getNumberArray(\"double:ColorUvOffset.X\")); })(),\r\n            (async () => { colorUvOffset_Y = (await localTable.getNumberArray(\"double:ColorUvOffset.Y\")); })(),\r\n            (async () => { normalUvScaling_X = (await localTable.getNumberArray(\"double:NormalUvScaling.X\")); })(),\r\n            (async () => { normalUvScaling_Y = (await localTable.getNumberArray(\"double:NormalUvScaling.Y\")); })(),\r\n            (async () => { normalUvOffset_X = (await localTable.getNumberArray(\"double:NormalUvOffset.X\")); })(),\r\n            (async () => { normalUvOffset_Y = (await localTable.getNumberArray(\"double:NormalUvOffset.Y\")); })(),\r\n            (async () => { normalAmount = (await localTable.getNumberArray(\"double:NormalAmount\")); })(),\r\n            (async () => { glossiness = (await localTable.getNumberArray(\"double:Glossiness\")); })(),\r\n            (async () => { smoothness = (await localTable.getNumberArray(\"double:Smoothness\")); })(),\r\n            (async () => { transparency = (await localTable.getNumberArray(\"double:Transparency\")); })(),\r\n            (async () => { colorTextureFileIndex = (await localTable.getNumberArray(\"index:Vim.Asset:ColorTextureFile\")); })(),\r\n            (async () => { normalTextureFileIndex = (await localTable.getNumberArray(\"index:Vim.Asset:NormalTextureFile\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let material = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            material.push({\r\n                index: i,\r\n                name: name ? name[i] : undefined,\r\n                materialCategory: materialCategory ? materialCategory[i] : undefined,\r\n                color_X: color_X ? color_X[i] : undefined,\r\n                color_Y: color_Y ? color_Y[i] : undefined,\r\n                color_Z: color_Z ? color_Z[i] : undefined,\r\n                colorUvScaling_X: colorUvScaling_X ? colorUvScaling_X[i] : undefined,\r\n                colorUvScaling_Y: colorUvScaling_Y ? colorUvScaling_Y[i] : undefined,\r\n                colorUvOffset_X: colorUvOffset_X ? colorUvOffset_X[i] : undefined,\r\n                colorUvOffset_Y: colorUvOffset_Y ? colorUvOffset_Y[i] : undefined,\r\n                normalUvScaling_X: normalUvScaling_X ? normalUvScaling_X[i] : undefined,\r\n                normalUvScaling_Y: normalUvScaling_Y ? normalUvScaling_Y[i] : undefined,\r\n                normalUvOffset_X: normalUvOffset_X ? normalUvOffset_X[i] : undefined,\r\n                normalUvOffset_Y: normalUvOffset_Y ? normalUvOffset_Y[i] : undefined,\r\n                normalAmount: normalAmount ? normalAmount[i] : undefined,\r\n                glossiness: glossiness ? glossiness[i] : undefined,\r\n                smoothness: smoothness ? smoothness[i] : undefined,\r\n                transparency: transparency ? transparency[i] : undefined,\r\n                colorTextureFileIndex: colorTextureFileIndex ? colorTextureFileIndex[i] : undefined,\r\n                normalTextureFileIndex: normalTextureFileIndex ? normalTextureFileIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return material;\r\n    }\r\n    async getName(materialIndex) {\r\n        return (await this.entityTable.getString(materialIndex, \"string:Name\"));\r\n    }\r\n    async getAllName() {\r\n        return (await this.entityTable.getStringArray(\"string:Name\"));\r\n    }\r\n    async getMaterialCategory(materialIndex) {\r\n        return (await this.entityTable.getString(materialIndex, \"string:MaterialCategory\"));\r\n    }\r\n    async getAllMaterialCategory() {\r\n        return (await this.entityTable.getStringArray(\"string:MaterialCategory\"));\r\n    }\r\n    async getColor_X(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:Color.X\"));\r\n    }\r\n    async getAllColor_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:Color.X\"));\r\n    }\r\n    async getColor_Y(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:Color.Y\"));\r\n    }\r\n    async getAllColor_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:Color.Y\"));\r\n    }\r\n    async getColor_Z(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:Color.Z\"));\r\n    }\r\n    async getAllColor_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:Color.Z\"));\r\n    }\r\n    async getColorUvScaling_X(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:ColorUvScaling.X\"));\r\n    }\r\n    async getAllColorUvScaling_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:ColorUvScaling.X\"));\r\n    }\r\n    async getColorUvScaling_Y(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:ColorUvScaling.Y\"));\r\n    }\r\n    async getAllColorUvScaling_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:ColorUvScaling.Y\"));\r\n    }\r\n    async getColorUvOffset_X(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:ColorUvOffset.X\"));\r\n    }\r\n    async getAllColorUvOffset_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:ColorUvOffset.X\"));\r\n    }\r\n    async getColorUvOffset_Y(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:ColorUvOffset.Y\"));\r\n    }\r\n    async getAllColorUvOffset_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:ColorUvOffset.Y\"));\r\n    }\r\n    async getNormalUvScaling_X(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:NormalUvScaling.X\"));\r\n    }\r\n    async getAllNormalUvScaling_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:NormalUvScaling.X\"));\r\n    }\r\n    async getNormalUvScaling_Y(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:NormalUvScaling.Y\"));\r\n    }\r\n    async getAllNormalUvScaling_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:NormalUvScaling.Y\"));\r\n    }\r\n    async getNormalUvOffset_X(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:NormalUvOffset.X\"));\r\n    }\r\n    async getAllNormalUvOffset_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:NormalUvOffset.X\"));\r\n    }\r\n    async getNormalUvOffset_Y(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:NormalUvOffset.Y\"));\r\n    }\r\n    async getAllNormalUvOffset_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:NormalUvOffset.Y\"));\r\n    }\r\n    async getNormalAmount(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:NormalAmount\"));\r\n    }\r\n    async getAllNormalAmount() {\r\n        return (await this.entityTable.getNumberArray(\"double:NormalAmount\"));\r\n    }\r\n    async getGlossiness(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:Glossiness\"));\r\n    }\r\n    async getAllGlossiness() {\r\n        return (await this.entityTable.getNumberArray(\"double:Glossiness\"));\r\n    }\r\n    async getSmoothness(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:Smoothness\"));\r\n    }\r\n    async getAllSmoothness() {\r\n        return (await this.entityTable.getNumberArray(\"double:Smoothness\"));\r\n    }\r\n    async getTransparency(materialIndex) {\r\n        return (await this.entityTable.getNumber(materialIndex, \"double:Transparency\"));\r\n    }\r\n    async getAllTransparency() {\r\n        return (await this.entityTable.getNumberArray(\"double:Transparency\"));\r\n    }\r\n    async getColorTextureFileIndex(materialIndex) {\r\n        return await this.entityTable.getNumber(materialIndex, \"index:Vim.Asset:ColorTextureFile\");\r\n    }\r\n    async getAllColorTextureFileIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Asset:ColorTextureFile\");\r\n    }\r\n    async getColorTextureFile(materialIndex) {\r\n        const index = await this.getColorTextureFileIndex(materialIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.asset?.get(index);\r\n    }\r\n    async getNormalTextureFileIndex(materialIndex) {\r\n        return await this.entityTable.getNumber(materialIndex, \"index:Vim.Asset:NormalTextureFile\");\r\n    }\r\n    async getAllNormalTextureFileIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Asset:NormalTextureFile\");\r\n    }\r\n    async getNormalTextureFile(materialIndex) {\r\n        const index = await this.getNormalTextureFileIndex(materialIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.asset?.get(index);\r\n    }\r\n    async getElementIndex(materialIndex) {\r\n        return await this.entityTable.getNumber(materialIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(materialIndex) {\r\n        const index = await this.getElementIndex(materialIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.MaterialTable = MaterialTable;\r\nclass MaterialInElement {\r\n    static async createFromTable(table, index) {\r\n        let result = new MaterialInElement();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getArea(index).then(v => result.area = v),\r\n            table.getVolume(index).then(v => result.volume = v),\r\n            table.getIsPaint(index).then(v => result.isPaint = v),\r\n            table.getMaterialIndex(index).then(v => result.materialIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.MaterialInElement = MaterialInElement;\r\nclass MaterialInElementTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.MaterialInElement\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new MaterialInElementTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(materialInElementIndex) {\r\n        return await MaterialInElement.createFromTable(this, materialInElementIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let area;\r\n        let volume;\r\n        let isPaint;\r\n        let materialIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { area = (await localTable.getNumberArray(\"double:Area\")); })(),\r\n            (async () => { volume = (await localTable.getNumberArray(\"double:Volume\")); })(),\r\n            (async () => { isPaint = (await localTable.getBooleanArray(\"byte:IsPaint\")); })(),\r\n            (async () => { materialIndex = (await localTable.getNumberArray(\"index:Vim.Material:Material\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let materialInElement = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            materialInElement.push({\r\n                index: i,\r\n                area: area ? area[i] : undefined,\r\n                volume: volume ? volume[i] : undefined,\r\n                isPaint: isPaint ? isPaint[i] : undefined,\r\n                materialIndex: materialIndex ? materialIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return materialInElement;\r\n    }\r\n    async getArea(materialInElementIndex) {\r\n        return (await this.entityTable.getNumber(materialInElementIndex, \"double:Area\"));\r\n    }\r\n    async getAllArea() {\r\n        return (await this.entityTable.getNumberArray(\"double:Area\"));\r\n    }\r\n    async getVolume(materialInElementIndex) {\r\n        return (await this.entityTable.getNumber(materialInElementIndex, \"double:Volume\"));\r\n    }\r\n    async getAllVolume() {\r\n        return (await this.entityTable.getNumberArray(\"double:Volume\"));\r\n    }\r\n    async getIsPaint(materialInElementIndex) {\r\n        return (await this.entityTable.getBoolean(materialInElementIndex, \"byte:IsPaint\"));\r\n    }\r\n    async getAllIsPaint() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsPaint\"));\r\n    }\r\n    async getMaterialIndex(materialInElementIndex) {\r\n        return await this.entityTable.getNumber(materialInElementIndex, \"index:Vim.Material:Material\");\r\n    }\r\n    async getAllMaterialIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Material:Material\");\r\n    }\r\n    async getMaterial(materialInElementIndex) {\r\n        const index = await this.getMaterialIndex(materialInElementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.material?.get(index);\r\n    }\r\n    async getElementIndex(materialInElementIndex) {\r\n        return await this.entityTable.getNumber(materialInElementIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(materialInElementIndex) {\r\n        const index = await this.getElementIndex(materialInElementIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.MaterialInElementTable = MaterialInElementTable;\r\nclass CompoundStructureLayer {\r\n    static async createFromTable(table, index) {\r\n        let result = new CompoundStructureLayer();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getOrderIndex(index).then(v => result.orderIndex = v),\r\n            table.getWidth(index).then(v => result.width = v),\r\n            table.getMaterialFunctionAssignment(index).then(v => result.materialFunctionAssignment = v),\r\n            table.getMaterialIndex(index).then(v => result.materialIndex = v),\r\n            table.getCompoundStructureIndex(index).then(v => result.compoundStructureIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.CompoundStructureLayer = CompoundStructureLayer;\r\nclass CompoundStructureLayerTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.CompoundStructureLayer\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new CompoundStructureLayerTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(compoundStructureLayerIndex) {\r\n        return await CompoundStructureLayer.createFromTable(this, compoundStructureLayerIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let orderIndex;\r\n        let width;\r\n        let materialFunctionAssignment;\r\n        let materialIndex;\r\n        let compoundStructureIndex;\r\n        await Promise.all([\r\n            (async () => { orderIndex = (await localTable.getNumberArray(\"int:OrderIndex\")); })(),\r\n            (async () => { width = (await localTable.getNumberArray(\"double:Width\")); })(),\r\n            (async () => { materialFunctionAssignment = (await localTable.getStringArray(\"string:MaterialFunctionAssignment\")); })(),\r\n            (async () => { materialIndex = (await localTable.getNumberArray(\"index:Vim.Material:Material\")); })(),\r\n            (async () => { compoundStructureIndex = (await localTable.getNumberArray(\"index:Vim.CompoundStructure:CompoundStructure\")); })(),\r\n        ]);\r\n        let compoundStructureLayer = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            compoundStructureLayer.push({\r\n                index: i,\r\n                orderIndex: orderIndex ? orderIndex[i] : undefined,\r\n                width: width ? width[i] : undefined,\r\n                materialFunctionAssignment: materialFunctionAssignment ? materialFunctionAssignment[i] : undefined,\r\n                materialIndex: materialIndex ? materialIndex[i] : undefined,\r\n                compoundStructureIndex: compoundStructureIndex ? compoundStructureIndex[i] : undefined\r\n            });\r\n        }\r\n        return compoundStructureLayer;\r\n    }\r\n    async getOrderIndex(compoundStructureLayerIndex) {\r\n        return (await this.entityTable.getNumber(compoundStructureLayerIndex, \"int:OrderIndex\"));\r\n    }\r\n    async getAllOrderIndex() {\r\n        return (await this.entityTable.getNumberArray(\"int:OrderIndex\"));\r\n    }\r\n    async getWidth(compoundStructureLayerIndex) {\r\n        return (await this.entityTable.getNumber(compoundStructureLayerIndex, \"double:Width\"));\r\n    }\r\n    async getAllWidth() {\r\n        return (await this.entityTable.getNumberArray(\"double:Width\"));\r\n    }\r\n    async getMaterialFunctionAssignment(compoundStructureLayerIndex) {\r\n        return (await this.entityTable.getString(compoundStructureLayerIndex, \"string:MaterialFunctionAssignment\"));\r\n    }\r\n    async getAllMaterialFunctionAssignment() {\r\n        return (await this.entityTable.getStringArray(\"string:MaterialFunctionAssignment\"));\r\n    }\r\n    async getMaterialIndex(compoundStructureLayerIndex) {\r\n        return await this.entityTable.getNumber(compoundStructureLayerIndex, \"index:Vim.Material:Material\");\r\n    }\r\n    async getAllMaterialIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Material:Material\");\r\n    }\r\n    async getMaterial(compoundStructureLayerIndex) {\r\n        const index = await this.getMaterialIndex(compoundStructureLayerIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.material?.get(index);\r\n    }\r\n    async getCompoundStructureIndex(compoundStructureLayerIndex) {\r\n        return await this.entityTable.getNumber(compoundStructureLayerIndex, \"index:Vim.CompoundStructure:CompoundStructure\");\r\n    }\r\n    async getAllCompoundStructureIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.CompoundStructure:CompoundStructure\");\r\n    }\r\n    async getCompoundStructure(compoundStructureLayerIndex) {\r\n        const index = await this.getCompoundStructureIndex(compoundStructureLayerIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.compoundStructure?.get(index);\r\n    }\r\n}\r\nexports.CompoundStructureLayerTable = CompoundStructureLayerTable;\r\nclass CompoundStructure {\r\n    static async createFromTable(table, index) {\r\n        let result = new CompoundStructure();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getWidth(index).then(v => result.width = v),\r\n            table.getStructuralLayerIndex(index).then(v => result.structuralLayerIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.CompoundStructure = CompoundStructure;\r\nclass CompoundStructureTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.CompoundStructure\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new CompoundStructureTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(compoundStructureIndex) {\r\n        return await CompoundStructure.createFromTable(this, compoundStructureIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let width;\r\n        let structuralLayerIndex;\r\n        await Promise.all([\r\n            (async () => { width = (await localTable.getNumberArray(\"double:Width\")); })(),\r\n            (async () => { structuralLayerIndex = (await localTable.getNumberArray(\"index:Vim.CompoundStructureLayer:StructuralLayer\")); })(),\r\n        ]);\r\n        let compoundStructure = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            compoundStructure.push({\r\n                index: i,\r\n                width: width ? width[i] : undefined,\r\n                structuralLayerIndex: structuralLayerIndex ? structuralLayerIndex[i] : undefined\r\n            });\r\n        }\r\n        return compoundStructure;\r\n    }\r\n    async getWidth(compoundStructureIndex) {\r\n        return (await this.entityTable.getNumber(compoundStructureIndex, \"double:Width\"));\r\n    }\r\n    async getAllWidth() {\r\n        return (await this.entityTable.getNumberArray(\"double:Width\"));\r\n    }\r\n    async getStructuralLayerIndex(compoundStructureIndex) {\r\n        return await this.entityTable.getNumber(compoundStructureIndex, \"index:Vim.CompoundStructureLayer:StructuralLayer\");\r\n    }\r\n    async getAllStructuralLayerIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.CompoundStructureLayer:StructuralLayer\");\r\n    }\r\n    async getStructuralLayer(compoundStructureIndex) {\r\n        const index = await this.getStructuralLayerIndex(compoundStructureIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.compoundStructureLayer?.get(index);\r\n    }\r\n}\r\nexports.CompoundStructureTable = CompoundStructureTable;\r\nclass Node {\r\n    static async createFromTable(table, index) {\r\n        let result = new Node();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Node = Node;\r\nclass NodeTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Node\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new NodeTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(nodeIndex) {\r\n        return await Node.createFromTable(this, nodeIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let node = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            node.push({\r\n                index: i,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return node;\r\n    }\r\n    async getElementIndex(nodeIndex) {\r\n        return await this.entityTable.getNumber(nodeIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(nodeIndex) {\r\n        const index = await this.getElementIndex(nodeIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.NodeTable = NodeTable;\r\nclass Geometry {\r\n    static async createFromTable(table, index) {\r\n        let result = new Geometry();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getBox_Min_X(index).then(v => result.box_Min_X = v),\r\n            table.getBox_Min_Y(index).then(v => result.box_Min_Y = v),\r\n            table.getBox_Min_Z(index).then(v => result.box_Min_Z = v),\r\n            table.getBox_Max_X(index).then(v => result.box_Max_X = v),\r\n            table.getBox_Max_Y(index).then(v => result.box_Max_Y = v),\r\n            table.getBox_Max_Z(index).then(v => result.box_Max_Z = v),\r\n            table.getVertexCount(index).then(v => result.vertexCount = v),\r\n            table.getFaceCount(index).then(v => result.faceCount = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Geometry = Geometry;\r\nclass GeometryTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Geometry\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new GeometryTable();\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(geometryIndex) {\r\n        return await Geometry.createFromTable(this, geometryIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let box_Min_X;\r\n        let box_Min_Y;\r\n        let box_Min_Z;\r\n        let box_Max_X;\r\n        let box_Max_Y;\r\n        let box_Max_Z;\r\n        let vertexCount;\r\n        let faceCount;\r\n        await Promise.all([\r\n            (async () => { box_Min_X = (await localTable.getNumberArray(\"float:Box.Min.X\")); })(),\r\n            (async () => { box_Min_Y = (await localTable.getNumberArray(\"float:Box.Min.Y\")); })(),\r\n            (async () => { box_Min_Z = (await localTable.getNumberArray(\"float:Box.Min.Z\")); })(),\r\n            (async () => { box_Max_X = (await localTable.getNumberArray(\"float:Box.Max.X\")); })(),\r\n            (async () => { box_Max_Y = (await localTable.getNumberArray(\"float:Box.Max.Y\")); })(),\r\n            (async () => { box_Max_Z = (await localTable.getNumberArray(\"float:Box.Max.Z\")); })(),\r\n            (async () => { vertexCount = (await localTable.getNumberArray(\"int:VertexCount\")); })(),\r\n            (async () => { faceCount = (await localTable.getNumberArray(\"int:FaceCount\")); })(),\r\n        ]);\r\n        let geometry = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            geometry.push({\r\n                index: i,\r\n                box_Min_X: box_Min_X ? box_Min_X[i] : undefined,\r\n                box_Min_Y: box_Min_Y ? box_Min_Y[i] : undefined,\r\n                box_Min_Z: box_Min_Z ? box_Min_Z[i] : undefined,\r\n                box_Max_X: box_Max_X ? box_Max_X[i] : undefined,\r\n                box_Max_Y: box_Max_Y ? box_Max_Y[i] : undefined,\r\n                box_Max_Z: box_Max_Z ? box_Max_Z[i] : undefined,\r\n                vertexCount: vertexCount ? vertexCount[i] : undefined,\r\n                faceCount: faceCount ? faceCount[i] : undefined\r\n            });\r\n        }\r\n        return geometry;\r\n    }\r\n    async getBox_Min_X(geometryIndex) {\r\n        return (await this.entityTable.getNumber(geometryIndex, \"float:Box.Min.X\"));\r\n    }\r\n    async getAllBox_Min_X() {\r\n        return (await this.entityTable.getNumberArray(\"float:Box.Min.X\"));\r\n    }\r\n    async getBox_Min_Y(geometryIndex) {\r\n        return (await this.entityTable.getNumber(geometryIndex, \"float:Box.Min.Y\"));\r\n    }\r\n    async getAllBox_Min_Y() {\r\n        return (await this.entityTable.getNumberArray(\"float:Box.Min.Y\"));\r\n    }\r\n    async getBox_Min_Z(geometryIndex) {\r\n        return (await this.entityTable.getNumber(geometryIndex, \"float:Box.Min.Z\"));\r\n    }\r\n    async getAllBox_Min_Z() {\r\n        return (await this.entityTable.getNumberArray(\"float:Box.Min.Z\"));\r\n    }\r\n    async getBox_Max_X(geometryIndex) {\r\n        return (await this.entityTable.getNumber(geometryIndex, \"float:Box.Max.X\"));\r\n    }\r\n    async getAllBox_Max_X() {\r\n        return (await this.entityTable.getNumberArray(\"float:Box.Max.X\"));\r\n    }\r\n    async getBox_Max_Y(geometryIndex) {\r\n        return (await this.entityTable.getNumber(geometryIndex, \"float:Box.Max.Y\"));\r\n    }\r\n    async getAllBox_Max_Y() {\r\n        return (await this.entityTable.getNumberArray(\"float:Box.Max.Y\"));\r\n    }\r\n    async getBox_Max_Z(geometryIndex) {\r\n        return (await this.entityTable.getNumber(geometryIndex, \"float:Box.Max.Z\"));\r\n    }\r\n    async getAllBox_Max_Z() {\r\n        return (await this.entityTable.getNumberArray(\"float:Box.Max.Z\"));\r\n    }\r\n    async getVertexCount(geometryIndex) {\r\n        return (await this.entityTable.getNumber(geometryIndex, \"int:VertexCount\"));\r\n    }\r\n    async getAllVertexCount() {\r\n        return (await this.entityTable.getNumberArray(\"int:VertexCount\"));\r\n    }\r\n    async getFaceCount(geometryIndex) {\r\n        return (await this.entityTable.getNumber(geometryIndex, \"int:FaceCount\"));\r\n    }\r\n    async getAllFaceCount() {\r\n        return (await this.entityTable.getNumberArray(\"int:FaceCount\"));\r\n    }\r\n}\r\nexports.GeometryTable = GeometryTable;\r\nclass Shape {\r\n    static async createFromTable(table, index) {\r\n        let result = new Shape();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Shape = Shape;\r\nclass ShapeTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Shape\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ShapeTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(shapeIndex) {\r\n        return await Shape.createFromTable(this, shapeIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let shape = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            shape.push({\r\n                index: i,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return shape;\r\n    }\r\n    async getElementIndex(shapeIndex) {\r\n        return await this.entityTable.getNumber(shapeIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(shapeIndex) {\r\n        const index = await this.getElementIndex(shapeIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.ShapeTable = ShapeTable;\r\nclass ShapeCollection {\r\n    static async createFromTable(table, index) {\r\n        let result = new ShapeCollection();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ShapeCollection = ShapeCollection;\r\nclass ShapeCollectionTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ShapeCollection\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ShapeCollectionTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(shapeCollectionIndex) {\r\n        return await ShapeCollection.createFromTable(this, shapeCollectionIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let shapeCollection = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            shapeCollection.push({\r\n                index: i,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return shapeCollection;\r\n    }\r\n    async getElementIndex(shapeCollectionIndex) {\r\n        return await this.entityTable.getNumber(shapeCollectionIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(shapeCollectionIndex) {\r\n        const index = await this.getElementIndex(shapeCollectionIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.ShapeCollectionTable = ShapeCollectionTable;\r\nclass ShapeInShapeCollection {\r\n    static async createFromTable(table, index) {\r\n        let result = new ShapeInShapeCollection();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getShapeIndex(index).then(v => result.shapeIndex = v),\r\n            table.getShapeCollectionIndex(index).then(v => result.shapeCollectionIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ShapeInShapeCollection = ShapeInShapeCollection;\r\nclass ShapeInShapeCollectionTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ShapeInShapeCollection\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ShapeInShapeCollectionTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(shapeInShapeCollectionIndex) {\r\n        return await ShapeInShapeCollection.createFromTable(this, shapeInShapeCollectionIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let shapeIndex;\r\n        let shapeCollectionIndex;\r\n        await Promise.all([\r\n            (async () => { shapeIndex = (await localTable.getNumberArray(\"index:Vim.Shape:Shape\")); })(),\r\n            (async () => { shapeCollectionIndex = (await localTable.getNumberArray(\"index:Vim.ShapeCollection:ShapeCollection\")); })(),\r\n        ]);\r\n        let shapeInShapeCollection = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            shapeInShapeCollection.push({\r\n                index: i,\r\n                shapeIndex: shapeIndex ? shapeIndex[i] : undefined,\r\n                shapeCollectionIndex: shapeCollectionIndex ? shapeCollectionIndex[i] : undefined\r\n            });\r\n        }\r\n        return shapeInShapeCollection;\r\n    }\r\n    async getShapeIndex(shapeInShapeCollectionIndex) {\r\n        return await this.entityTable.getNumber(shapeInShapeCollectionIndex, \"index:Vim.Shape:Shape\");\r\n    }\r\n    async getAllShapeIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Shape:Shape\");\r\n    }\r\n    async getShape(shapeInShapeCollectionIndex) {\r\n        const index = await this.getShapeIndex(shapeInShapeCollectionIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.shape?.get(index);\r\n    }\r\n    async getShapeCollectionIndex(shapeInShapeCollectionIndex) {\r\n        return await this.entityTable.getNumber(shapeInShapeCollectionIndex, \"index:Vim.ShapeCollection:ShapeCollection\");\r\n    }\r\n    async getAllShapeCollectionIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.ShapeCollection:ShapeCollection\");\r\n    }\r\n    async getShapeCollection(shapeInShapeCollectionIndex) {\r\n        const index = await this.getShapeCollectionIndex(shapeInShapeCollectionIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.shapeCollection?.get(index);\r\n    }\r\n}\r\nexports.ShapeInShapeCollectionTable = ShapeInShapeCollectionTable;\r\nclass System {\r\n    static async createFromTable(table, index) {\r\n        let result = new System();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getSystemType(index).then(v => result.systemType = v),\r\n            table.getFamilyTypeIndex(index).then(v => result.familyTypeIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.System = System;\r\nclass SystemTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.System\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new SystemTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(systemIndex) {\r\n        return await System.createFromTable(this, systemIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let systemType;\r\n        let familyTypeIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { systemType = (await localTable.getNumberArray(\"int:SystemType\")); })(),\r\n            (async () => { familyTypeIndex = (await localTable.getNumberArray(\"index:Vim.FamilyType:FamilyType\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let system = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            system.push({\r\n                index: i,\r\n                systemType: systemType ? systemType[i] : undefined,\r\n                familyTypeIndex: familyTypeIndex ? familyTypeIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return system;\r\n    }\r\n    async getSystemType(systemIndex) {\r\n        return (await this.entityTable.getNumber(systemIndex, \"int:SystemType\"));\r\n    }\r\n    async getAllSystemType() {\r\n        return (await this.entityTable.getNumberArray(\"int:SystemType\"));\r\n    }\r\n    async getFamilyTypeIndex(systemIndex) {\r\n        return await this.entityTable.getNumber(systemIndex, \"index:Vim.FamilyType:FamilyType\");\r\n    }\r\n    async getAllFamilyTypeIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.FamilyType:FamilyType\");\r\n    }\r\n    async getFamilyType(systemIndex) {\r\n        const index = await this.getFamilyTypeIndex(systemIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.familyType?.get(index);\r\n    }\r\n    async getElementIndex(systemIndex) {\r\n        return await this.entityTable.getNumber(systemIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(systemIndex) {\r\n        const index = await this.getElementIndex(systemIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.SystemTable = SystemTable;\r\nclass ElementInSystem {\r\n    static async createFromTable(table, index) {\r\n        let result = new ElementInSystem();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getRoles(index).then(v => result.roles = v),\r\n            table.getSystemIndex(index).then(v => result.systemIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ElementInSystem = ElementInSystem;\r\nclass ElementInSystemTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ElementInSystem\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ElementInSystemTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(elementInSystemIndex) {\r\n        return await ElementInSystem.createFromTable(this, elementInSystemIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let roles;\r\n        let systemIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { roles = (await localTable.getNumberArray(\"int:Roles\")); })(),\r\n            (async () => { systemIndex = (await localTable.getNumberArray(\"index:Vim.System:System\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let elementInSystem = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            elementInSystem.push({\r\n                index: i,\r\n                roles: roles ? roles[i] : undefined,\r\n                systemIndex: systemIndex ? systemIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return elementInSystem;\r\n    }\r\n    async getRoles(elementInSystemIndex) {\r\n        return (await this.entityTable.getNumber(elementInSystemIndex, \"int:Roles\"));\r\n    }\r\n    async getAllRoles() {\r\n        return (await this.entityTable.getNumberArray(\"int:Roles\"));\r\n    }\r\n    async getSystemIndex(elementInSystemIndex) {\r\n        return await this.entityTable.getNumber(elementInSystemIndex, \"index:Vim.System:System\");\r\n    }\r\n    async getAllSystemIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.System:System\");\r\n    }\r\n    async getSystem(elementInSystemIndex) {\r\n        const index = await this.getSystemIndex(elementInSystemIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.system?.get(index);\r\n    }\r\n    async getElementIndex(elementInSystemIndex) {\r\n        return await this.entityTable.getNumber(elementInSystemIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(elementInSystemIndex) {\r\n        const index = await this.getElementIndex(elementInSystemIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.ElementInSystemTable = ElementInSystemTable;\r\nclass Warning {\r\n    static async createFromTable(table, index) {\r\n        let result = new Warning();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getGuid(index).then(v => result.guid = v),\r\n            table.getSeverity(index).then(v => result.severity = v),\r\n            table.getDescription(index).then(v => result.description = v),\r\n            table.getBimDocumentIndex(index).then(v => result.bimDocumentIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Warning = Warning;\r\nclass WarningTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Warning\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new WarningTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(warningIndex) {\r\n        return await Warning.createFromTable(this, warningIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let guid;\r\n        let severity;\r\n        let description;\r\n        let bimDocumentIndex;\r\n        await Promise.all([\r\n            (async () => { guid = (await localTable.getStringArray(\"string:Guid\")); })(),\r\n            (async () => { severity = (await localTable.getStringArray(\"string:Severity\")); })(),\r\n            (async () => { description = (await localTable.getStringArray(\"string:Description\")); })(),\r\n            (async () => { bimDocumentIndex = (await localTable.getNumberArray(\"index:Vim.BimDocument:BimDocument\")); })(),\r\n        ]);\r\n        let warning = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            warning.push({\r\n                index: i,\r\n                guid: guid ? guid[i] : undefined,\r\n                severity: severity ? severity[i] : undefined,\r\n                description: description ? description[i] : undefined,\r\n                bimDocumentIndex: bimDocumentIndex ? bimDocumentIndex[i] : undefined\r\n            });\r\n        }\r\n        return warning;\r\n    }\r\n    async getGuid(warningIndex) {\r\n        return (await this.entityTable.getString(warningIndex, \"string:Guid\"));\r\n    }\r\n    async getAllGuid() {\r\n        return (await this.entityTable.getStringArray(\"string:Guid\"));\r\n    }\r\n    async getSeverity(warningIndex) {\r\n        return (await this.entityTable.getString(warningIndex, \"string:Severity\"));\r\n    }\r\n    async getAllSeverity() {\r\n        return (await this.entityTable.getStringArray(\"string:Severity\"));\r\n    }\r\n    async getDescription(warningIndex) {\r\n        return (await this.entityTable.getString(warningIndex, \"string:Description\"));\r\n    }\r\n    async getAllDescription() {\r\n        return (await this.entityTable.getStringArray(\"string:Description\"));\r\n    }\r\n    async getBimDocumentIndex(warningIndex) {\r\n        return await this.entityTable.getNumber(warningIndex, \"index:Vim.BimDocument:BimDocument\");\r\n    }\r\n    async getAllBimDocumentIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.BimDocument:BimDocument\");\r\n    }\r\n    async getBimDocument(warningIndex) {\r\n        const index = await this.getBimDocumentIndex(warningIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.bimDocument?.get(index);\r\n    }\r\n}\r\nexports.WarningTable = WarningTable;\r\nclass ElementInWarning {\r\n    static async createFromTable(table, index) {\r\n        let result = new ElementInWarning();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getWarningIndex(index).then(v => result.warningIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ElementInWarning = ElementInWarning;\r\nclass ElementInWarningTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ElementInWarning\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ElementInWarningTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(elementInWarningIndex) {\r\n        return await ElementInWarning.createFromTable(this, elementInWarningIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let warningIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { warningIndex = (await localTable.getNumberArray(\"index:Vim.Warning:Warning\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let elementInWarning = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            elementInWarning.push({\r\n                index: i,\r\n                warningIndex: warningIndex ? warningIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return elementInWarning;\r\n    }\r\n    async getWarningIndex(elementInWarningIndex) {\r\n        return await this.entityTable.getNumber(elementInWarningIndex, \"index:Vim.Warning:Warning\");\r\n    }\r\n    async getAllWarningIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Warning:Warning\");\r\n    }\r\n    async getWarning(elementInWarningIndex) {\r\n        const index = await this.getWarningIndex(elementInWarningIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.warning?.get(index);\r\n    }\r\n    async getElementIndex(elementInWarningIndex) {\r\n        return await this.entityTable.getNumber(elementInWarningIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(elementInWarningIndex) {\r\n        const index = await this.getElementIndex(elementInWarningIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.ElementInWarningTable = ElementInWarningTable;\r\nclass BasePoint {\r\n    static async createFromTable(table, index) {\r\n        let result = new BasePoint();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getIsSurveyPoint(index).then(v => result.isSurveyPoint = v),\r\n            table.getPosition_X(index).then(v => result.position_X = v),\r\n            table.getPosition_Y(index).then(v => result.position_Y = v),\r\n            table.getPosition_Z(index).then(v => result.position_Z = v),\r\n            table.getSharedPosition_X(index).then(v => result.sharedPosition_X = v),\r\n            table.getSharedPosition_Y(index).then(v => result.sharedPosition_Y = v),\r\n            table.getSharedPosition_Z(index).then(v => result.sharedPosition_Z = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.BasePoint = BasePoint;\r\nclass BasePointTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.BasePoint\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new BasePointTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(basePointIndex) {\r\n        return await BasePoint.createFromTable(this, basePointIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let isSurveyPoint;\r\n        let position_X;\r\n        let position_Y;\r\n        let position_Z;\r\n        let sharedPosition_X;\r\n        let sharedPosition_Y;\r\n        let sharedPosition_Z;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { isSurveyPoint = (await localTable.getBooleanArray(\"byte:IsSurveyPoint\")); })(),\r\n            (async () => { position_X = (await localTable.getNumberArray(\"double:Position.X\")); })(),\r\n            (async () => { position_Y = (await localTable.getNumberArray(\"double:Position.Y\")); })(),\r\n            (async () => { position_Z = (await localTable.getNumberArray(\"double:Position.Z\")); })(),\r\n            (async () => { sharedPosition_X = (await localTable.getNumberArray(\"double:SharedPosition.X\")); })(),\r\n            (async () => { sharedPosition_Y = (await localTable.getNumberArray(\"double:SharedPosition.Y\")); })(),\r\n            (async () => { sharedPosition_Z = (await localTable.getNumberArray(\"double:SharedPosition.Z\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let basePoint = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            basePoint.push({\r\n                index: i,\r\n                isSurveyPoint: isSurveyPoint ? isSurveyPoint[i] : undefined,\r\n                position_X: position_X ? position_X[i] : undefined,\r\n                position_Y: position_Y ? position_Y[i] : undefined,\r\n                position_Z: position_Z ? position_Z[i] : undefined,\r\n                sharedPosition_X: sharedPosition_X ? sharedPosition_X[i] : undefined,\r\n                sharedPosition_Y: sharedPosition_Y ? sharedPosition_Y[i] : undefined,\r\n                sharedPosition_Z: sharedPosition_Z ? sharedPosition_Z[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return basePoint;\r\n    }\r\n    async getIsSurveyPoint(basePointIndex) {\r\n        return (await this.entityTable.getBoolean(basePointIndex, \"byte:IsSurveyPoint\"));\r\n    }\r\n    async getAllIsSurveyPoint() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsSurveyPoint\"));\r\n    }\r\n    async getPosition_X(basePointIndex) {\r\n        return (await this.entityTable.getNumber(basePointIndex, \"double:Position.X\"));\r\n    }\r\n    async getAllPosition_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:Position.X\"));\r\n    }\r\n    async getPosition_Y(basePointIndex) {\r\n        return (await this.entityTable.getNumber(basePointIndex, \"double:Position.Y\"));\r\n    }\r\n    async getAllPosition_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:Position.Y\"));\r\n    }\r\n    async getPosition_Z(basePointIndex) {\r\n        return (await this.entityTable.getNumber(basePointIndex, \"double:Position.Z\"));\r\n    }\r\n    async getAllPosition_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:Position.Z\"));\r\n    }\r\n    async getSharedPosition_X(basePointIndex) {\r\n        return (await this.entityTable.getNumber(basePointIndex, \"double:SharedPosition.X\"));\r\n    }\r\n    async getAllSharedPosition_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:SharedPosition.X\"));\r\n    }\r\n    async getSharedPosition_Y(basePointIndex) {\r\n        return (await this.entityTable.getNumber(basePointIndex, \"double:SharedPosition.Y\"));\r\n    }\r\n    async getAllSharedPosition_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:SharedPosition.Y\"));\r\n    }\r\n    async getSharedPosition_Z(basePointIndex) {\r\n        return (await this.entityTable.getNumber(basePointIndex, \"double:SharedPosition.Z\"));\r\n    }\r\n    async getAllSharedPosition_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:SharedPosition.Z\"));\r\n    }\r\n    async getElementIndex(basePointIndex) {\r\n        return await this.entityTable.getNumber(basePointIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(basePointIndex) {\r\n        const index = await this.getElementIndex(basePointIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.BasePointTable = BasePointTable;\r\nclass PhaseFilter {\r\n    static async createFromTable(table, index) {\r\n        let result = new PhaseFilter();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getNew(index).then(v => result._new = v),\r\n            table.getExisting(index).then(v => result.existing = v),\r\n            table.getDemolished(index).then(v => result.demolished = v),\r\n            table.getTemporary(index).then(v => result.temporary = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.PhaseFilter = PhaseFilter;\r\nclass PhaseFilterTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.PhaseFilter\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new PhaseFilterTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(phaseFilterIndex) {\r\n        return await PhaseFilter.createFromTable(this, phaseFilterIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let _new;\r\n        let existing;\r\n        let demolished;\r\n        let temporary;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { _new = (await localTable.getNumberArray(\"int:New\")); })(),\r\n            (async () => { existing = (await localTable.getNumberArray(\"int:Existing\")); })(),\r\n            (async () => { demolished = (await localTable.getNumberArray(\"int:Demolished\")); })(),\r\n            (async () => { temporary = (await localTable.getNumberArray(\"int:Temporary\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let phaseFilter = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            phaseFilter.push({\r\n                index: i,\r\n                _new: _new ? _new[i] : undefined,\r\n                existing: existing ? existing[i] : undefined,\r\n                demolished: demolished ? demolished[i] : undefined,\r\n                temporary: temporary ? temporary[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return phaseFilter;\r\n    }\r\n    async getNew(phaseFilterIndex) {\r\n        return (await this.entityTable.getNumber(phaseFilterIndex, \"int:New\"));\r\n    }\r\n    async getAllNew() {\r\n        return (await this.entityTable.getNumberArray(\"int:New\"));\r\n    }\r\n    async getExisting(phaseFilterIndex) {\r\n        return (await this.entityTable.getNumber(phaseFilterIndex, \"int:Existing\"));\r\n    }\r\n    async getAllExisting() {\r\n        return (await this.entityTable.getNumberArray(\"int:Existing\"));\r\n    }\r\n    async getDemolished(phaseFilterIndex) {\r\n        return (await this.entityTable.getNumber(phaseFilterIndex, \"int:Demolished\"));\r\n    }\r\n    async getAllDemolished() {\r\n        return (await this.entityTable.getNumberArray(\"int:Demolished\"));\r\n    }\r\n    async getTemporary(phaseFilterIndex) {\r\n        return (await this.entityTable.getNumber(phaseFilterIndex, \"int:Temporary\"));\r\n    }\r\n    async getAllTemporary() {\r\n        return (await this.entityTable.getNumberArray(\"int:Temporary\"));\r\n    }\r\n    async getElementIndex(phaseFilterIndex) {\r\n        return await this.entityTable.getNumber(phaseFilterIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(phaseFilterIndex) {\r\n        const index = await this.getElementIndex(phaseFilterIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.PhaseFilterTable = PhaseFilterTable;\r\nclass Grid {\r\n    static async createFromTable(table, index) {\r\n        let result = new Grid();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getStartPoint_X(index).then(v => result.startPoint_X = v),\r\n            table.getStartPoint_Y(index).then(v => result.startPoint_Y = v),\r\n            table.getStartPoint_Z(index).then(v => result.startPoint_Z = v),\r\n            table.getEndPoint_X(index).then(v => result.endPoint_X = v),\r\n            table.getEndPoint_Y(index).then(v => result.endPoint_Y = v),\r\n            table.getEndPoint_Z(index).then(v => result.endPoint_Z = v),\r\n            table.getIsCurved(index).then(v => result.isCurved = v),\r\n            table.getExtents_Min_X(index).then(v => result.extents_Min_X = v),\r\n            table.getExtents_Min_Y(index).then(v => result.extents_Min_Y = v),\r\n            table.getExtents_Min_Z(index).then(v => result.extents_Min_Z = v),\r\n            table.getExtents_Max_X(index).then(v => result.extents_Max_X = v),\r\n            table.getExtents_Max_Y(index).then(v => result.extents_Max_Y = v),\r\n            table.getExtents_Max_Z(index).then(v => result.extents_Max_Z = v),\r\n            table.getFamilyTypeIndex(index).then(v => result.familyTypeIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Grid = Grid;\r\nclass GridTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Grid\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new GridTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(gridIndex) {\r\n        return await Grid.createFromTable(this, gridIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let startPoint_X;\r\n        let startPoint_Y;\r\n        let startPoint_Z;\r\n        let endPoint_X;\r\n        let endPoint_Y;\r\n        let endPoint_Z;\r\n        let isCurved;\r\n        let extents_Min_X;\r\n        let extents_Min_Y;\r\n        let extents_Min_Z;\r\n        let extents_Max_X;\r\n        let extents_Max_Y;\r\n        let extents_Max_Z;\r\n        let familyTypeIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { startPoint_X = (await localTable.getNumberArray(\"double:StartPoint.X\")); })(),\r\n            (async () => { startPoint_Y = (await localTable.getNumberArray(\"double:StartPoint.Y\")); })(),\r\n            (async () => { startPoint_Z = (await localTable.getNumberArray(\"double:StartPoint.Z\")); })(),\r\n            (async () => { endPoint_X = (await localTable.getNumberArray(\"double:EndPoint.X\")); })(),\r\n            (async () => { endPoint_Y = (await localTable.getNumberArray(\"double:EndPoint.Y\")); })(),\r\n            (async () => { endPoint_Z = (await localTable.getNumberArray(\"double:EndPoint.Z\")); })(),\r\n            (async () => { isCurved = (await localTable.getBooleanArray(\"byte:IsCurved\")); })(),\r\n            (async () => { extents_Min_X = (await localTable.getNumberArray(\"double:Extents.Min.X\")); })(),\r\n            (async () => { extents_Min_Y = (await localTable.getNumberArray(\"double:Extents.Min.Y\")); })(),\r\n            (async () => { extents_Min_Z = (await localTable.getNumberArray(\"double:Extents.Min.Z\")); })(),\r\n            (async () => { extents_Max_X = (await localTable.getNumberArray(\"double:Extents.Max.X\")); })(),\r\n            (async () => { extents_Max_Y = (await localTable.getNumberArray(\"double:Extents.Max.Y\")); })(),\r\n            (async () => { extents_Max_Z = (await localTable.getNumberArray(\"double:Extents.Max.Z\")); })(),\r\n            (async () => { familyTypeIndex = (await localTable.getNumberArray(\"index:Vim.FamilyType:FamilyType\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let grid = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            grid.push({\r\n                index: i,\r\n                startPoint_X: startPoint_X ? startPoint_X[i] : undefined,\r\n                startPoint_Y: startPoint_Y ? startPoint_Y[i] : undefined,\r\n                startPoint_Z: startPoint_Z ? startPoint_Z[i] : undefined,\r\n                endPoint_X: endPoint_X ? endPoint_X[i] : undefined,\r\n                endPoint_Y: endPoint_Y ? endPoint_Y[i] : undefined,\r\n                endPoint_Z: endPoint_Z ? endPoint_Z[i] : undefined,\r\n                isCurved: isCurved ? isCurved[i] : undefined,\r\n                extents_Min_X: extents_Min_X ? extents_Min_X[i] : undefined,\r\n                extents_Min_Y: extents_Min_Y ? extents_Min_Y[i] : undefined,\r\n                extents_Min_Z: extents_Min_Z ? extents_Min_Z[i] : undefined,\r\n                extents_Max_X: extents_Max_X ? extents_Max_X[i] : undefined,\r\n                extents_Max_Y: extents_Max_Y ? extents_Max_Y[i] : undefined,\r\n                extents_Max_Z: extents_Max_Z ? extents_Max_Z[i] : undefined,\r\n                familyTypeIndex: familyTypeIndex ? familyTypeIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return grid;\r\n    }\r\n    async getStartPoint_X(gridIndex) {\r\n        return (await this.entityTable.getNumber(gridIndex, \"double:StartPoint.X\"));\r\n    }\r\n    async getAllStartPoint_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:StartPoint.X\"));\r\n    }\r\n    async getStartPoint_Y(gridIndex) {\r\n        return (await this.entityTable.getNumber(gridIndex, \"double:StartPoint.Y\"));\r\n    }\r\n    async getAllStartPoint_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:StartPoint.Y\"));\r\n    }\r\n    async getStartPoint_Z(gridIndex) {\r\n        return (await this.entityTable.getNumber(gridIndex, \"double:StartPoint.Z\"));\r\n    }\r\n    async getAllStartPoint_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:StartPoint.Z\"));\r\n    }\r\n    async getEndPoint_X(gridIndex) {\r\n        return (await this.entityTable.getNumber(gridIndex, \"double:EndPoint.X\"));\r\n    }\r\n    async getAllEndPoint_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:EndPoint.X\"));\r\n    }\r\n    async getEndPoint_Y(gridIndex) {\r\n        return (await this.entityTable.getNumber(gridIndex, \"double:EndPoint.Y\"));\r\n    }\r\n    async getAllEndPoint_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:EndPoint.Y\"));\r\n    }\r\n    async getEndPoint_Z(gridIndex) {\r\n        return (await this.entityTable.getNumber(gridIndex, \"double:EndPoint.Z\"));\r\n    }\r\n    async getAllEndPoint_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:EndPoint.Z\"));\r\n    }\r\n    async getIsCurved(gridIndex) {\r\n        return (await this.entityTable.getBoolean(gridIndex, \"byte:IsCurved\"));\r\n    }\r\n    async getAllIsCurved() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsCurved\"));\r\n    }\r\n    async getExtents_Min_X(gridIndex) {\r\n        return (await this.entityTable.getNumber(gridIndex, \"double:Extents.Min.X\"));\r\n    }\r\n    async getAllExtents_Min_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:Extents.Min.X\"));\r\n    }\r\n    async getExtents_Min_Y(gridIndex) {\r\n        return (await this.entityTable.getNumber(gridIndex, \"double:Extents.Min.Y\"));\r\n    }\r\n    async getAllExtents_Min_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:Extents.Min.Y\"));\r\n    }\r\n    async getExtents_Min_Z(gridIndex) {\r\n        return (await this.entityTable.getNumber(gridIndex, \"double:Extents.Min.Z\"));\r\n    }\r\n    async getAllExtents_Min_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:Extents.Min.Z\"));\r\n    }\r\n    async getExtents_Max_X(gridIndex) {\r\n        return (await this.entityTable.getNumber(gridIndex, \"double:Extents.Max.X\"));\r\n    }\r\n    async getAllExtents_Max_X() {\r\n        return (await this.entityTable.getNumberArray(\"double:Extents.Max.X\"));\r\n    }\r\n    async getExtents_Max_Y(gridIndex) {\r\n        return (await this.entityTable.getNumber(gridIndex, \"double:Extents.Max.Y\"));\r\n    }\r\n    async getAllExtents_Max_Y() {\r\n        return (await this.entityTable.getNumberArray(\"double:Extents.Max.Y\"));\r\n    }\r\n    async getExtents_Max_Z(gridIndex) {\r\n        return (await this.entityTable.getNumber(gridIndex, \"double:Extents.Max.Z\"));\r\n    }\r\n    async getAllExtents_Max_Z() {\r\n        return (await this.entityTable.getNumberArray(\"double:Extents.Max.Z\"));\r\n    }\r\n    async getFamilyTypeIndex(gridIndex) {\r\n        return await this.entityTable.getNumber(gridIndex, \"index:Vim.FamilyType:FamilyType\");\r\n    }\r\n    async getAllFamilyTypeIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.FamilyType:FamilyType\");\r\n    }\r\n    async getFamilyType(gridIndex) {\r\n        const index = await this.getFamilyTypeIndex(gridIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.familyType?.get(index);\r\n    }\r\n    async getElementIndex(gridIndex) {\r\n        return await this.entityTable.getNumber(gridIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(gridIndex) {\r\n        const index = await this.getElementIndex(gridIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.GridTable = GridTable;\r\nclass Area {\r\n    static async createFromTable(table, index) {\r\n        let result = new Area();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getValue(index).then(v => result.value = v),\r\n            table.getPerimeter(index).then(v => result.perimeter = v),\r\n            table.getNumber(index).then(v => result.number = v),\r\n            table.getIsGrossInterior(index).then(v => result.isGrossInterior = v),\r\n            table.getAreaSchemeIndex(index).then(v => result.areaSchemeIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Area = Area;\r\nclass AreaTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Area\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new AreaTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(areaIndex) {\r\n        return await Area.createFromTable(this, areaIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let value;\r\n        let perimeter;\r\n        let number;\r\n        let isGrossInterior;\r\n        let areaSchemeIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { value = (await localTable.getNumberArray(\"double:Value\")); })(),\r\n            (async () => { perimeter = (await localTable.getNumberArray(\"double:Perimeter\")); })(),\r\n            (async () => { number = (await localTable.getStringArray(\"string:Number\")); })(),\r\n            (async () => { isGrossInterior = (await localTable.getBooleanArray(\"byte:IsGrossInterior\")); })(),\r\n            (async () => { areaSchemeIndex = (await localTable.getNumberArray(\"index:Vim.AreaScheme:AreaScheme\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let area = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            area.push({\r\n                index: i,\r\n                value: value ? value[i] : undefined,\r\n                perimeter: perimeter ? perimeter[i] : undefined,\r\n                number: number ? number[i] : undefined,\r\n                isGrossInterior: isGrossInterior ? isGrossInterior[i] : undefined,\r\n                areaSchemeIndex: areaSchemeIndex ? areaSchemeIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return area;\r\n    }\r\n    async getValue(areaIndex) {\r\n        return (await this.entityTable.getNumber(areaIndex, \"double:Value\"));\r\n    }\r\n    async getAllValue() {\r\n        return (await this.entityTable.getNumberArray(\"double:Value\"));\r\n    }\r\n    async getPerimeter(areaIndex) {\r\n        return (await this.entityTable.getNumber(areaIndex, \"double:Perimeter\"));\r\n    }\r\n    async getAllPerimeter() {\r\n        return (await this.entityTable.getNumberArray(\"double:Perimeter\"));\r\n    }\r\n    async getNumber(areaIndex) {\r\n        return (await this.entityTable.getString(areaIndex, \"string:Number\"));\r\n    }\r\n    async getAllNumber() {\r\n        return (await this.entityTable.getStringArray(\"string:Number\"));\r\n    }\r\n    async getIsGrossInterior(areaIndex) {\r\n        return (await this.entityTable.getBoolean(areaIndex, \"byte:IsGrossInterior\"));\r\n    }\r\n    async getAllIsGrossInterior() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsGrossInterior\"));\r\n    }\r\n    async getAreaSchemeIndex(areaIndex) {\r\n        return await this.entityTable.getNumber(areaIndex, \"index:Vim.AreaScheme:AreaScheme\");\r\n    }\r\n    async getAllAreaSchemeIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.AreaScheme:AreaScheme\");\r\n    }\r\n    async getAreaScheme(areaIndex) {\r\n        const index = await this.getAreaSchemeIndex(areaIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.areaScheme?.get(index);\r\n    }\r\n    async getElementIndex(areaIndex) {\r\n        return await this.entityTable.getNumber(areaIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(areaIndex) {\r\n        const index = await this.getElementIndex(areaIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.AreaTable = AreaTable;\r\nclass AreaScheme {\r\n    static async createFromTable(table, index) {\r\n        let result = new AreaScheme();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getIsGrossBuildingArea(index).then(v => result.isGrossBuildingArea = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.AreaScheme = AreaScheme;\r\nclass AreaSchemeTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.AreaScheme\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new AreaSchemeTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(areaSchemeIndex) {\r\n        return await AreaScheme.createFromTable(this, areaSchemeIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let isGrossBuildingArea;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { isGrossBuildingArea = (await localTable.getBooleanArray(\"byte:IsGrossBuildingArea\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let areaScheme = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            areaScheme.push({\r\n                index: i,\r\n                isGrossBuildingArea: isGrossBuildingArea ? isGrossBuildingArea[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return areaScheme;\r\n    }\r\n    async getIsGrossBuildingArea(areaSchemeIndex) {\r\n        return (await this.entityTable.getBoolean(areaSchemeIndex, \"byte:IsGrossBuildingArea\"));\r\n    }\r\n    async getAllIsGrossBuildingArea() {\r\n        return (await this.entityTable.getBooleanArray(\"byte:IsGrossBuildingArea\"));\r\n    }\r\n    async getElementIndex(areaSchemeIndex) {\r\n        return await this.entityTable.getNumber(areaSchemeIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(areaSchemeIndex) {\r\n        const index = await this.getElementIndex(areaSchemeIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.AreaSchemeTable = AreaSchemeTable;\r\nclass Schedule {\r\n    static async createFromTable(table, index) {\r\n        let result = new Schedule();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Schedule = Schedule;\r\nclass ScheduleTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Schedule\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ScheduleTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(scheduleIndex) {\r\n        return await Schedule.createFromTable(this, scheduleIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let schedule = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            schedule.push({\r\n                index: i,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return schedule;\r\n    }\r\n    async getElementIndex(scheduleIndex) {\r\n        return await this.entityTable.getNumber(scheduleIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(scheduleIndex) {\r\n        const index = await this.getElementIndex(scheduleIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.ScheduleTable = ScheduleTable;\r\nclass ScheduleColumn {\r\n    static async createFromTable(table, index) {\r\n        let result = new ScheduleColumn();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getName(index).then(v => result.name = v),\r\n            table.getColumnIndex(index).then(v => result.columnIndex = v),\r\n            table.getScheduleIndex(index).then(v => result.scheduleIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ScheduleColumn = ScheduleColumn;\r\nclass ScheduleColumnTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ScheduleColumn\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ScheduleColumnTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(scheduleColumnIndex) {\r\n        return await ScheduleColumn.createFromTable(this, scheduleColumnIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let name;\r\n        let columnIndex;\r\n        let scheduleIndex;\r\n        await Promise.all([\r\n            (async () => { name = (await localTable.getStringArray(\"string:Name\")); })(),\r\n            (async () => { columnIndex = (await localTable.getNumberArray(\"int:ColumnIndex\")); })(),\r\n            (async () => { scheduleIndex = (await localTable.getNumberArray(\"index:Vim.Schedule:Schedule\")); })(),\r\n        ]);\r\n        let scheduleColumn = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            scheduleColumn.push({\r\n                index: i,\r\n                name: name ? name[i] : undefined,\r\n                columnIndex: columnIndex ? columnIndex[i] : undefined,\r\n                scheduleIndex: scheduleIndex ? scheduleIndex[i] : undefined\r\n            });\r\n        }\r\n        return scheduleColumn;\r\n    }\r\n    async getName(scheduleColumnIndex) {\r\n        return (await this.entityTable.getString(scheduleColumnIndex, \"string:Name\"));\r\n    }\r\n    async getAllName() {\r\n        return (await this.entityTable.getStringArray(\"string:Name\"));\r\n    }\r\n    async getColumnIndex(scheduleColumnIndex) {\r\n        return (await this.entityTable.getNumber(scheduleColumnIndex, \"int:ColumnIndex\"));\r\n    }\r\n    async getAllColumnIndex() {\r\n        return (await this.entityTable.getNumberArray(\"int:ColumnIndex\"));\r\n    }\r\n    async getScheduleIndex(scheduleColumnIndex) {\r\n        return await this.entityTable.getNumber(scheduleColumnIndex, \"index:Vim.Schedule:Schedule\");\r\n    }\r\n    async getAllScheduleIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Schedule:Schedule\");\r\n    }\r\n    async getSchedule(scheduleColumnIndex) {\r\n        const index = await this.getScheduleIndex(scheduleColumnIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.schedule?.get(index);\r\n    }\r\n}\r\nexports.ScheduleColumnTable = ScheduleColumnTable;\r\nclass ScheduleCell {\r\n    static async createFromTable(table, index) {\r\n        let result = new ScheduleCell();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getValue(index).then(v => result.value = v),\r\n            table.getRowIndex(index).then(v => result.rowIndex = v),\r\n            table.getScheduleColumnIndex(index).then(v => result.scheduleColumnIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ScheduleCell = ScheduleCell;\r\nclass ScheduleCellTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ScheduleCell\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ScheduleCellTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(scheduleCellIndex) {\r\n        return await ScheduleCell.createFromTable(this, scheduleCellIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let value;\r\n        let rowIndex;\r\n        let scheduleColumnIndex;\r\n        await Promise.all([\r\n            (async () => { value = (await localTable.getStringArray(\"string:Value\")); })(),\r\n            (async () => { rowIndex = (await localTable.getNumberArray(\"int:RowIndex\")); })(),\r\n            (async () => { scheduleColumnIndex = (await localTable.getNumberArray(\"index:Vim.ScheduleColumn:ScheduleColumn\")); })(),\r\n        ]);\r\n        let scheduleCell = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            scheduleCell.push({\r\n                index: i,\r\n                value: value ? value[i] : undefined,\r\n                rowIndex: rowIndex ? rowIndex[i] : undefined,\r\n                scheduleColumnIndex: scheduleColumnIndex ? scheduleColumnIndex[i] : undefined\r\n            });\r\n        }\r\n        return scheduleCell;\r\n    }\r\n    async getValue(scheduleCellIndex) {\r\n        return (await this.entityTable.getString(scheduleCellIndex, \"string:Value\"));\r\n    }\r\n    async getAllValue() {\r\n        return (await this.entityTable.getStringArray(\"string:Value\"));\r\n    }\r\n    async getRowIndex(scheduleCellIndex) {\r\n        return (await this.entityTable.getNumber(scheduleCellIndex, \"int:RowIndex\"));\r\n    }\r\n    async getAllRowIndex() {\r\n        return (await this.entityTable.getNumberArray(\"int:RowIndex\"));\r\n    }\r\n    async getScheduleColumnIndex(scheduleCellIndex) {\r\n        return await this.entityTable.getNumber(scheduleCellIndex, \"index:Vim.ScheduleColumn:ScheduleColumn\");\r\n    }\r\n    async getAllScheduleColumnIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.ScheduleColumn:ScheduleColumn\");\r\n    }\r\n    async getScheduleColumn(scheduleCellIndex) {\r\n        const index = await this.getScheduleColumnIndex(scheduleCellIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.scheduleColumn?.get(index);\r\n    }\r\n}\r\nexports.ScheduleCellTable = ScheduleCellTable;\r\nclass ViewSheetSet {\r\n    static async createFromTable(table, index) {\r\n        let result = new ViewSheetSet();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ViewSheetSet = ViewSheetSet;\r\nclass ViewSheetSetTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ViewSheetSet\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ViewSheetSetTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(viewSheetSetIndex) {\r\n        return await ViewSheetSet.createFromTable(this, viewSheetSetIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let viewSheetSet = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            viewSheetSet.push({\r\n                index: i,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return viewSheetSet;\r\n    }\r\n    async getElementIndex(viewSheetSetIndex) {\r\n        return await this.entityTable.getNumber(viewSheetSetIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(viewSheetSetIndex) {\r\n        const index = await this.getElementIndex(viewSheetSetIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.ViewSheetSetTable = ViewSheetSetTable;\r\nclass ViewSheet {\r\n    static async createFromTable(table, index) {\r\n        let result = new ViewSheet();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getFamilyTypeIndex(index).then(v => result.familyTypeIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ViewSheet = ViewSheet;\r\nclass ViewSheetTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ViewSheet\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ViewSheetTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(viewSheetIndex) {\r\n        return await ViewSheet.createFromTable(this, viewSheetIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let familyTypeIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { familyTypeIndex = (await localTable.getNumberArray(\"index:Vim.FamilyType:FamilyType\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let viewSheet = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            viewSheet.push({\r\n                index: i,\r\n                familyTypeIndex: familyTypeIndex ? familyTypeIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return viewSheet;\r\n    }\r\n    async getFamilyTypeIndex(viewSheetIndex) {\r\n        return await this.entityTable.getNumber(viewSheetIndex, \"index:Vim.FamilyType:FamilyType\");\r\n    }\r\n    async getAllFamilyTypeIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.FamilyType:FamilyType\");\r\n    }\r\n    async getFamilyType(viewSheetIndex) {\r\n        const index = await this.getFamilyTypeIndex(viewSheetIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.familyType?.get(index);\r\n    }\r\n    async getElementIndex(viewSheetIndex) {\r\n        return await this.entityTable.getNumber(viewSheetIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(viewSheetIndex) {\r\n        const index = await this.getElementIndex(viewSheetIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.ViewSheetTable = ViewSheetTable;\r\nclass ViewSheetInViewSheetSet {\r\n    static async createFromTable(table, index) {\r\n        let result = new ViewSheetInViewSheetSet();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getViewSheetIndex(index).then(v => result.viewSheetIndex = v),\r\n            table.getViewSheetSetIndex(index).then(v => result.viewSheetSetIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ViewSheetInViewSheetSet = ViewSheetInViewSheetSet;\r\nclass ViewSheetInViewSheetSetTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ViewSheetInViewSheetSet\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ViewSheetInViewSheetSetTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(viewSheetInViewSheetSetIndex) {\r\n        return await ViewSheetInViewSheetSet.createFromTable(this, viewSheetInViewSheetSetIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let viewSheetIndex;\r\n        let viewSheetSetIndex;\r\n        await Promise.all([\r\n            (async () => { viewSheetIndex = (await localTable.getNumberArray(\"index:Vim.ViewSheet:ViewSheet\")); })(),\r\n            (async () => { viewSheetSetIndex = (await localTable.getNumberArray(\"index:Vim.ViewSheetSet:ViewSheetSet\")); })(),\r\n        ]);\r\n        let viewSheetInViewSheetSet = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            viewSheetInViewSheetSet.push({\r\n                index: i,\r\n                viewSheetIndex: viewSheetIndex ? viewSheetIndex[i] : undefined,\r\n                viewSheetSetIndex: viewSheetSetIndex ? viewSheetSetIndex[i] : undefined\r\n            });\r\n        }\r\n        return viewSheetInViewSheetSet;\r\n    }\r\n    async getViewSheetIndex(viewSheetInViewSheetSetIndex) {\r\n        return await this.entityTable.getNumber(viewSheetInViewSheetSetIndex, \"index:Vim.ViewSheet:ViewSheet\");\r\n    }\r\n    async getAllViewSheetIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.ViewSheet:ViewSheet\");\r\n    }\r\n    async getViewSheet(viewSheetInViewSheetSetIndex) {\r\n        const index = await this.getViewSheetIndex(viewSheetInViewSheetSetIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.viewSheet?.get(index);\r\n    }\r\n    async getViewSheetSetIndex(viewSheetInViewSheetSetIndex) {\r\n        return await this.entityTable.getNumber(viewSheetInViewSheetSetIndex, \"index:Vim.ViewSheetSet:ViewSheetSet\");\r\n    }\r\n    async getAllViewSheetSetIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.ViewSheetSet:ViewSheetSet\");\r\n    }\r\n    async getViewSheetSet(viewSheetInViewSheetSetIndex) {\r\n        const index = await this.getViewSheetSetIndex(viewSheetInViewSheetSetIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.viewSheetSet?.get(index);\r\n    }\r\n}\r\nexports.ViewSheetInViewSheetSetTable = ViewSheetInViewSheetSetTable;\r\nclass ViewInViewSheetSet {\r\n    static async createFromTable(table, index) {\r\n        let result = new ViewInViewSheetSet();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getViewIndex(index).then(v => result.viewIndex = v),\r\n            table.getViewSheetSetIndex(index).then(v => result.viewSheetSetIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ViewInViewSheetSet = ViewInViewSheetSet;\r\nclass ViewInViewSheetSetTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ViewInViewSheetSet\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ViewInViewSheetSetTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(viewInViewSheetSetIndex) {\r\n        return await ViewInViewSheetSet.createFromTable(this, viewInViewSheetSetIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let viewIndex;\r\n        let viewSheetSetIndex;\r\n        await Promise.all([\r\n            (async () => { viewIndex = (await localTable.getNumberArray(\"index:Vim.View:View\")); })(),\r\n            (async () => { viewSheetSetIndex = (await localTable.getNumberArray(\"index:Vim.ViewSheetSet:ViewSheetSet\")); })(),\r\n        ]);\r\n        let viewInViewSheetSet = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            viewInViewSheetSet.push({\r\n                index: i,\r\n                viewIndex: viewIndex ? viewIndex[i] : undefined,\r\n                viewSheetSetIndex: viewSheetSetIndex ? viewSheetSetIndex[i] : undefined\r\n            });\r\n        }\r\n        return viewInViewSheetSet;\r\n    }\r\n    async getViewIndex(viewInViewSheetSetIndex) {\r\n        return await this.entityTable.getNumber(viewInViewSheetSetIndex, \"index:Vim.View:View\");\r\n    }\r\n    async getAllViewIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.View:View\");\r\n    }\r\n    async getView(viewInViewSheetSetIndex) {\r\n        const index = await this.getViewIndex(viewInViewSheetSetIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.view?.get(index);\r\n    }\r\n    async getViewSheetSetIndex(viewInViewSheetSetIndex) {\r\n        return await this.entityTable.getNumber(viewInViewSheetSetIndex, \"index:Vim.ViewSheetSet:ViewSheetSet\");\r\n    }\r\n    async getAllViewSheetSetIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.ViewSheetSet:ViewSheetSet\");\r\n    }\r\n    async getViewSheetSet(viewInViewSheetSetIndex) {\r\n        const index = await this.getViewSheetSetIndex(viewInViewSheetSetIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.viewSheetSet?.get(index);\r\n    }\r\n}\r\nexports.ViewInViewSheetSetTable = ViewInViewSheetSetTable;\r\nclass ViewInViewSheet {\r\n    static async createFromTable(table, index) {\r\n        let result = new ViewInViewSheet();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getViewIndex(index).then(v => result.viewIndex = v),\r\n            table.getViewSheetIndex(index).then(v => result.viewSheetIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.ViewInViewSheet = ViewInViewSheet;\r\nclass ViewInViewSheetTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.ViewInViewSheet\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new ViewInViewSheetTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(viewInViewSheetIndex) {\r\n        return await ViewInViewSheet.createFromTable(this, viewInViewSheetIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let viewIndex;\r\n        let viewSheetIndex;\r\n        await Promise.all([\r\n            (async () => { viewIndex = (await localTable.getNumberArray(\"index:Vim.View:View\")); })(),\r\n            (async () => { viewSheetIndex = (await localTable.getNumberArray(\"index:Vim.ViewSheet:ViewSheet\")); })(),\r\n        ]);\r\n        let viewInViewSheet = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            viewInViewSheet.push({\r\n                index: i,\r\n                viewIndex: viewIndex ? viewIndex[i] : undefined,\r\n                viewSheetIndex: viewSheetIndex ? viewSheetIndex[i] : undefined\r\n            });\r\n        }\r\n        return viewInViewSheet;\r\n    }\r\n    async getViewIndex(viewInViewSheetIndex) {\r\n        return await this.entityTable.getNumber(viewInViewSheetIndex, \"index:Vim.View:View\");\r\n    }\r\n    async getAllViewIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.View:View\");\r\n    }\r\n    async getView(viewInViewSheetIndex) {\r\n        const index = await this.getViewIndex(viewInViewSheetIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.view?.get(index);\r\n    }\r\n    async getViewSheetIndex(viewInViewSheetIndex) {\r\n        return await this.entityTable.getNumber(viewInViewSheetIndex, \"index:Vim.ViewSheet:ViewSheet\");\r\n    }\r\n    async getAllViewSheetIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.ViewSheet:ViewSheet\");\r\n    }\r\n    async getViewSheet(viewInViewSheetIndex) {\r\n        const index = await this.getViewSheetIndex(viewInViewSheetIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.viewSheet?.get(index);\r\n    }\r\n}\r\nexports.ViewInViewSheetTable = ViewInViewSheetTable;\r\nclass Site {\r\n    static async createFromTable(table, index) {\r\n        let result = new Site();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getLatitude(index).then(v => result.latitude = v),\r\n            table.getLongitude(index).then(v => result.longitude = v),\r\n            table.getAddress(index).then(v => result.address = v),\r\n            table.getElevation(index).then(v => result.elevation = v),\r\n            table.getNumber(index).then(v => result.number = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Site = Site;\r\nclass SiteTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Site\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new SiteTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(siteIndex) {\r\n        return await Site.createFromTable(this, siteIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let latitude;\r\n        let longitude;\r\n        let address;\r\n        let elevation;\r\n        let number;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { latitude = (await localTable.getNumberArray(\"double:Latitude\")); })(),\r\n            (async () => { longitude = (await localTable.getNumberArray(\"double:Longitude\")); })(),\r\n            (async () => { address = (await localTable.getStringArray(\"string:Address\")); })(),\r\n            (async () => { elevation = (await localTable.getNumberArray(\"double:Elevation\")); })(),\r\n            (async () => { number = (await localTable.getStringArray(\"string:Number\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let site = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            site.push({\r\n                index: i,\r\n                latitude: latitude ? latitude[i] : undefined,\r\n                longitude: longitude ? longitude[i] : undefined,\r\n                address: address ? address[i] : undefined,\r\n                elevation: elevation ? elevation[i] : undefined,\r\n                number: number ? number[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return site;\r\n    }\r\n    async getLatitude(siteIndex) {\r\n        return (await this.entityTable.getNumber(siteIndex, \"double:Latitude\"));\r\n    }\r\n    async getAllLatitude() {\r\n        return (await this.entityTable.getNumberArray(\"double:Latitude\"));\r\n    }\r\n    async getLongitude(siteIndex) {\r\n        return (await this.entityTable.getNumber(siteIndex, \"double:Longitude\"));\r\n    }\r\n    async getAllLongitude() {\r\n        return (await this.entityTable.getNumberArray(\"double:Longitude\"));\r\n    }\r\n    async getAddress(siteIndex) {\r\n        return (await this.entityTable.getString(siteIndex, \"string:Address\"));\r\n    }\r\n    async getAllAddress() {\r\n        return (await this.entityTable.getStringArray(\"string:Address\"));\r\n    }\r\n    async getElevation(siteIndex) {\r\n        return (await this.entityTable.getNumber(siteIndex, \"double:Elevation\"));\r\n    }\r\n    async getAllElevation() {\r\n        return (await this.entityTable.getNumberArray(\"double:Elevation\"));\r\n    }\r\n    async getNumber(siteIndex) {\r\n        return (await this.entityTable.getString(siteIndex, \"string:Number\"));\r\n    }\r\n    async getAllNumber() {\r\n        return (await this.entityTable.getStringArray(\"string:Number\"));\r\n    }\r\n    async getElementIndex(siteIndex) {\r\n        return await this.entityTable.getNumber(siteIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(siteIndex) {\r\n        const index = await this.getElementIndex(siteIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.SiteTable = SiteTable;\r\nclass Building {\r\n    static async createFromTable(table, index) {\r\n        let result = new Building();\r\n        result.index = index;\r\n        await Promise.all([\r\n            table.getElevation(index).then(v => result.elevation = v),\r\n            table.getTerrainElevation(index).then(v => result.terrainElevation = v),\r\n            table.getAddress(index).then(v => result.address = v),\r\n            table.getSiteIndex(index).then(v => result.siteIndex = v),\r\n            table.getElementIndex(index).then(v => result.elementIndex = v),\r\n        ]);\r\n        return result;\r\n    }\r\n}\r\nexports.Building = Building;\r\nclass BuildingTable {\r\n    static async createFromDocument(document) {\r\n        const entity = await document.entities.getBfast(\"Vim.Building\");\r\n        if (!entity) {\r\n            return undefined;\r\n        }\r\n        let table = new BuildingTable();\r\n        table.document = document;\r\n        table.entityTable = new entityTable_1.EntityTable(entity, document.strings);\r\n        return table;\r\n    }\r\n    getCount() {\r\n        return this.entityTable.getCount();\r\n    }\r\n    async get(buildingIndex) {\r\n        return await Building.createFromTable(this, buildingIndex);\r\n    }\r\n    async getAll() {\r\n        const localTable = await this.entityTable.getLocal();\r\n        let elevation;\r\n        let terrainElevation;\r\n        let address;\r\n        let siteIndex;\r\n        let elementIndex;\r\n        await Promise.all([\r\n            (async () => { elevation = (await localTable.getNumberArray(\"double:Elevation\")); })(),\r\n            (async () => { terrainElevation = (await localTable.getNumberArray(\"double:TerrainElevation\")); })(),\r\n            (async () => { address = (await localTable.getStringArray(\"string:Address\")); })(),\r\n            (async () => { siteIndex = (await localTable.getNumberArray(\"index:Vim.Site:Site\")); })(),\r\n            (async () => { elementIndex = (await localTable.getNumberArray(\"index:Vim.Element:Element\")); })(),\r\n        ]);\r\n        let building = [];\r\n        const rowCount = await this.getCount();\r\n        for (let i = 0; i < rowCount; i++) {\r\n            building.push({\r\n                index: i,\r\n                elevation: elevation ? elevation[i] : undefined,\r\n                terrainElevation: terrainElevation ? terrainElevation[i] : undefined,\r\n                address: address ? address[i] : undefined,\r\n                siteIndex: siteIndex ? siteIndex[i] : undefined,\r\n                elementIndex: elementIndex ? elementIndex[i] : undefined\r\n            });\r\n        }\r\n        return building;\r\n    }\r\n    async getElevation(buildingIndex) {\r\n        return (await this.entityTable.getNumber(buildingIndex, \"double:Elevation\"));\r\n    }\r\n    async getAllElevation() {\r\n        return (await this.entityTable.getNumberArray(\"double:Elevation\"));\r\n    }\r\n    async getTerrainElevation(buildingIndex) {\r\n        return (await this.entityTable.getNumber(buildingIndex, \"double:TerrainElevation\"));\r\n    }\r\n    async getAllTerrainElevation() {\r\n        return (await this.entityTable.getNumberArray(\"double:TerrainElevation\"));\r\n    }\r\n    async getAddress(buildingIndex) {\r\n        return (await this.entityTable.getString(buildingIndex, \"string:Address\"));\r\n    }\r\n    async getAllAddress() {\r\n        return (await this.entityTable.getStringArray(\"string:Address\"));\r\n    }\r\n    async getSiteIndex(buildingIndex) {\r\n        return await this.entityTable.getNumber(buildingIndex, \"index:Vim.Site:Site\");\r\n    }\r\n    async getAllSiteIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Site:Site\");\r\n    }\r\n    async getSite(buildingIndex) {\r\n        const index = await this.getSiteIndex(buildingIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.site?.get(index);\r\n    }\r\n    async getElementIndex(buildingIndex) {\r\n        return await this.entityTable.getNumber(buildingIndex, \"index:Vim.Element:Element\");\r\n    }\r\n    async getAllElementIndex() {\r\n        return await this.entityTable.getNumberArray(\"index:Vim.Element:Element\");\r\n    }\r\n    async getElement(buildingIndex) {\r\n        const index = await this.getElementIndex(buildingIndex);\r\n        if (index === undefined) {\r\n            return undefined;\r\n        }\r\n        return await this.document.element?.get(index);\r\n    }\r\n}\r\nexports.BuildingTable = BuildingTable;\r\nclass VimDocument {\r\n    constructor(entities, strings) {\r\n        this.entities = entities;\r\n        this.strings = strings;\r\n    }\r\n    static async createFromBfast(bfast, ignoreStrings = false) {\r\n        const loaded = await vimLoader_1.VimLoader.loadFromBfast(bfast, ignoreStrings);\r\n        if (loaded[0] === undefined)\r\n            return undefined;\r\n        let doc = new VimDocument(loaded[0], loaded[1]);\r\n        doc.asset = await AssetTable.createFromDocument(doc);\r\n        doc.displayUnit = await DisplayUnitTable.createFromDocument(doc);\r\n        doc.parameterDescriptor = await ParameterDescriptorTable.createFromDocument(doc);\r\n        doc.parameter = await ParameterTable.createFromDocument(doc);\r\n        doc.element = await ElementTable.createFromDocument(doc);\r\n        doc.workset = await WorksetTable.createFromDocument(doc);\r\n        doc.assemblyInstance = await AssemblyInstanceTable.createFromDocument(doc);\r\n        doc.group = await GroupTable.createFromDocument(doc);\r\n        doc.designOption = await DesignOptionTable.createFromDocument(doc);\r\n        doc.level = await LevelTable.createFromDocument(doc);\r\n        doc.phase = await PhaseTable.createFromDocument(doc);\r\n        doc.room = await RoomTable.createFromDocument(doc);\r\n        doc.bimDocument = await BimDocumentTable.createFromDocument(doc);\r\n        doc.displayUnitInBimDocument = await DisplayUnitInBimDocumentTable.createFromDocument(doc);\r\n        doc.phaseOrderInBimDocument = await PhaseOrderInBimDocumentTable.createFromDocument(doc);\r\n        doc.category = await CategoryTable.createFromDocument(doc);\r\n        doc.family = await FamilyTable.createFromDocument(doc);\r\n        doc.familyType = await FamilyTypeTable.createFromDocument(doc);\r\n        doc.familyInstance = await FamilyInstanceTable.createFromDocument(doc);\r\n        doc.view = await ViewTable.createFromDocument(doc);\r\n        doc.elementInView = await ElementInViewTable.createFromDocument(doc);\r\n        doc.shapeInView = await ShapeInViewTable.createFromDocument(doc);\r\n        doc.assetInView = await AssetInViewTable.createFromDocument(doc);\r\n        doc.assetInViewSheet = await AssetInViewSheetTable.createFromDocument(doc);\r\n        doc.levelInView = await LevelInViewTable.createFromDocument(doc);\r\n        doc.camera = await CameraTable.createFromDocument(doc);\r\n        doc.material = await MaterialTable.createFromDocument(doc);\r\n        doc.materialInElement = await MaterialInElementTable.createFromDocument(doc);\r\n        doc.compoundStructureLayer = await CompoundStructureLayerTable.createFromDocument(doc);\r\n        doc.compoundStructure = await CompoundStructureTable.createFromDocument(doc);\r\n        doc.node = await NodeTable.createFromDocument(doc);\r\n        doc.geometry = await GeometryTable.createFromDocument(doc);\r\n        doc.shape = await ShapeTable.createFromDocument(doc);\r\n        doc.shapeCollection = await ShapeCollectionTable.createFromDocument(doc);\r\n        doc.shapeInShapeCollection = await ShapeInShapeCollectionTable.createFromDocument(doc);\r\n        doc.system = await SystemTable.createFromDocument(doc);\r\n        doc.elementInSystem = await ElementInSystemTable.createFromDocument(doc);\r\n        doc.warning = await WarningTable.createFromDocument(doc);\r\n        doc.elementInWarning = await ElementInWarningTable.createFromDocument(doc);\r\n        doc.basePoint = await BasePointTable.createFromDocument(doc);\r\n        doc.phaseFilter = await PhaseFilterTable.createFromDocument(doc);\r\n        doc.grid = await GridTable.createFromDocument(doc);\r\n        doc.area = await AreaTable.createFromDocument(doc);\r\n        doc.areaScheme = await AreaSchemeTable.createFromDocument(doc);\r\n        doc.schedule = await ScheduleTable.createFromDocument(doc);\r\n        doc.scheduleColumn = await ScheduleColumnTable.createFromDocument(doc);\r\n        doc.scheduleCell = await ScheduleCellTable.createFromDocument(doc);\r\n        doc.viewSheetSet = await ViewSheetSetTable.createFromDocument(doc);\r\n        doc.viewSheet = await ViewSheetTable.createFromDocument(doc);\r\n        doc.viewSheetInViewSheetSet = await ViewSheetInViewSheetSetTable.createFromDocument(doc);\r\n        doc.viewInViewSheetSet = await ViewInViewSheetSetTable.createFromDocument(doc);\r\n        doc.viewInViewSheet = await ViewInViewSheetTable.createFromDocument(doc);\r\n        doc.site = await SiteTable.createFromDocument(doc);\r\n        doc.building = await BuildingTable.createFromDocument(doc);\r\n        return doc;\r\n    }\r\n}\r\nexports.VimDocument = VimDocument;\r\n","\"use strict\";\r\n/**\r\n * @module vim-ts\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.getElementsParameters = exports.getFamilyElements = exports.getElementParameters = void 0;\r\n/**\r\n * Returns all parameters of an element and of its family type and family\r\n * @param element element index\r\n * @returns An array of paramters with name, value, group\r\n */\r\nasync function getElementParameters(document, element) {\r\n    const elements = new Map();\r\n    elements.set(element, true);\r\n    const familyElements = await getFamilyElements(document, element);\r\n    familyElements.forEach(element => elements.set(element, false));\r\n    return getElementsParameters(document, elements);\r\n}\r\nexports.getElementParameters = getElementParameters;\r\nasync function getFamilyElements(document, element) {\r\n    const familyInstance = await getElementFamilyInstance(document, element);\r\n    const familyType = Number.isInteger(familyInstance)\r\n        ? await document.familyInstance.getFamilyTypeIndex(familyInstance)\r\n        : undefined;\r\n    const getFamilyElement = async (familyType) => {\r\n        const family = await document.familyType.getFamilyIndex(familyType);\r\n        return Number.isInteger(family)\r\n            ? await document.family.getElementIndex(family)\r\n            : undefined;\r\n    };\r\n    return Number.isInteger(familyType)\r\n        ? await Promise.all([\r\n            getFamilyElement(familyType),\r\n            document.familyType.getElementIndex(familyType)\r\n        ])\r\n        : [undefined, undefined];\r\n}\r\nexports.getFamilyElements = getFamilyElements;\r\nasync function getElementsParameters(document, elements) {\r\n    const [parameterElements, parameterValues, getParameterDescriptorIndices, parameterDescriptorNames, parameterDescriptorGroups] = await Promise.all([\r\n        document.parameter.getAllElementIndex(),\r\n        document.parameter.getAllValue(),\r\n        document.parameter.getAllParameterDescriptorIndex(),\r\n        document.parameterDescriptor.getAllName(),\r\n        document.parameterDescriptor.getAllGroup()\r\n    ]);\r\n    if (!parameterElements)\r\n        return undefined;\r\n    if (!parameterValues)\r\n        return undefined;\r\n    if (!getParameterDescriptorIndices)\r\n        return undefined;\r\n    const getParameterDisplayValue = (index) => {\r\n        const value = parameterValues[index];\r\n        const split = value.indexOf('|');\r\n        if (split >= 0) {\r\n            return value.substring(split + 1, value.length);\r\n        }\r\n        else\r\n            return value;\r\n    };\r\n    const parameters = new Array();\r\n    parameterElements.forEach((e, i) => {\r\n        if (elements.has(e)) {\r\n            parameters.push([i, elements.get(e)]);\r\n        }\r\n    });\r\n    return parameters.map(([parameter, isInstance]) => {\r\n        const descriptor = getParameterDescriptorIndices[parameter];\r\n        const value = getParameterDisplayValue(parameter);\r\n        const name = Number.isInteger(descriptor)\r\n            ? parameterDescriptorNames?.[descriptor]\r\n            : undefined;\r\n        const group = Number.isInteger(descriptor)\r\n            ? parameterDescriptorGroups?.[descriptor]\r\n            : undefined;\r\n        return { name, value, group, isInstance };\r\n    });\r\n}\r\nexports.getElementsParameters = getElementsParameters;\r\nasync function getElementFamilyInstance(document, element) {\r\n    const familyInstanceElement = await document.familyInstance.getAllElementIndex();\r\n    const result = familyInstanceElement.findIndex(e => e === element);\r\n    return result < 0 ? undefined : result;\r\n}\r\n","\"use strict\";\r\nvar __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    var desc = Object.getOwnPropertyDescriptor(m, k);\r\n    if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\r\n      desc = { enumerable: true, get: function() { return m[k]; } };\r\n    }\r\n    Object.defineProperty(o, k2, desc);\r\n}) : (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    o[k2] = m[k];\r\n}));\r\nvar __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {\r\n    Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n    o[\"default\"] = v;\r\n});\r\nvar __exportStar = (this && this.__exportStar) || function(m, exports) {\r\n    for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(exports, p)) __createBinding(exports, m, p);\r\n};\r\nvar __importStar = (this && this.__importStar) || function (mod) {\r\n    if (mod && mod.__esModule) return mod;\r\n    var result = {};\r\n    if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n    __setModuleDefault(result, mod);\r\n    return result;\r\n};\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.VimHelpers = void 0;\r\n// Links files to generate package type exports\r\n__exportStar(require(\"./bfast\"), exports);\r\n__exportStar(require(\"./g3d/g3d\"), exports);\r\n__exportStar(require(\"./remoteVimx\"), exports);\r\n__exportStar(require(\"./g3d/g3dMaterials\"), exports);\r\n__exportStar(require(\"./g3d/g3dMesh\"), exports);\r\n__exportStar(require(\"./g3d/g3dChunk\"), exports);\r\n__exportStar(require(\"./g3d/g3dScene\"), exports);\r\n__exportStar(require(\"./http/remoteBuffer\"), exports);\r\n__exportStar(require(\"./http/requestTracker\"), exports);\r\n__exportStar(require(\"./http/requester\"), exports);\r\n__exportStar(require(\"./http/remoteValue\"), exports);\r\n__exportStar(require(\"./vimHeader\"), exports);\r\n__exportStar(require(\"./objectModel\"), exports);\r\n__exportStar(require(\"./structures\"), exports);\r\nexports.VimHelpers = __importStar(require(\"./vimHelpers\"));\r\n","'use strict';\n\nvar isMergeableObject = function isMergeableObject(value) {\n\treturn isNonNullObject(value)\n\t\t&& !isSpecial(value)\n};\n\nfunction isNonNullObject(value) {\n\treturn !!value && typeof value === 'object'\n}\n\nfunction isSpecial(value) {\n\tvar stringValue = Object.prototype.toString.call(value);\n\n\treturn stringValue === '[object RegExp]'\n\t\t|| stringValue === '[object Date]'\n\t\t|| isReactElement(value)\n}\n\n// see https://github.com/facebook/react/blob/b5ac963fb791d1298e7f396236383bc955f916c1/src/isomorphic/classic/element/ReactElement.js#L21-L25\nvar canUseSymbol = typeof Symbol === 'function' && Symbol.for;\nvar REACT_ELEMENT_TYPE = canUseSymbol ? Symbol.for('react.element') : 0xeac7;\n\nfunction isReactElement(value) {\n\treturn value.$$typeof === REACT_ELEMENT_TYPE\n}\n\nfunction emptyTarget(val) {\n\treturn Array.isArray(val) ? [] : {}\n}\n\nfunction cloneUnlessOtherwiseSpecified(value, options) {\n\treturn (options.clone !== false && options.isMergeableObject(value))\n\t\t? deepmerge(emptyTarget(value), value, options)\n\t\t: value\n}\n\nfunction defaultArrayMerge(target, source, options) {\n\treturn target.concat(source).map(function(element) {\n\t\treturn cloneUnlessOtherwiseSpecified(element, options)\n\t})\n}\n\nfunction getMergeFunction(key, options) {\n\tif (!options.customMerge) {\n\t\treturn deepmerge\n\t}\n\tvar customMerge = options.customMerge(key);\n\treturn typeof customMerge === 'function' ? customMerge : deepmerge\n}\n\nfunction getEnumerableOwnPropertySymbols(target) {\n\treturn Object.getOwnPropertySymbols\n\t\t? Object.getOwnPropertySymbols(target).filter(function(symbol) {\n\t\t\treturn target.propertyIsEnumerable(symbol)\n\t\t})\n\t\t: []\n}\n\nfunction getKeys(target) {\n\treturn Object.keys(target).concat(getEnumerableOwnPropertySymbols(target))\n}\n\nfunction propertyIsOnObject(object, property) {\n\ttry {\n\t\treturn property in object\n\t} catch(_) {\n\t\treturn false\n\t}\n}\n\n// Protects from prototype poisoning and unexpected merging up the prototype chain.\nfunction propertyIsUnsafe(target, key) {\n\treturn propertyIsOnObject(target, key) // Properties are safe to merge if they don't exist in the target yet,\n\t\t&& !(Object.hasOwnProperty.call(target, key) // unsafe if they exist up the prototype chain,\n\t\t\t&& Object.propertyIsEnumerable.call(target, key)) // and also unsafe if they're nonenumerable.\n}\n\nfunction mergeObject(target, source, options) {\n\tvar destination = {};\n\tif (options.isMergeableObject(target)) {\n\t\tgetKeys(target).forEach(function(key) {\n\t\t\tdestination[key] = cloneUnlessOtherwiseSpecified(target[key], options);\n\t\t});\n\t}\n\tgetKeys(source).forEach(function(key) {\n\t\tif (propertyIsUnsafe(target, key)) {\n\t\t\treturn\n\t\t}\n\n\t\tif (propertyIsOnObject(target, key) && options.isMergeableObject(source[key])) {\n\t\t\tdestination[key] = getMergeFunction(key, options)(target[key], source[key], options);\n\t\t} else {\n\t\t\tdestination[key] = cloneUnlessOtherwiseSpecified(source[key], options);\n\t\t}\n\t});\n\treturn destination\n}\n\nfunction deepmerge(target, source, options) {\n\toptions = options || {};\n\toptions.arrayMerge = options.arrayMerge || defaultArrayMerge;\n\toptions.isMergeableObject = options.isMergeableObject || isMergeableObject;\n\t// cloneUnlessOtherwiseSpecified is added to `options` so that custom arrayMerge()\n\t// implementations can use it. The caller may not replace it.\n\toptions.cloneUnlessOtherwiseSpecified = cloneUnlessOtherwiseSpecified;\n\n\tvar sourceIsArray = Array.isArray(source);\n\tvar targetIsArray = Array.isArray(target);\n\tvar sourceAndTargetTypesMatch = sourceIsArray === targetIsArray;\n\n\tif (!sourceAndTargetTypesMatch) {\n\t\treturn cloneUnlessOtherwiseSpecified(source, options)\n\t} else if (sourceIsArray) {\n\t\treturn options.arrayMerge(target, source, options)\n\t} else {\n\t\treturn mergeObject(target, source, options)\n\t}\n}\n\ndeepmerge.all = function deepmergeAll(array, options) {\n\tif (!Array.isArray(array)) {\n\t\tthrow new Error('first argument should be an array')\n\t}\n\n\treturn array.reduce(function(prev, next) {\n\t\treturn deepmerge(prev, next, options)\n\t}, {})\n};\n\nvar deepmerge_1 = deepmerge;\n\nmodule.exports = deepmerge_1;\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { G3d, MeshSection } from 'vim-format'\r\n\r\nexport type MergeArgs = {\r\n  matrix: THREE.Matrix4\r\n  section: MeshSection\r\n  legacyInstances: number[]\r\n  legacyLoadRooms: boolean\r\n  transparent: boolean\r\n}\r\n\r\nexport namespace Transparency {\r\n  /**\r\n   * Determines how to draw (or not) transparent and opaque objects\r\n   */\r\n  export type Mode = 'opaqueOnly' | 'transparentOnly' | 'allAsOpaque' | 'all'\r\n\r\n  /**\r\n   * Returns true if the transparency mode is one of the valid values\r\n   */\r\n  export function isValid (value: string | undefined | null): value is Mode {\r\n    if (!value) return false\r\n    return ['all', 'opaqueOnly', 'transparentOnly', 'allAsOpaque'].includes(\r\n      value\r\n    )\r\n  }\r\n\r\n  /**\r\n   * Returns true if the transparency mode requires to use RGBA colors\r\n   */\r\n  export function requiresAlpha (mode: Mode) {\r\n    return mode === 'all' || mode === 'transparentOnly'\r\n  }\r\n}\r\n\r\nexport namespace Geometry {\r\n  /**\r\n   * Creates a BufferGeometry with all given instances merged\r\n   * @param instances indices of the instances from the g3d to merge\r\n   * @returns a BufferGeometry\r\n   */\r\n  export function createGeometryFromInstances (g3d: G3d, args: MergeArgs) {\r\n    return Geometry.mergeInstanceMeshes(g3d, args)?.geometry\r\n  }\r\n\r\n  /**\r\n   * Creates a BufferGeometry from a given mesh index in the g3d\r\n   * @param mesh g3d mesh index\r\n   * @param transparent specify to use RGB or RGBA for colors\r\n   */\r\n  export function createGeometryFromMesh (\r\n    g3d: G3d,\r\n    mesh: number,\r\n    section: MeshSection,\r\n    transparent: boolean\r\n  ): THREE.BufferGeometry {\r\n    const colors = createVertexColors(g3d, mesh, transparent)\r\n    const positions = g3d.positions.subarray(\r\n      g3d.getMeshVertexStart(mesh) * 3,\r\n      g3d.getMeshVertexEnd(mesh) * 3\r\n    )\r\n\r\n    const start = g3d.getMeshIndexStart(mesh, section)\r\n    const end = g3d.getMeshIndexEnd(mesh, section)\r\n    const indices = g3d.indices.subarray(start, end)\r\n    return createGeometryFromArrays(\r\n      positions,\r\n      indices,\r\n      colors,\r\n      transparent ? 4 : 3\r\n    )\r\n  }\r\n  /**\r\n   * Expands submesh colors into vertex colors as RGB or RGBA\r\n   */\r\n  function createVertexColors (\r\n    g3d: G3d,\r\n    mesh: number,\r\n    useAlpha: boolean\r\n  ): Float32Array {\r\n    const colorSize = useAlpha ? 4 : 3\r\n    const result = new Float32Array(g3d.getMeshVertexCount(mesh) * colorSize)\r\n\r\n    const subStart = g3d.getMeshSubmeshStart(mesh)\r\n    const subEnd = g3d.getMeshSubmeshEnd(mesh)\r\n\r\n    for (let submesh = subStart; submesh < subEnd; submesh++) {\r\n      const color = g3d.getSubmeshColor(submesh)\r\n      const start = g3d.getSubmeshIndexStart(submesh)\r\n      const end = g3d.getSubmeshIndexEnd(submesh)\r\n\r\n      for (let i = start; i < end; i++) {\r\n        const v = g3d.indices[i] * colorSize\r\n        result[v] = color[0]\r\n        result[v + 1] = color[1]\r\n        result[v + 2] = color[2]\r\n        if (useAlpha) result[v + 3] = color[3]\r\n      }\r\n    }\r\n    return result\r\n  }\r\n\r\n  /**\r\n   * Returns a THREE.Matrix4 from the g3d for given instance\r\n   * @param instance g3d instance index\r\n   * @param target matrix where the data will be copied, a new matrix will be created if none provided.\r\n   */\r\n  export function getInstanceMatrix (\r\n    g3d: G3d,\r\n    instance: number,\r\n    target: THREE.Matrix4 = new THREE.Matrix4()\r\n  ): THREE.Matrix4 {\r\n    const matrixAsArray = g3d.getInstanceMatrix(instance)\r\n    target.fromArray(matrixAsArray)\r\n    return target\r\n  }\r\n\r\n  /**\r\n   * Creates a BufferGeometry from given geometry data arrays\r\n   * @param vertices vertex data with 3 number per vertex (XYZ)\r\n   * @param indices index data with 3 indices per face\r\n   * @param vertexColors color data with 3 or 4 number per vertex. RBG or RGBA\r\n   * @param colorSize specify whether to treat colors as RGB or RGBA\r\n   * @returns a BufferGeometry\r\n   */\r\n  export function createGeometryFromArrays (\r\n    vertices: Float32Array,\r\n    indices: Uint32Array,\r\n    vertexColors: Float32Array | undefined = undefined,\r\n    colorSize: number = 3\r\n  ): THREE.BufferGeometry {\r\n    const geometry = new THREE.BufferGeometry()\r\n\r\n    // Vertices\r\n    geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3))\r\n\r\n    // Indices\r\n    geometry.setIndex(new THREE.Uint32BufferAttribute(indices, 1))\r\n\r\n    // Colors with alpha if transparent\r\n    if (vertexColors) {\r\n      geometry.setAttribute(\r\n        'color',\r\n        new THREE.BufferAttribute(vertexColors, colorSize)\r\n      )\r\n    }\r\n\r\n    return geometry\r\n  }\r\n\r\n  /**\r\n   * Returns a merged mesh of all meshes related to given instances along with picking related metadata\r\n   * Returns undefined if mesh would be empty\r\n   * @param section mesh sections to include in the merged mesh.\r\n   * @param transparent true to use a transparent material.\r\n   * @param instances instances for which to merge meshes.\r\n   */\r\n  export function mergeInstanceMeshes (g3d: G3d, mergeArgs: MergeArgs) {\r\n    const info = getInstanceMergeInfo(g3d, mergeArgs)\r\n    if (info.instances.length === 0 || info.indexCount === 0) return\r\n    return merge(g3d, info)\r\n  }\r\n\r\n  /**\r\n   * Returns a merged mesh of all unique meshes along with picking related metadata\r\n   * @param section mesh sections to include in the merged mesh.\r\n   * @param transparent true to use a transparent material.\r\n   * @param instances instances for which to merge meshes.\r\n   */\r\n  export function mergeUniqueMeshes (g3d: G3d, args: MergeArgs) {\r\n    const info = getUniqueMeshMergeInfo(g3d, args)\r\n    if (info.instances.length === 0 || info.indexCount === 0) return\r\n    return merge(g3d, info)\r\n  }\r\n\r\n  /**\r\n   * Returns merged geometry and meta data for picking.\r\n   */\r\n  function merge (g3d: G3d, info: MergeInfo) {\r\n    const buffer = info.createBuffer()\r\n    fillBuffers(g3d, buffer, info)\r\n    const geometry = buffer.toBufferGeometry()\r\n    return new MergeResult(\r\n      geometry,\r\n      info.instances,\r\n      buffer.groups,\r\n      buffer.boxes\r\n    )\r\n  }\r\n\r\n  /**\r\n   * Precomputes array sizes required to merge all unique meshes\r\n   */\r\n  function getUniqueMeshMergeInfo (g3d: G3d, args: MergeArgs) {\r\n    let vertexCount = 0\r\n    let indexCount = 0\r\n    const instances = []\r\n\r\n    const meshCount = g3d.getMeshCount()\r\n    for (let mesh = 0; mesh < meshCount; mesh++) {\r\n      const meshInstances = g3d.meshInstances[mesh]\r\n      if (!meshInstances || meshInstances.length !== 1) continue\r\n\r\n      const instance = meshInstances[0]\r\n      if (!args.legacyLoadRooms && g3d.getInstanceHasFlag(instance, 1)) continue\r\n\r\n      const count = g3d.getMeshIndexCount(mesh, args.section)\r\n      if (count <= 0) continue\r\n\r\n      indexCount += count\r\n      vertexCount += g3d.getMeshVertexCount(mesh)\r\n      instances.push(instance)\r\n    }\r\n\r\n    return new MergeInfo(\r\n      args.section,\r\n      args.transparent,\r\n      instances,\r\n      indexCount,\r\n      vertexCount\r\n    )\r\n  }\r\n\r\n  /**\r\n   * Precomputes array sizes required to merge all meshes of given instances.\r\n   */\r\n  function getInstanceMergeInfo (g3d: G3d, args: MergeArgs) {\r\n    let vertexCount = 0\r\n    let indexCount = 0\r\n    const instancesFiltered = []\r\n\r\n    for (let i = 0; i < args.legacyInstances.length; i++) {\r\n      const instance = args.legacyInstances[i]\r\n      if (!args.legacyLoadRooms && g3d.getInstanceHasFlag(instance, 1)) {\r\n        continue\r\n      }\r\n      const mesh = g3d.instanceMeshes[instance]\r\n\r\n      const start = g3d.getMeshIndexStart(mesh, args.section)\r\n      const end = g3d.getMeshIndexEnd(mesh, args.section)\r\n      const count = end - start\r\n      if (count <= 0) continue\r\n      indexCount += count\r\n      vertexCount += g3d.getMeshVertexCount(mesh)\r\n      instancesFiltered.push(instance)\r\n    }\r\n\r\n    return new MergeInfo(\r\n      args.section,\r\n      args.transparent,\r\n      instancesFiltered,\r\n      indexCount,\r\n      vertexCount\r\n    )\r\n  }\r\n\r\n  /**\r\n   * Concatenates all required mesh data into the merge buffer.\r\n   */\r\n  function fillBuffers (g3d: G3d, buffer: MergeBuffer, info: MergeInfo) {\r\n    let index = 0\r\n    let vertex = 0\r\n    let offset = 0\r\n\r\n    // matrix and vector is reused to avoid needless allocations\r\n    const matrix = new THREE.Matrix4()\r\n    const vector = new THREE.Vector3()\r\n\r\n    for (let i = 0; i < info.instances.length; i++) {\r\n      const instance = info.instances[i]\r\n      const mesh = g3d.getInstanceMesh(instance)\r\n      buffer.groups[i] = index\r\n\r\n      const subStart = g3d.getMeshSubmeshStart(mesh, info.section)\r\n      const subEnd = g3d.getMeshSubmeshEnd(mesh, info.section)\r\n      for (let sub = subStart; sub < subEnd; sub++) {\r\n        const subColor = g3d.getSubmeshColor(sub)\r\n        const start = g3d.getSubmeshIndexStart(sub)\r\n        const end = g3d.getSubmeshIndexEnd(sub)\r\n\r\n        for (let s = start; s < end; s++) {\r\n          // Copy index\r\n          const newIndex = g3d.indices[s] + offset\r\n          buffer.indices[index++] = newIndex\r\n\r\n          // Copy color\r\n          const v = newIndex * buffer.colorSize\r\n          buffer.colors[v] = subColor[0]\r\n          buffer.colors[v + 1] = subColor[1]\r\n          buffer.colors[v + 2] = subColor[2]\r\n          if (buffer.colorSize > 3) {\r\n            buffer.colors[v + 3] = subColor[3]\r\n          }\r\n        }\r\n      }\r\n\r\n      // Apply Matrices and copy vertices to merged array\r\n      getInstanceMatrix(g3d, instance, matrix)\r\n      const vertexStart = g3d.getMeshVertexStart(mesh)\r\n      const vertexEnd = g3d.getMeshVertexEnd(mesh)\r\n\r\n      if (vertexEnd > vertexStart) {\r\n        // First point is computed before to initialize box\r\n        vector.fromArray(g3d.positions, vertexStart * G3d.POSITION_SIZE)\r\n        vector.applyMatrix4(matrix)\r\n        vector.toArray(buffer.vertices, vertex)\r\n        vertex += G3d.POSITION_SIZE\r\n        buffer.boxes[i] = new THREE.Box3(vector.clone(), vector.clone())\r\n      }\r\n\r\n      for (let p = vertexStart + 1; p < vertexEnd; p++) {\r\n        vector.fromArray(g3d.positions, p * G3d.POSITION_SIZE)\r\n        vector.applyMatrix4(matrix)\r\n        vector.toArray(buffer.vertices, vertex)\r\n        vertex += G3d.POSITION_SIZE\r\n        buffer.boxes[i].expandByPoint(vector)\r\n      }\r\n\r\n      // Keep offset for next mesh\r\n      offset += vertexEnd - vertexStart\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Holds the info that needs to be precomputed for a merge.\r\n   */\r\n  export class MergeInfo {\r\n    section: MeshSection\r\n    transparent: boolean\r\n    instances: number[]\r\n    indexCount: number\r\n    vertexCount: number\r\n\r\n    constructor (\r\n      section: MeshSection,\r\n      transparent: boolean,\r\n      instance: number[],\r\n      indexCount: number,\r\n      vertexCount: number\r\n    ) {\r\n      this.section = section\r\n      this.transparent = transparent\r\n      this.instances = instance\r\n      this.indexCount = indexCount\r\n      this.vertexCount = vertexCount\r\n    }\r\n\r\n    createBuffer () {\r\n      return new MergeBuffer(this, G3d.POSITION_SIZE, this.transparent ? 4 : 3)\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Allocates and holds all arrays needed to merge meshes.\r\n   */\r\n  export class MergeBuffer {\r\n    // output\r\n    indices: Uint32Array\r\n    vertices: Float32Array\r\n    colors: Float32Array\r\n    groups: number[]\r\n    colorSize: number\r\n    boxes: THREE.Box3[]\r\n\r\n    constructor (info: MergeInfo, positionSize: number, colorSize: number) {\r\n      // allocate all memory required for merge\r\n      this.indices = new Uint32Array(info.indexCount)\r\n      this.vertices = new Float32Array(info.vertexCount * positionSize)\r\n      this.colors = new Float32Array(info.vertexCount * colorSize)\r\n      this.groups = new Array(info.instances.length)\r\n      this.boxes = new Array(info.instances.length)\r\n      this.colorSize = colorSize\r\n    }\r\n\r\n    toBufferGeometry () {\r\n      const geometry = createGeometryFromArrays(\r\n        this.vertices,\r\n        this.indices,\r\n        this.colors,\r\n        this.colorSize\r\n      )\r\n\r\n      return geometry\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Holds the result from a merge operation.\r\n   */\r\n  export class MergeResult {\r\n    geometry: THREE.BufferGeometry\r\n    instances: number[]\r\n    submeshes: number[]\r\n    boxes: THREE.Box3[]\r\n\r\n    constructor (\r\n      geometry: THREE.BufferGeometry,\r\n      instance: number[],\r\n      submeshes: number[],\r\n      boxes: THREE.Box3[]\r\n    ) {\r\n      this.geometry = geometry\r\n      this.instances = instance\r\n      this.submeshes = submeshes\r\n      this.boxes = boxes\r\n    }\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport deepmerge from 'deepmerge'\r\nimport { Transparency } from './geometry'\r\nimport * as THREE from 'three'\r\n\r\nexport type FileType = 'vim' | 'vimx' | undefined\r\n\r\n/**\r\n * Represents settings for configuring the behavior and rendering of a vim object.\r\n */\r\nexport type VimSettings = {\r\n\r\n  /**\r\n   * The positional offset for the vim object.\r\n   */\r\n  position: THREE.Vector3\r\n\r\n  /**\r\n   * The XYZ rotation applied to the vim object.\r\n   */\r\n  rotation: THREE.Vector3\r\n\r\n  /**\r\n   * The scaling factor applied to the vim object.\r\n   */\r\n  scale: number\r\n\r\n  /**\r\n   * The matrix representation of the vim object's position, rotation, and scale.\r\n   * Setting this will override individual position, rotation, and scale properties.\r\n   */\r\n  matrix: THREE.Matrix4\r\n\r\n  /**\r\n   * Determines whether objects are drawn based on their transparency.\r\n   */\r\n  transparency: Transparency.Mode\r\n\r\n  /**\r\n   * Set to true to enable verbose HTTP logging.\r\n   */\r\n  verboseHttp: boolean\r\n\r\n  // VIMX\r\n\r\n  /**\r\n   * Specifies the file type (vim or vimx) if it cannot or should not be inferred from the file extension.\r\n   */\r\n  fileType: FileType\r\n\r\n  /**\r\n   * Set to true to stream geometry to the scene. Only supported with vimx files.\r\n   */\r\n  progressive: boolean\r\n\r\n  /**\r\n   * The time in milliseconds between each scene refresh during progressive loading.\r\n   */\r\n  progressiveInterval: number\r\n}\r\n\r\n/**\r\n * Default configuration settings for a vim object.\r\n */\r\nexport const defaultConfig: VimSettings = {\r\n  position: new THREE.Vector3(),\r\n  rotation: new THREE.Vector3(),\r\n  scale: 1,\r\n  matrix: undefined,\r\n  transparency: 'all',\r\n  verboseHttp: false,\r\n\r\n  // progressive\r\n  fileType: undefined,\r\n  progressive: false,\r\n  progressiveInterval: 1000\r\n}\r\n\r\n/**\r\n * Represents a partial configuration of settings for a vim object.\r\n */\r\nexport type VimPartialSettings = Partial<VimSettings>\r\n\r\n/**\r\n * Wraps Vim options, converting values to related THREE.js types and providing default values.\r\n * @param {VimPartialSettings} [options] - Optional partial settings for the Vim object.\r\n * @returns {VimSettings} The complete settings for the Vim object, including defaults.\r\n */\r\nexport function getFullSettings (options?: VimPartialSettings) {\r\n  const merge = options\r\n    ? deepmerge(defaultConfig, options, undefined)\r\n    : defaultConfig\r\n\r\n  merge.transparency = Transparency.isValid(merge.transparency!)\r\n    ? merge.transparency\r\n    : 'all'\r\n\r\n  merge.matrix = merge.matrix ?? new THREE.Matrix4().compose(\r\n    merge.position,\r\n    new THREE.Quaternion().setFromEuler(\r\n      new THREE.Euler(\r\n        (merge.rotation.x * Math.PI) / 180,\r\n        (merge.rotation.y * Math.PI) / 180,\r\n        (merge.rotation.z * Math.PI) / 180\r\n      )\r\n    ),\r\n    new THREE.Vector3(merge.scale, merge.scale, merge.scale)\r\n  )\r\n\r\n  return merge\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { MergedSubmesh, SimpleInstanceSubmesh, Submesh } from './mesh'\r\n\r\nexport type AttributeTarget = Submesh | SimpleInstanceSubmesh\r\n\r\nexport class ObjectAttribute<T> {\r\n  readonly vertexAttribute: string\r\n  readonly instanceAttribute: string\r\n  readonly defaultValue: T\r\n  readonly toNumber: (value: T) => number\r\n\r\n  private _value: T\r\n  private _meshes: AttributeTarget[] | undefined\r\n\r\n  constructor (\r\n    value: T,\r\n    vertexAttribute: string,\r\n    instanceAttribute: string,\r\n    meshes: AttributeTarget[] | undefined,\r\n    toNumber: (value: T) => number\r\n  ) {\r\n    this._value = value\r\n    this.defaultValue = value\r\n    this.vertexAttribute = vertexAttribute\r\n    this.instanceAttribute = instanceAttribute\r\n    this._meshes = meshes\r\n    this.toNumber = toNumber\r\n  }\r\n\r\n  updateMeshes (meshes: AttributeTarget[] | undefined) {\r\n    this._meshes = meshes\r\n    const v = this._value\r\n    this._value = this.defaultValue\r\n    this.apply(v)\r\n  }\r\n\r\n  get value () {\r\n    return this._value\r\n  }\r\n\r\n  apply (value: T) {\r\n    if (this._value === value) return false\r\n    this._value = value\r\n    if (!this._meshes) return false\r\n    const number = this.toNumber(value)\r\n\r\n    for (let m = 0; m < this._meshes.length; m++) {\r\n      const sub = this._meshes[m]\r\n      if (sub.merged) {\r\n        this.applyMerged(sub as MergedSubmesh, number)\r\n      } else {\r\n        this.applyInstanced(sub, number)\r\n      }\r\n    }\r\n    return true\r\n  }\r\n\r\n  private applyInstanced (sub: AttributeTarget, number: number) {\r\n    const mesh = sub.three as THREE.InstancedMesh\r\n    const geometry = mesh.geometry\r\n    let attribute = geometry.getAttribute(\r\n      this.instanceAttribute\r\n    ) as THREE.BufferAttribute\r\n\r\n    if (!attribute || attribute.count < mesh.instanceMatrix.count) {\r\n      // mesh.count is not always === to capacity so we use instanceMatrix.count\r\n      const array = new Float32Array(mesh.instanceMatrix.count)\r\n      attribute = new THREE.InstancedBufferAttribute(array, 1)\r\n      geometry.setAttribute(this.instanceAttribute, attribute)\r\n    }\r\n    attribute.setX(sub.index, number)\r\n    attribute.needsUpdate = true\r\n    attribute.updateRange.offset = 0\r\n    attribute.updateRange.count = -1\r\n  }\r\n\r\n  private applyMerged (sub: MergedSubmesh, number: number) {\r\n    const geometry = sub.three.geometry\r\n    const positions = geometry.getAttribute('position')\r\n\r\n    let attribute = geometry.getAttribute(\r\n      this.vertexAttribute\r\n    ) as THREE.BufferAttribute\r\n\r\n    if (!attribute) {\r\n      // Computed count here is not the same as positions.count\r\n      // Positions.count is used to tell the render up to where to render.\r\n      const count = positions.array.length / positions.itemSize\r\n      const array = new Float32Array(count)\r\n      attribute = new THREE.Float32BufferAttribute(array, 1)\r\n      geometry.setAttribute(this.vertexAttribute, attribute)\r\n    }\r\n\r\n    const start = sub.meshStart\r\n    const end = sub.meshEnd\r\n    const indices = sub.three.geometry.index!\r\n\r\n    for (let i = start; i < end; i++) {\r\n      const v = indices.getX(i)\r\n      attribute.setX(v, number)\r\n    }\r\n    attribute.needsUpdate = true\r\n    attribute.updateRange.offset = 0\r\n    attribute.updateRange.count = -1\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport { Submesh } from '../mesh'\r\nimport { InsertableMesh } from './insertableMesh'\r\n\r\nexport class InsertableSubmesh {\r\n  mesh: InsertableMesh\r\n  index: number\r\n  private _colors: Float32Array\r\n\r\n  constructor (mesh: InsertableMesh, index: number) {\r\n    this.mesh = mesh\r\n    this.index = index\r\n  }\r\n\r\n  equals (other: Submesh) {\r\n    return this.mesh === other.mesh && this.index === other.index\r\n  }\r\n\r\n  /**\r\n   * Returns parent three mesh.\r\n   */\r\n  get three () {\r\n    return this.mesh.mesh\r\n  }\r\n\r\n  /**\r\n   * True if parent mesh is merged.\r\n   */\r\n  get merged () {\r\n    return true\r\n  }\r\n\r\n  private get submesh () {\r\n    return this.mesh.geometry.submeshes[this.index]\r\n  }\r\n\r\n  /**\r\n   * Returns vim instance associated with this submesh.\r\n   */\r\n  get instance () {\r\n    return this.submesh.instance\r\n  }\r\n\r\n  /**\r\n   * Returns bounding box for this submesh.\r\n   */\r\n  get boundingBox () {\r\n    return this.submesh.boundingBox\r\n  }\r\n\r\n  /**\r\n   * Returns starting position in parent mesh for merged mesh.\r\n   */\r\n  get meshStart () {\r\n    return this.submesh.start\r\n  }\r\n\r\n  /**\r\n   * Returns ending position in parent mesh for merged mesh.\r\n   */\r\n  get meshEnd () {\r\n    return this.submesh.end\r\n  }\r\n\r\n  /**\r\n   * Returns vim object for this submesh.\r\n   */\r\n  get object () {\r\n    return this.mesh.vim.getObjectFromInstance(this.instance)\r\n  }\r\n\r\n  saveColors (colors: Float32Array) {\r\n    if (this._colors) return\r\n    this._colors = colors\r\n  }\r\n\r\n  popColors () {\r\n    const result = this._colors\r\n    this._colors = undefined\r\n    return result\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { MergedSubmesh } from './mesh'\r\nimport { Vim } from './vim'\r\nimport { InsertableSubmesh } from './progressive/insertableSubmesh'\r\nimport { AttributeTarget } from './objectAttributes'\r\n\r\nexport class ColorAttribute {\r\n  readonly vim: Vim\r\n  private _meshes: AttributeTarget[] | undefined\r\n  private _value: THREE.Color | undefined\r\n\r\n  constructor (\r\n    meshes: AttributeTarget[] | undefined,\r\n    value: THREE.Color | undefined,\r\n    vim: Vim | undefined\r\n  ) {\r\n    this._meshes = meshes\r\n    this._value = value\r\n    this.vim = vim\r\n  }\r\n\r\n  updateMeshes (meshes: AttributeTarget[] | undefined) {\r\n    this._meshes = meshes\r\n    if (this._value !== undefined) {\r\n      this.apply(this._value)\r\n    }\r\n  }\r\n\r\n  get value () {\r\n    return this._value\r\n  }\r\n\r\n  apply (color: THREE.Color | undefined) {\r\n    this._value = color\r\n    if (!this._meshes) return\r\n\r\n    for (let m = 0; m < this._meshes.length; m++) {\r\n      const sub = this._meshes[m]\r\n      if (sub.merged) {\r\n        this.applyMergedColor(sub as MergedSubmesh, color)\r\n      } else {\r\n        this.applyInstancedColor(sub, color)\r\n      }\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Writes new color to the appropriate section of merged mesh color buffer.\r\n   * @param index index of the merged mesh instance\r\n   * @param color rgb representation of the color to apply\r\n   */\r\n  private applyMergedColor (sub: MergedSubmesh, color: THREE.Color | undefined) {\r\n    if (!color) {\r\n      this.resetMergedColor(sub)\r\n      return\r\n    }\r\n\r\n    const start = sub.meshStart\r\n    const end = sub.meshEnd\r\n\r\n    const colors = sub.three.geometry.getAttribute(\r\n      'color'\r\n    ) as THREE.BufferAttribute\r\n\r\n    const indices = sub.three.geometry.index!\r\n\r\n    // Save colors to be able to reset.\r\n    if (sub instanceof InsertableSubmesh) {\r\n      let c = 0\r\n      const previous = new Float32Array((end - start) * 3)\r\n      for (let i = start; i < end; i++) {\r\n        const v = indices.getX(i)\r\n        previous[c++] = colors.getX(v)\r\n        previous[c++] = colors.getY(v)\r\n        previous[c++] = colors.getZ(v)\r\n      }\r\n      sub.saveColors(previous)\r\n    }\r\n\r\n    for (let i = start; i < end; i++) {\r\n      const v = indices.getX(i)\r\n      // alpha is left to its current value\r\n      colors.setXYZ(v, color.r, color.g, color.b)\r\n    }\r\n    colors.needsUpdate = true\r\n    colors.updateRange.offset = 0\r\n    colors.updateRange.count = -1\r\n  }\r\n\r\n  /**\r\n   * Repopulates the color buffer of the merged mesh from original g3d data.\r\n   * @param index index of the merged mesh instance\r\n   */\r\n  private resetMergedColor (sub: MergedSubmesh) {\r\n    if (!this.vim) return\r\n    if (sub instanceof InsertableSubmesh) {\r\n      this.resetMergedInsertableColor(sub)\r\n      return\r\n    }\r\n\r\n    const colors = sub.three.geometry.getAttribute(\r\n      'color'\r\n    ) as THREE.BufferAttribute\r\n\r\n    const indices = sub.three.geometry.index!\r\n    let mergedIndex = sub.meshStart\r\n\r\n    const g3d = this.vim.g3d\r\n    const g3dMesh = g3d.instanceMeshes[sub.instance]\r\n    const subStart = g3d.getMeshSubmeshStart(g3dMesh)\r\n    const subEnd = g3d.getMeshSubmeshEnd(g3dMesh)\r\n\r\n    for (let sub = subStart; sub < subEnd; sub++) {\r\n      const start = g3d.getSubmeshIndexStart(sub)\r\n      const end = g3d.getSubmeshIndexEnd(sub)\r\n      const color = g3d.getSubmeshColor(sub)\r\n      for (let i = start; i < end; i++) {\r\n        const v = indices.getX(mergedIndex)\r\n        colors.setXYZ(v, color[0], color[1], color[2])\r\n        mergedIndex++\r\n      }\r\n    }\r\n    colors.needsUpdate = true\r\n    colors.updateRange.offset = 0\r\n    colors.updateRange.count = -1\r\n  }\r\n\r\n  private resetMergedInsertableColor (sub: InsertableSubmesh) {\r\n    const previous = sub.popColors()\r\n    if (previous === undefined) return\r\n\r\n    const indices = sub.three.geometry.index!\r\n    const colors = sub.three.geometry.getAttribute(\r\n      'color'\r\n    ) as THREE.BufferAttribute\r\n\r\n    let c = 0\r\n    for (let i = sub.meshStart; i < sub.meshEnd; i++) {\r\n      const v = indices.getX(i)\r\n      colors.setXYZ(v, previous[c], previous[c + 1], previous[c + 2])\r\n      c += 3\r\n    }\r\n\r\n    colors.needsUpdate = true\r\n    colors.updateRange.offset = 0\r\n    colors.updateRange.count = -1\r\n  }\r\n\r\n  /**\r\n   * Adds an instanceColor buffer to the instanced mesh and sets new color for given instance\r\n   * @param index index of the instanced instance\r\n   * @param color rgb representation of the color to apply\r\n   */\r\n  private applyInstancedColor (sub: AttributeTarget, color: THREE.Color | undefined) {\r\n    const colors = this.getOrAddInstanceColorAttribute(\r\n      sub.three as THREE.InstancedMesh\r\n    )\r\n    if (color) {\r\n      // Set instance to use instance color provided\r\n      colors.setXYZ(sub.index, color.r, color.g, color.b)\r\n      // Set attributes dirty\r\n      colors.needsUpdate = true\r\n      colors.updateRange.offset = 0\r\n      colors.updateRange.count = -1\r\n    }\r\n  }\r\n\r\n  private getOrAddInstanceColorAttribute (mesh: THREE.InstancedMesh) {\r\n    if (mesh.instanceColor &&\r\n      mesh.instanceColor.count <= mesh.instanceMatrix.count\r\n    ) {\r\n      return mesh.instanceColor\r\n    }\r\n\r\n    // mesh.count is not always === to capacity so we use instanceMatrix.count\r\n    const count = mesh.instanceMatrix.count\r\n    // Add color instance attribute\r\n    const colors = new Float32Array(count * 3)\r\n    const attribute = new THREE.InstancedBufferAttribute(colors, 3)\r\n    mesh.instanceColor = attribute\r\n    return attribute\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\n// External\r\nimport * as THREE from 'three'\r\n\r\n// Vim\r\nimport { Vim } from './vim'\r\nimport { IElement, VimHelpers } from 'vim-format'\r\nimport { ObjectAttribute } from './objectAttributes'\r\nimport { ColorAttribute } from './colorAttributes'\r\nimport { Submesh } from './mesh'\r\n\r\n/**\r\n * High level api to interact with the loaded vim geometry and data.\r\n */\r\nexport class Object3D {\r\n  private _color: THREE.Color | undefined\r\n  private _boundingBox: THREE.Box3 | undefined\r\n  private _meshes: Submesh[] | undefined\r\n\r\n  private _outlineAttribute: ObjectAttribute<boolean>\r\n  private _visibleAttribute: ObjectAttribute<boolean>\r\n  private _coloredAttribute: ObjectAttribute<boolean>\r\n  private _focusedAttribute: ObjectAttribute<boolean>\r\n  private _colorAttribute: ColorAttribute\r\n\r\n  /**\r\n   * Indicate whether this object is architectural or markup.\r\n   */\r\n  public readonly type = 'Object3D'\r\n\r\n  /**\r\n   * The vim object from which this object came from.\r\n   */\r\n  readonly vim: Vim\r\n\r\n  /**\r\n   * The bim element index associated with this object.\r\n   */\r\n  readonly element: number\r\n\r\n  /**\r\n   * The ID of the element associated with this object.\r\n   */\r\n  get elementId () : bigint {\r\n    return this.vim.map.getElementId(this.element)\r\n  }\r\n\r\n  /**\r\n   * The geometry instances  associated with this object.\r\n   */\r\n  readonly instances: number[] | undefined\r\n\r\n  /**\r\n   * Checks if this object has associated geometry.\r\n   * @returns {boolean} True if this object has geometry, otherwise false.\r\n   */\r\n  get hasMesh () {\r\n    return (this._meshes?.length ?? 0) > 0\r\n  }\r\n\r\n  /**\r\n   * Determines whether to render selection outline for this object or not.\r\n   */\r\n  get outline () {\r\n    return this._outlineAttribute.value\r\n  }\r\n\r\n  set outline (value: boolean) {\r\n    if (this._outlineAttribute.apply(value)) {\r\n      if (value) this.vim.scene.addOutline()\r\n      else this.vim.scene.removeOutline()\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Determines whether to render focus highlight for this object or not.\r\n   */\r\n  get focused () {\r\n    return this._focusedAttribute.value\r\n  }\r\n\r\n  set focused (value: boolean) {\r\n    if (this._focusedAttribute.apply(value)) {\r\n      this.vim.scene.setDirty()\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Determines whether to render this object or not.\r\n   */\r\n  get visible () {\r\n    return this._visibleAttribute.value\r\n  }\r\n\r\n  set visible (value: boolean) {\r\n    if (this._visibleAttribute.apply(value)) {\r\n      this.vim.scene.setDirty()\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Gets or sets the display color of this object.\r\n   * @param {THREE.Color | undefined} color The color to apply. Pass undefined to revert to the default color.\r\n   * @returns {THREE.Color} The current color of the object.\r\n   */\r\n  get color () {\r\n    return this._color\r\n  }\r\n\r\n  set color (color: THREE.Color | undefined) {\r\n    this._color = color\r\n    this.vim.scene.setDirty()\r\n    this._coloredAttribute.apply(this._color !== undefined)\r\n    this._colorAttribute.apply(this._color)\r\n  }\r\n\r\n  /**\r\n   * Constructs a new instance of Object.\r\n   * @param {Vim} vim The Vim instance.\r\n   * @param {number} element The element index.\r\n   * @param {number[] | undefined} instances An optional array of instance numbers.\r\n   * @param {Submesh[] | undefined} meshes An optional array of submeshes.\r\n   */\r\n  constructor (\r\n    vim: Vim,\r\n    element: number,\r\n    instances: number[] | undefined,\r\n    meshes: Submesh[] | undefined\r\n  ) {\r\n    this.vim = vim\r\n    this.element = element\r\n    this.instances = instances\r\n    this._meshes = meshes\r\n\r\n    this._outlineAttribute = new ObjectAttribute(\r\n      false,\r\n      'selected',\r\n      'selected',\r\n      meshes,\r\n      (v) => (v ? 1 : 0)\r\n    )\r\n\r\n    this._visibleAttribute = new ObjectAttribute(\r\n      true,\r\n      'ignore',\r\n      'ignore',\r\n      meshes,\r\n      (v) => (v ? 0 : 1)\r\n    )\r\n\r\n    this._focusedAttribute = new ObjectAttribute(\r\n      false,\r\n      'focused',\r\n      'focused',\r\n      meshes,\r\n      (v) => (v ? 1 : 0)\r\n    )\r\n\r\n    this._coloredAttribute = new ObjectAttribute(\r\n      false,\r\n      'colored',\r\n      'colored',\r\n      meshes,\r\n      (v) => (v ? 1 : 0)\r\n    )\r\n\r\n    this._colorAttribute = new ColorAttribute(meshes, undefined, vim)\r\n  }\r\n\r\n  /**\r\n   * Asynchronously retrieves Bim data for the element associated with this object.\r\n   * @returns {IElement} An object containing the bim data for this element.\r\n   */\r\n  async getBimElement (): Promise<IElement> {\r\n    return this.vim.bim.element.get(this.element)\r\n  }\r\n\r\n  /**\r\n   * Asynchronously retrieves Bim parameters for the element associated with this object.\r\n   * @returns {VimHelpers.ElementParameter[]} An array of all bim parameters for this elements.\r\n   */\r\n  async getBimParameters (): Promise<VimHelpers.ElementParameter[]> {\r\n    return VimHelpers.getElementParameters(this.vim.bim, this.element)\r\n  }\r\n\r\n  /**\r\n   * Retrieves the bounding box of the object from cache or computes it if needed.\r\n   * Returns undefined if the object has no geometry.\r\n   * @returns {THREE.Box3 | undefined} The bounding box of the object, or undefined if the object has no geometry.\r\n   */\r\n  getBoundingBox () {\r\n    if (!this.instances || !this._meshes) return\r\n    if (this._boundingBox) return this._boundingBox\r\n\r\n    let box: THREE.Box3 | undefined\r\n    this._meshes.forEach((m) => {\r\n      const sub = m\r\n      const b = sub.boundingBox\r\n      box = box ? box.union(b) : b.clone()\r\n    })\r\n    if (box) {\r\n      box.applyMatrix4(this.vim.getMatrix())\r\n      this._boundingBox = box\r\n    }\r\n\r\n    return this._boundingBox\r\n  }\r\n\r\n  /**\r\n   * Retrieves the center position of this object.\r\n   * @param {THREE.Vector3} [target=new THREE.Vector3()] Optional parameter specifying where to copy the center position data.\r\n   * A new instance is created if none is provided.\r\n   * @returns {THREE.Vector3 | undefined} The center position of the object, or undefined if the object has no geometry.\r\n   */\r\n  public getCenter (target: THREE.Vector3 = new THREE.Vector3()) {\r\n    return this.getBoundingBox()?.getCenter(target)\r\n  }\r\n\r\n  /**\r\n   * Internal method used to replace this object's meshes and apply color as needed.\r\n   * @param {Submesh} mesh The new mesh to be added.\r\n   * @throws {Error} Throws an error if the provided mesh instance does not match any existing instances.\r\n   */\r\n  _addMesh (mesh: Submesh) {\r\n    if (this.instances.findIndex((i) => i === mesh.instance) < 0) {\r\n      throw new Error('Cannot update mismatched instance')\r\n    }\r\n\r\n    if (this._meshes) {\r\n      if (this._meshes.findIndex((m) => m.equals(mesh)) < 0) {\r\n        this._meshes.push(mesh)\r\n        this.updateMeshes(this._meshes)\r\n      }\r\n    } else {\r\n      this._meshes = [mesh]\r\n      this.updateMeshes(this._meshes)\r\n    }\r\n  }\r\n\r\n  private updateMeshes (meshes: Submesh[] | undefined) {\r\n    this._meshes = meshes\r\n    this.vim.scene.setDirty()\r\n\r\n    this._outlineAttribute.updateMeshes(meshes)\r\n    this._visibleAttribute.updateMeshes(meshes)\r\n    this._focusedAttribute.updateMeshes(meshes)\r\n    this._coloredAttribute.updateMeshes(meshes)\r\n    this._colorAttribute.updateMeshes(meshes)\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport { G3d, G3dScene, VimDocument } from 'vim-format'\r\n\r\nexport class ElementNoMapping {\r\n  getElementsFromElementId (id: number) {\r\n    return undefined\r\n  }\r\n\r\n  hasElement (element: number) {\r\n    return false\r\n  }\r\n\r\n  getElements () {\r\n    return []\r\n  }\r\n\r\n  getInstancesFromElement (element: number): number[] | undefined {\r\n    return undefined\r\n  }\r\n\r\n  getElementFromInstance (instance: number) {\r\n    return undefined\r\n  }\r\n\r\n  getElementId (element: number) : bigint | undefined {\r\n    return undefined\r\n  }\r\n}\r\n\r\nexport class ElementMapping {\r\n  private _instanceToElement: Map<number, number>\r\n  private _instanceMeshes: Int32Array\r\n  private _elementToInstances: Map<number, number[]>\r\n  private _elementIds: BigInt64Array\r\n  private _elementIdToElements: Map<BigInt, number[]>\r\n\r\n  constructor (\r\n    instances: number[],\r\n    instanceToElement: number[],\r\n    elementIds: BigInt64Array,\r\n    instanceMeshes?: Int32Array\r\n  ) {\r\n    this._instanceToElement = new Map<number, number>()\r\n    instances.forEach((i) =>\r\n      this._instanceToElement.set(i, instanceToElement[i])\r\n    )\r\n    this._elementToInstances = ElementMapping.invertMap(\r\n      this._instanceToElement!\r\n    )\r\n    this._elementIds = elementIds\r\n    this._elementIdToElements = ElementMapping.invertArray(elementIds!)\r\n    this._instanceMeshes = instanceMeshes\r\n  }\r\n\r\n  static async fromG3d (g3d: G3d, bim: VimDocument) {\r\n    const instanceToElement = await bim.node.getAllElementIndex()\r\n    const elementIds = await bim.element.getAllId()\r\n\r\n    return new ElementMapping(\r\n      Array.from(g3d.instanceNodes),\r\n      instanceToElement!,\r\n      elementIds!,\r\n      g3d.instanceMeshes\r\n    )\r\n  }\r\n\r\n  /**\r\n   * Returns element indices associated with element id\r\n   * @param id element id\r\n   */\r\n  getElementsFromElementId (id: number | bigint) {\r\n    return this._elementIdToElements.get(BigInt(id))\r\n  }\r\n\r\n  /**\r\n   * Returns true if element exists in the vim.\r\n   */\r\n  hasElement (element: number) {\r\n    return element >= 0 && element < this._elementIds.length\r\n  }\r\n\r\n  hasMesh (element: number) {\r\n    if (!this._instanceMeshes) return true\r\n    const instances = this._elementToInstances.get(element)\r\n    for (const i of instances) {\r\n      if (this._instanceMeshes[i] >= 0) {\r\n        return true\r\n      }\r\n    }\r\n    return false\r\n  }\r\n\r\n  /**\r\n   * Returns all element indices of the vim\r\n   */\r\n  getElements () {\r\n    return this._elementIds.keys()\r\n  }\r\n\r\n  /**\r\n   * Returns instance indices associated with vim element index\r\n   * @param element vim element index\r\n   */\r\n  getInstancesFromElement (element: number): number[] | undefined {\r\n    if (!this.hasElement(element)) return\r\n    return this._elementToInstances.get(element) ?? []\r\n  }\r\n\r\n  /**\r\n   * Returns the element index associated with the g3d instance index.\r\n   * @param instance g3d instance index\r\n   * @returns element index or undefined if not found\r\n   */\r\n  getElementFromInstance (instance: number) {\r\n    return this._instanceToElement.get(instance)\r\n  }\r\n\r\n  /**\r\n   * Retrieves the element ID corresponding to the provided element index.\r\n   * @param {number} element The element index.\r\n   * @returns {bigint} The element ID associated with the given index.\r\n   */\r\n  getElementId (element: number) {\r\n    return this._elementIds[element]\r\n  }\r\n\r\n  /**\r\n   * Returns a map where data[i] -> i\r\n   */\r\n  private static invertArray (data: BigInt64Array) {\r\n    const result = new Map<BigInt, number[]>()\r\n    for (let i = 0; i < data.length; i++) {\r\n      const value = data[i]\r\n      const list = result.get(value)\r\n      if (list) {\r\n        list.push(i)\r\n      } else {\r\n        result.set(value, [i])\r\n      }\r\n    }\r\n    return result\r\n  }\r\n\r\n  /**\r\n   * Returns a map where data[i] -> i\r\n   */\r\n  private static invertMap (data: Map<number, number>) {\r\n    const result = new Map<number, number[]>()\r\n    for (const [key, value] of data.entries()) {\r\n      const list = result.get(value)\r\n      if (list) {\r\n        list.push(key)\r\n      } else {\r\n        result.set(value, [key])\r\n      }\r\n    }\r\n    return result\r\n  }\r\n}\r\n\r\nexport class ElementMapping2 {\r\n  private _instanceToElement: Map<number, number>\r\n  private _elementToInstances: Map<number, number[]>\r\n  private _instanceToElementId: Map<number, bigint>\r\n\r\n  constructor (scene: G3dScene) {\r\n    this._instanceToElement = new Map<number, number>()\r\n    this._instanceToElementId = new Map<number, bigint>()\r\n\r\n    for (let i = 0; i < scene.instanceNodes.length; i++) {\r\n      this._instanceToElement.set(\r\n        scene.instanceNodes[i],\r\n        scene.instanceGroups[i]\r\n      )\r\n      this._instanceToElementId.set(\r\n        scene.instanceNodes[i],\r\n        scene.instanceTags[i]\r\n      )\r\n    }\r\n    this._elementToInstances = ElementMapping2.invertMap(\r\n      this._instanceToElement\r\n    )\r\n  }\r\n\r\n  /**\r\n   * Retrieves element indices associated with the given element ID.\r\n   * @param {number | bigint} id The element ID.\r\n   * @returns {number[] | undefined} An array of element indices associated with the element ID,\r\n   * or undefined if no elements are associated with the ID.\r\n   */\r\n  getElementsFromElementId (id: number | bigint) {\r\n    return undefined\r\n  }\r\n\r\n  /**\r\n   * Checks if the element exists in the vim.\r\n   * @param {number} element The element to check for existence.\r\n   * @returns {boolean} True if the element exists in the vim, otherwise false.\r\n   */\r\n  hasElement (element: number) {\r\n    return this._elementToInstances.has(element)\r\n  }\r\n\r\n  /**\r\n   * Checks if the element has a mesh in the vim.\r\n   * @param {number} element The element to check for mesh existence.\r\n   * @returns {boolean} True if the element has a mesh in the vim, otherwise false.\r\n   */\r\n  hasMesh (element: number) {\r\n    // All elements have meshes in vimx\r\n    return this.hasElement(element)\r\n  }\r\n\r\n  /**\r\n   * Retrieves all element indices of the vim.\r\n   * @returns {IterableIterator<number>} An iterator of all element indices in the vim.\r\n   */\r\n  getElements () {\r\n    return this._elementToInstances.keys()\r\n  }\r\n\r\n  /**\r\n   * Retrieves instance indices associated with the specified vim element index.\r\n   * @param {number} element The vim element index.\r\n   * @returns {number[] | undefined} An array of instance indices associated with the vim element index,\r\n   * or undefined if the element does not exist in the vim.\r\n   */\r\n  getInstancesFromElement (element: number): number[] | undefined {\r\n    if (!this.hasElement(element)) return\r\n    return this._elementToInstances.get(element) ?? []\r\n  }\r\n\r\n  /**\r\n   * Retrieves the element index associated with the g3d instance index.\r\n   * @param {number} instance The g3d instance index.\r\n   * @returns {number | undefined} The element index associated with the instance, or undefined if not found.\r\n   */\r\n  getElementFromInstance (instance: number) {\r\n    return this._instanceToElement.get(instance)\r\n  }\r\n\r\n  /**\r\n   * Retrieves the element ID associated with the specified element index.\r\n   * @param {number} element The element index.\r\n   * @returns {bigint | undefined} The element ID associated with the element index, or undefined if not found.\r\n   */\r\n  getElementId (element: number) {\r\n    const instance = this.getInstancesFromElement(element)?.[0]\r\n    return this._instanceToElementId.get(instance)\r\n  }\r\n\r\n  /**\r\n   * Returns a map where data[i] -> i\r\n   */\r\n  private static invertMap<T1, T2> (data: Map<T1, T2>) {\r\n    const result = new Map<T2, T1[]>()\r\n    for (const [key, value] of data.entries()) {\r\n      const list = result.get(value)\r\n      if (list) {\r\n        list.push(key)\r\n      } else {\r\n        result.set(value, [key])\r\n      }\r\n    }\r\n    return result\r\n  }\r\n}\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.DispatcherWrapper = void 0;\r\n/**\r\n * Hides the implementation of the event dispatcher. Will expose methods that\r\n * are relevent to the event.\r\n *\r\n * @export\r\n * @class DispatcherWrapper\r\n * @implements {ISubscribable<TEventHandler>}\r\n * @template TEventHandler The type of event handler.\r\n */\r\nclass DispatcherWrapper {\r\n    /**\r\n     * Creates an instance of DispatcherWrapper.\r\n     * @param {ISubscribable<TEventHandler>} dispatcher\r\n     *\r\n     * @memberOf DispatcherWrapper\r\n     */\r\n    constructor(dispatcher) {\r\n        this._subscribe = (fn) => dispatcher.subscribe(fn);\r\n        this._unsubscribe = (fn) => dispatcher.unsubscribe(fn);\r\n        this._one = (fn) => dispatcher.one(fn);\r\n        this._has = (fn) => dispatcher.has(fn);\r\n        this._clear = () => dispatcher.clear();\r\n        this._count = () => dispatcher.count;\r\n        this._onSubscriptionChange = () => dispatcher.onSubscriptionChange;\r\n    }\r\n    /**\r\n     * Triggered when subscriptions are changed (added or removed).\r\n     *\r\n     * @readonly\r\n     * @type {ISubscribable<SubscriptionChangeEventHandler>}\r\n     * @memberOf DispatcherWrapper\r\n     */\r\n    get onSubscriptionChange() {\r\n        return this._onSubscriptionChange();\r\n    }\r\n    /**\r\n     * Returns the number of subscriptions.\r\n     *\r\n     * @readonly\r\n     * @type {number}\r\n     * @memberOf DispatcherWrapper\r\n     */\r\n    get count() {\r\n        return this._count();\r\n    }\r\n    /**\r\n     * Subscribe to the event dispatcher.\r\n     *\r\n     * @param {TEventHandler} fn The event handler that is called when the event is dispatched.\r\n     * @returns {() => void} A function that unsubscribes the event handler from the event.\r\n     *\r\n     * @memberOf DispatcherWrapper\r\n     */\r\n    subscribe(fn) {\r\n        return this._subscribe(fn);\r\n    }\r\n    /**\r\n     * Subscribe to the event dispatcher.\r\n     *\r\n     * @param {TEventHandler} fn The event handler that is called when the event is dispatched.\r\n     * @returns {() => void} A function that unsubscribes the event handler from the event.\r\n     *\r\n     * @memberOf DispatcherWrapper\r\n     */\r\n    sub(fn) {\r\n        return this.subscribe(fn);\r\n    }\r\n    /**\r\n     * Unsubscribe from the event dispatcher.\r\n     *\r\n     * @param {TEventHandler} fn The event handler that is called when the event is dispatched.\r\n     *\r\n     * @memberOf DispatcherWrapper\r\n     */\r\n    unsubscribe(fn) {\r\n        this._unsubscribe(fn);\r\n    }\r\n    /**\r\n     * Unsubscribe from the event dispatcher.\r\n     *\r\n     * @param {TEventHandler} fn The event handler that is called when the event is dispatched.\r\n     *\r\n     * @memberOf DispatcherWrapper\r\n     */\r\n    unsub(fn) {\r\n        this.unsubscribe(fn);\r\n    }\r\n    /**\r\n     * Subscribe once to the event with the specified name.\r\n     *\r\n     * @returns {() => void} A function that unsubscribes the event handler from the event.\r\n     *\r\n     * @memberOf DispatcherWrapper\r\n     */\r\n    one(fn) {\r\n        return this._one(fn);\r\n    }\r\n    /**\r\n     * Checks it the event has a subscription for the specified handler.\r\n     *\r\n     * @param {TEventHandler} fn The event handler that is called when the event is dispatched.\r\n     *\r\n     * @memberOf DispatcherWrapper\r\n     */\r\n    has(fn) {\r\n        return this._has(fn);\r\n    }\r\n    /**\r\n     * Clears all the subscriptions.\r\n     *\r\n     * @memberOf DispatcherWrapper\r\n     */\r\n    clear() {\r\n        this._clear();\r\n    }\r\n}\r\nexports.DispatcherWrapper = DispatcherWrapper;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Subscription = void 0;\r\n/**\r\n * Stores a handler. Manages execution meta data.\r\n * @class Subscription\r\n * @template TEventHandler\r\n */\r\nclass Subscription {\r\n    /**\r\n     * Creates an instance of Subscription.\r\n     *\r\n     * @param {TEventHandler} handler The handler for the subscription.\r\n     * @param {boolean} isOnce Indicates if the handler should only be executed once.\r\n     */\r\n    constructor(handler, isOnce) {\r\n        this.handler = handler;\r\n        this.isOnce = isOnce;\r\n        /**\r\n         * Indicates if the subscription has been executed before.\r\n         */\r\n        this.isExecuted = false;\r\n    }\r\n    /**\r\n     * Executes the handler.\r\n     *\r\n     * @param {boolean} executeAsync True if the even should be executed async.\r\n     * @param {*} scope The scope the scope of the event.\r\n     * @param {IArguments} args The arguments for the event.\r\n     */\r\n    execute(executeAsync, scope, args) {\r\n        if (!this.isOnce || !this.isExecuted) {\r\n            this.isExecuted = true;\r\n            var fn = this.handler;\r\n            if (executeAsync) {\r\n                setTimeout(() => {\r\n                    fn.apply(scope, args);\r\n                }, 1);\r\n            }\r\n            else {\r\n                fn.apply(scope, args);\r\n            }\r\n        }\r\n    }\r\n}\r\nexports.Subscription = Subscription;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.EventManagement = void 0;\r\n/**\r\n * Allows the user to interact with the event.\r\n *\r\n * @export\r\n * @class EventManagement\r\n * @implements {IEventManagement}\r\n */\r\nclass EventManagement {\r\n    /**\r\n     * Creates an instance of EventManagement.\r\n     * @param {() => void} unsub An unsubscribe handler.\r\n     *\r\n     * @memberOf EventManagement\r\n     */\r\n    constructor(unsub) {\r\n        this.unsub = unsub;\r\n        this.propagationStopped = false;\r\n    }\r\n    /**\r\n     * Stops the propagation of the event.\r\n     * Cannot be used when async dispatch is done.\r\n     *\r\n     * @memberOf EventManagement\r\n     */\r\n    stopPropagation() {\r\n        this.propagationStopped = true;\r\n    }\r\n}\r\nexports.EventManagement = EventManagement;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.SubscriptionChangeEventDispatcher = exports.DispatcherBase = void 0;\r\nconst DispatcherWrapper_1 = require(\"./DispatcherWrapper\");\r\nconst Subscription_1 = require(\"../events/Subscription\");\r\nconst EventManagement_1 = require(\"../management/EventManagement\");\r\n/**\r\n * Base class for implementation of the dispatcher. It facilitates the subscribe\r\n * and unsubscribe methods based on generic handlers. The TEventType specifies\r\n * the type of event that should be exposed. Use the asEvent to expose the\r\n * dispatcher as event.\r\n *\r\n * @export\r\n * @abstract\r\n * @class DispatcherBase\r\n * @implements {ISubscribable<TEventHandler>}\r\n * @template TEventHandler The type of event handler.\r\n */\r\nclass DispatcherBase {\r\n    constructor() {\r\n        /**\r\n         * The subscriptions.\r\n         *\r\n         * @protected\r\n         *\r\n         * @memberOf DispatcherBase\r\n         */\r\n        this._subscriptions = new Array();\r\n    }\r\n    /**\r\n     * Returns the number of subscriptions.\r\n     *\r\n     * @readonly\r\n     * @type {number}\r\n     * @memberOf DispatcherBase\r\n     */\r\n    get count() {\r\n        return this._subscriptions.length;\r\n    }\r\n    /**\r\n     * Triggered when subscriptions are changed (added or removed).\r\n     *\r\n     * @readonly\r\n     * @type {ISubscribable<SubscriptionChangeEventHandler>}\r\n     * @memberOf DispatcherBase\r\n     */\r\n    get onSubscriptionChange() {\r\n        if (this._onSubscriptionChange == null) {\r\n            this._onSubscriptionChange = new SubscriptionChangeEventDispatcher();\r\n        }\r\n        return this._onSubscriptionChange.asEvent();\r\n    }\r\n    /**\r\n     * Subscribe to the event dispatcher.\r\n     *\r\n     * @param {TEventHandler} fn The event handler that is called when the event is dispatched.\r\n     * @returns A function that unsubscribes the event handler from the event.\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    subscribe(fn) {\r\n        if (fn) {\r\n            this._subscriptions.push(this.createSubscription(fn, false));\r\n            this.triggerSubscriptionChange();\r\n        }\r\n        return () => {\r\n            this.unsubscribe(fn);\r\n        };\r\n    }\r\n    /**\r\n     * Subscribe to the event dispatcher.\r\n     *\r\n     * @param {TEventHandler} fn The event handler that is called when the event is dispatched.\r\n     * @returns A function that unsubscribes the event handler from the event.\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    sub(fn) {\r\n        return this.subscribe(fn);\r\n    }\r\n    /**\r\n     * Subscribe once to the event with the specified name.\r\n     *\r\n     * @param {TEventHandler} fn The event handler that is called when the event is dispatched.\r\n     * @returns A function that unsubscribes the event handler from the event.\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    one(fn) {\r\n        if (fn) {\r\n            this._subscriptions.push(this.createSubscription(fn, true));\r\n            this.triggerSubscriptionChange();\r\n        }\r\n        return () => {\r\n            this.unsubscribe(fn);\r\n        };\r\n    }\r\n    /**\r\n     * Checks it the event has a subscription for the specified handler.\r\n     *\r\n     * @param {TEventHandler} fn The event handler.\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    has(fn) {\r\n        if (!fn)\r\n            return false;\r\n        return this._subscriptions.some((sub) => sub.handler == fn);\r\n    }\r\n    /**\r\n     * Unsubscribes the handler from the dispatcher.\r\n     *\r\n     * @param {TEventHandler} fn The event handler.\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    unsubscribe(fn) {\r\n        if (!fn)\r\n            return;\r\n        let changes = false;\r\n        for (let i = 0; i < this._subscriptions.length; i++) {\r\n            if (this._subscriptions[i].handler == fn) {\r\n                this._subscriptions.splice(i, 1);\r\n                changes = true;\r\n                break;\r\n            }\r\n        }\r\n        if (changes) {\r\n            this.triggerSubscriptionChange();\r\n        }\r\n    }\r\n    /**\r\n     * Unsubscribes the handler from the dispatcher.\r\n     *\r\n     * @param {TEventHandler} fn The event handler.\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    unsub(fn) {\r\n        this.unsubscribe(fn);\r\n    }\r\n    /**\r\n     * Generic dispatch will dispatch the handlers with the given arguments.\r\n     *\r\n     * @protected\r\n     * @param {boolean} executeAsync `True` if the even should be executed async.\r\n     * @param {*} scope The scope of the event. The scope becomes the `this` for handler.\r\n     * @param {IArguments} args The arguments for the event.\r\n     * @returns {(IPropagationStatus | null)} The propagation status, or if an `executeAsync` is used `null`.\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    _dispatch(executeAsync, scope, args) {\r\n        //execute on a copy because of bug #9\r\n        for (let sub of [...this._subscriptions]) {\r\n            let ev = new EventManagement_1.EventManagement(() => this.unsub(sub.handler));\r\n            let nargs = Array.prototype.slice.call(args);\r\n            nargs.push(ev);\r\n            let s = sub;\r\n            s.execute(executeAsync, scope, nargs);\r\n            //cleanup subs that are no longer needed\r\n            this.cleanup(sub);\r\n            if (!executeAsync && ev.propagationStopped) {\r\n                return { propagationStopped: true };\r\n            }\r\n        }\r\n        if (executeAsync) {\r\n            return null;\r\n        }\r\n        return { propagationStopped: false };\r\n    }\r\n    /**\r\n     * Creates a subscription.\r\n     *\r\n     * @protected\r\n     * @param {TEventHandler} handler The handler.\r\n     * @param {boolean} isOnce True if the handler should run only one.\r\n     * @returns {ISubscription<TEventHandler>} The subscription.\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    createSubscription(handler, isOnce) {\r\n        return new Subscription_1.Subscription(handler, isOnce);\r\n    }\r\n    /**\r\n     * Cleans up subs that ran and should run only once.\r\n     *\r\n     * @protected\r\n     * @param {ISubscription<TEventHandler>} sub The subscription.\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    cleanup(sub) {\r\n        let changes = false;\r\n        if (sub.isOnce && sub.isExecuted) {\r\n            let i = this._subscriptions.indexOf(sub);\r\n            if (i > -1) {\r\n                this._subscriptions.splice(i, 1);\r\n                changes = true;\r\n            }\r\n        }\r\n        if (changes) {\r\n            this.triggerSubscriptionChange();\r\n        }\r\n    }\r\n    /**\r\n     * Creates an event from the dispatcher. Will return the dispatcher\r\n     * in a wrapper. This will prevent exposure of any dispatcher methods.\r\n     *\r\n     * @returns {ISubscribable<TEventHandler>}\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    asEvent() {\r\n        if (this._wrap == null) {\r\n            this._wrap = new DispatcherWrapper_1.DispatcherWrapper(this);\r\n        }\r\n        return this._wrap;\r\n    }\r\n    /**\r\n     * Clears the subscriptions.\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    clear() {\r\n        if (this._subscriptions.length != 0) {\r\n            this._subscriptions.splice(0, this._subscriptions.length);\r\n            this.triggerSubscriptionChange();\r\n        }\r\n    }\r\n    /**\r\n     * Triggers the subscription change event.\r\n     *\r\n     * @private\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    triggerSubscriptionChange() {\r\n        if (this._onSubscriptionChange != null) {\r\n            this._onSubscriptionChange.dispatch(this.count);\r\n        }\r\n    }\r\n}\r\nexports.DispatcherBase = DispatcherBase;\r\n/**\r\n * Dispatcher for subscription changes.\r\n *\r\n * @export\r\n * @class SubscriptionChangeEventDispatcher\r\n * @extends {DispatcherBase<SubscriptionChangeEventHandler>}\r\n */\r\nclass SubscriptionChangeEventDispatcher extends DispatcherBase {\r\n    /**\r\n     * Dispatches the event.\r\n     *\r\n     * @param {number} count The currrent number of subscriptions.\r\n     *\r\n     * @memberOf SubscriptionChangeEventDispatcher\r\n     */\r\n    dispatch(count) {\r\n        this._dispatch(false, this, arguments);\r\n    }\r\n}\r\nexports.SubscriptionChangeEventDispatcher = SubscriptionChangeEventDispatcher;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.DispatchError = void 0;\r\n/**\r\n * Indicates an error with dispatching.\r\n *\r\n * @export\r\n * @class DispatchError\r\n * @extends {Error}\r\n */\r\nclass DispatchError extends Error {\r\n    /**\r\n     * Creates an instance of DispatchError.\r\n     * @param {string} message The message.\r\n     *\r\n     * @memberOf DispatchError\r\n     */\r\n    constructor(message) {\r\n        super(message);\r\n    }\r\n}\r\nexports.DispatchError = DispatchError;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.EventListBase = void 0;\r\n/**\r\n * Base class for event lists classes. Implements the get and remove.\r\n *\r\n * @export\r\n * @abstract\r\n * @class EventListBaset\r\n * @template TEventDispatcher The type of event dispatcher.\r\n */\r\nclass EventListBase {\r\n    constructor() {\r\n        this._events = {};\r\n    }\r\n    /**\r\n     * Gets the dispatcher associated with the name.\r\n     *\r\n     * @param {string} name The name of the event.\r\n     * @returns {TEventDispatcher} The disptacher.\r\n     *\r\n     * @memberOf EventListBase\r\n     */\r\n    get(name) {\r\n        let event = this._events[name];\r\n        if (event) {\r\n            return event;\r\n        }\r\n        event = this.createDispatcher();\r\n        this._events[name] = event;\r\n        return event;\r\n    }\r\n    /**\r\n     * Removes the dispatcher associated with the name.\r\n     *\r\n     * @param {string} name\r\n     *\r\n     * @memberOf EventListBase\r\n     */\r\n    remove(name) {\r\n        delete this._events[name];\r\n    }\r\n}\r\nexports.EventListBase = EventListBase;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.HandlingBase = void 0;\r\n/**\r\n * Base class that implements event handling. With a an\r\n * event list this base class will expose events that can be\r\n * subscribed to. This will give your class generic events.\r\n *\r\n * @export\r\n * @abstract\r\n * @class HandlingBase\r\n * @template TEventHandler The type of event handler.\r\n * @template TDispatcher The type of dispatcher.\r\n * @template TList The type of event list.\r\n */\r\nclass HandlingBase {\r\n    /**\r\n     * Creates an instance of HandlingBase.\r\n     * @param {TList} events The event list. Used for event management.\r\n     *\r\n     * @memberOf HandlingBase\r\n     */\r\n    constructor(events) {\r\n        this.events = events;\r\n    }\r\n    /**\r\n     * Subscribes once to the event with the specified name.\r\n     * @param {string} name The name of the event.\r\n     * @param {TEventHandler} fn The event handler.\r\n     *\r\n     * @memberOf HandlingBase\r\n     */\r\n    one(name, fn) {\r\n        this.events.get(name).one(fn);\r\n    }\r\n    /**\r\n     * Checks it the event has a subscription for the specified handler.\r\n     * @param {string} name The name of the event.\r\n     * @param {TEventHandler} fn The event handler.\r\n     *\r\n     * @memberOf HandlingBase\r\n     */\r\n    has(name, fn) {\r\n        return this.events.get(name).has(fn);\r\n    }\r\n    /**\r\n     * Subscribes to the event with the specified name.\r\n     * @param {string} name The name of the event.\r\n     * @param {TEventHandler} fn The event handler.\r\n     *\r\n     * @memberOf HandlingBase\r\n     */\r\n    subscribe(name, fn) {\r\n        this.events.get(name).subscribe(fn);\r\n    }\r\n    /**\r\n     * Subscribes to the event with the specified name.\r\n     * @param {string} name The name of the event.\r\n     * @param {TEventHandler} fn The event handler.\r\n     *\r\n     * @memberOf HandlingBase\r\n     */\r\n    sub(name, fn) {\r\n        this.subscribe(name, fn);\r\n    }\r\n    /**\r\n     * Unsubscribes from the event with the specified name.\r\n     * @param {string} name The name of the event.\r\n     * @param {TEventHandler} fn The event handler.\r\n     *\r\n     * @memberOf HandlingBase\r\n     */\r\n    unsubscribe(name, fn) {\r\n        this.events.get(name).unsubscribe(fn);\r\n    }\r\n    /**\r\n     * Unsubscribes from the event with the specified name.\r\n     * @param {string} name The name of the event.\r\n     * @param {TEventHandler} fn The event handler.\r\n     *\r\n     * @memberOf HandlingBase\r\n     */\r\n    unsub(name, fn) {\r\n        this.unsubscribe(name, fn);\r\n    }\r\n}\r\nexports.HandlingBase = HandlingBase;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.PromiseSubscription = void 0;\r\n/**\r\n * Subscription implementation for events with promises.\r\n *\r\n * @export\r\n * @class PromiseSubscription\r\n * @implements {ISubscription<TEventHandler>}\r\n * @template TEventHandler The type of event handler.\r\n */\r\nclass PromiseSubscription {\r\n    /**\r\n     * Creates an instance of PromiseSubscription.\r\n     * @param {TEventHandler} handler The handler for the subscription.\r\n     * @param {boolean} isOnce Indicates if the handler should only be executed once.\r\n     *\r\n     * @memberOf PromiseSubscription\r\n     */\r\n    constructor(handler, isOnce) {\r\n        this.handler = handler;\r\n        this.isOnce = isOnce;\r\n        /**\r\n         * Indicates if the subscription has been executed before.\r\n         *\r\n         * @memberOf PromiseSubscription\r\n         */\r\n        this.isExecuted = false;\r\n    }\r\n    /**\r\n     * Executes the handler.\r\n     *\r\n     * @param {boolean} executeAsync True if the even should be executed async.\r\n     * @param {*} scope The scope the scope of the event.\r\n     * @param {IArguments} args The arguments for the event.\r\n     *\r\n     * @memberOf PromiseSubscription\r\n     */\r\n    async execute(executeAsync, scope, args) {\r\n        if (!this.isOnce || !this.isExecuted) {\r\n            this.isExecuted = true;\r\n            //TODO: do we need to cast to any -- seems yuck\r\n            var fn = this.handler;\r\n            if (executeAsync) {\r\n                setTimeout(() => {\r\n                    fn.apply(scope, args);\r\n                }, 1);\r\n                return;\r\n            }\r\n            let result = fn.apply(scope, args);\r\n            await result;\r\n        }\r\n    }\r\n}\r\nexports.PromiseSubscription = PromiseSubscription;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.PromiseDispatcherBase = void 0;\r\nconst PromiseSubscription_1 = require(\"../events/PromiseSubscription\");\r\nconst EventManagement_1 = require(\"../management/EventManagement\");\r\nconst DispatcherBase_1 = require(\"./DispatcherBase\");\r\nconst DispatchError_1 = require(\"./DispatchError\");\r\n/**\r\n * Dispatcher base for dispatchers that use promises. Each promise\r\n * is awaited before the next is dispatched, unless the event is\r\n * dispatched with the executeAsync flag.\r\n *\r\n * @export\r\n * @abstract\r\n * @class PromiseDispatcherBase\r\n * @extends {DispatcherBase<TEventHandler>}\r\n * @template TEventHandler The type of event handler.\r\n */\r\nclass PromiseDispatcherBase extends DispatcherBase_1.DispatcherBase {\r\n    /**\r\n     * The normal dispatch cannot be used in this class.\r\n     *\r\n     * @protected\r\n     * @param {boolean} executeAsync `True` if the even should be executed async.\r\n     * @param {*} scope The scope of the event. The scope becomes the `this` for handler.\r\n     * @param {IArguments} args The arguments for the event.\r\n     * @returns {(IPropagationStatus | null)} The propagation status, or if an `executeAsync` is used `null`.\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    _dispatch(executeAsync, scope, args) {\r\n        throw new DispatchError_1.DispatchError(\"_dispatch not supported. Use _dispatchAsPromise.\");\r\n    }\r\n    /**\r\n     * Crates a new subscription.\r\n     *\r\n     * @protected\r\n     * @param {TEventHandler} handler The handler.\r\n     * @param {boolean} isOnce Indicates if the handler should only run once.\r\n     * @returns {ISubscription<TEventHandler>} The subscription.\r\n     *\r\n     * @memberOf PromiseDispatcherBase\r\n     */\r\n    createSubscription(handler, isOnce) {\r\n        return new PromiseSubscription_1.PromiseSubscription(handler, isOnce);\r\n    }\r\n    /**\r\n     * Generic dispatch will dispatch the handlers with the given arguments.\r\n     *\r\n     * @protected\r\n     * @param {boolean} executeAsync `True` if the even should be executed async.\r\n     * @param {*} scope The scope of the event. The scope becomes the `this` for handler.\r\n     * @param {IArguments} args The arguments for the event.\r\n     * @returns {(IPropagationStatus | null)} The propagation status, or if an `executeAsync` is used `null`.\r\n     *\r\n     * @memberOf DispatcherBase\r\n     */\r\n    async _dispatchAsPromise(executeAsync, scope, args) {\r\n        //execute on a copy because of bug #9\r\n        for (let sub of [...this._subscriptions]) {\r\n            let ev = new EventManagement_1.EventManagement(() => this.unsub(sub.handler));\r\n            let nargs = Array.prototype.slice.call(args);\r\n            nargs.push(ev);\r\n            let ps = sub;\r\n            await ps.execute(executeAsync, scope, nargs);\r\n            //cleanup subs that are no longer needed\r\n            this.cleanup(sub);\r\n            if (!executeAsync && ev.propagationStopped) {\r\n                return { propagationStopped: true };\r\n            }\r\n        }\r\n        if (executeAsync) {\r\n            return null;\r\n        }\r\n        return { propagationStopped: false };\r\n    }\r\n}\r\nexports.PromiseDispatcherBase = PromiseDispatcherBase;\r\n","\"use strict\";\r\n/*!\r\n * Strongly Typed Events for TypeScript - Core\r\n * https://github.com/KeesCBakker/StronlyTypedEvents/\r\n * http://keestalkstech.com\r\n *\r\n * Copyright Kees C. Bakker / KeesTalksTech\r\n * Released under the MIT license\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.SubscriptionChangeEventDispatcher = exports.HandlingBase = exports.PromiseDispatcherBase = exports.PromiseSubscription = exports.DispatchError = exports.EventManagement = exports.EventListBase = exports.DispatcherWrapper = exports.DispatcherBase = exports.Subscription = void 0;\r\nconst DispatcherBase_1 = require(\"./dispatching/DispatcherBase\");\r\nObject.defineProperty(exports, \"DispatcherBase\", { enumerable: true, get: function () { return DispatcherBase_1.DispatcherBase; } });\r\nObject.defineProperty(exports, \"SubscriptionChangeEventDispatcher\", { enumerable: true, get: function () { return DispatcherBase_1.SubscriptionChangeEventDispatcher; } });\r\nconst DispatchError_1 = require(\"./dispatching/DispatchError\");\r\nObject.defineProperty(exports, \"DispatchError\", { enumerable: true, get: function () { return DispatchError_1.DispatchError; } });\r\nconst DispatcherWrapper_1 = require(\"./dispatching/DispatcherWrapper\");\r\nObject.defineProperty(exports, \"DispatcherWrapper\", { enumerable: true, get: function () { return DispatcherWrapper_1.DispatcherWrapper; } });\r\nconst EventListBase_1 = require(\"./dispatching/EventListBase\");\r\nObject.defineProperty(exports, \"EventListBase\", { enumerable: true, get: function () { return EventListBase_1.EventListBase; } });\r\nconst EventManagement_1 = require(\"./management/EventManagement\");\r\nObject.defineProperty(exports, \"EventManagement\", { enumerable: true, get: function () { return EventManagement_1.EventManagement; } });\r\nconst HandlingBase_1 = require(\"./handling/HandlingBase\");\r\nObject.defineProperty(exports, \"HandlingBase\", { enumerable: true, get: function () { return HandlingBase_1.HandlingBase; } });\r\nconst PromiseDispatcherBase_1 = require(\"./dispatching/PromiseDispatcherBase\");\r\nObject.defineProperty(exports, \"PromiseDispatcherBase\", { enumerable: true, get: function () { return PromiseDispatcherBase_1.PromiseDispatcherBase; } });\r\nconst PromiseSubscription_1 = require(\"./events/PromiseSubscription\");\r\nObject.defineProperty(exports, \"PromiseSubscription\", { enumerable: true, get: function () { return PromiseSubscription_1.PromiseSubscription; } });\r\nconst Subscription_1 = require(\"./events/Subscription\");\r\nObject.defineProperty(exports, \"Subscription\", { enumerable: true, get: function () { return Subscription_1.Subscription; } });\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.SignalDispatcher = void 0;\r\nconst ste_core_1 = require(\"ste-core\");\r\n/**\r\n * The dispatcher handles the storage of subsciptions and facilitates\r\n * subscription, unsubscription and dispatching of a signal event.\r\n *\r\n * @export\r\n * @class SignalDispatcher\r\n * @extends {DispatcherBase<ISignalHandler>}\r\n * @implements {ISignal}\r\n */\r\nclass SignalDispatcher extends ste_core_1.DispatcherBase {\r\n    /**\r\n     * Dispatches the signal.\r\n     *\r\n     * @returns {IPropagationStatus} The status of the signal.\r\n     *\r\n     * @memberOf SignalDispatcher\r\n     */\r\n    dispatch() {\r\n        const result = this._dispatch(false, this, arguments);\r\n        if (result == null) {\r\n            throw new ste_core_1.DispatchError(\"Got `null` back from dispatch.\");\r\n        }\r\n        return result;\r\n    }\r\n    /**\r\n     * Dispatches the signal without waiting for the result.\r\n     *\r\n     * @memberOf SignalDispatcher\r\n     */\r\n    dispatchAsync() {\r\n        this._dispatch(true, this, arguments);\r\n    }\r\n    /**\r\n     * Creates an event from the dispatcher. Will return the dispatcher\r\n     * in a wrapper. This will prevent exposure of any dispatcher methods.\r\n     *\r\n     * @returns {ISignal} The signal.\r\n     *\r\n     * @memberOf SignalDispatcher\r\n     */\r\n    asEvent() {\r\n        return super.asEvent();\r\n    }\r\n}\r\nexports.SignalDispatcher = SignalDispatcher;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.SignalList = void 0;\r\nconst ste_core_1 = require(\"ste-core\");\r\nconst SignalDispatcher_1 = require(\"./SignalDispatcher\");\r\n/**\r\n * Storage class for multiple signal events that are accessible by name.\r\n * Events dispatchers are automatically created.\r\n *\r\n * @export\r\n * @class SignalList\r\n * @extends {EventListBase<SignalDispatcher>}\r\n */\r\nclass SignalList extends ste_core_1.EventListBase {\r\n    /**\r\n     * Creates an instance of SignalList.\r\n     *\r\n     * @memberOf SignalList\r\n     */\r\n    constructor() {\r\n        super();\r\n    }\r\n    /**\r\n     * Creates a new dispatcher instance.\r\n     *\r\n     * @protected\r\n     * @returns {SignalDispatcher}\r\n     *\r\n     * @memberOf SignalList\r\n     */\r\n    createDispatcher() {\r\n        return new SignalDispatcher_1.SignalDispatcher();\r\n    }\r\n}\r\nexports.SignalList = SignalList;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.SignalHandlingBase = void 0;\r\nconst ste_core_1 = require(\"ste-core\");\r\nconst SignalList_1 = require(\"./SignalList\");\r\n/**\r\n * Extends objects with signal event handling capabilities.\r\n *\r\n * @export\r\n * @abstract\r\n * @class SignalHandlingBase\r\n * @extends {HandlingBase<ISignalHandler, SignalDispatcher, SignalList>}\r\n * @implements {ISignalHandling}\r\n */\r\nclass SignalHandlingBase extends ste_core_1.HandlingBase {\r\n    /**\r\n     * Creates an instance of SignalHandlingBase.\r\n     *\r\n     * @memberOf SignalHandlingBase\r\n     */\r\n    constructor() {\r\n        super(new SignalList_1.SignalList());\r\n    }\r\n}\r\nexports.SignalHandlingBase = SignalHandlingBase;\r\n","\"use strict\";\r\n/*!\r\n * Strongly Typed Events for TypeScript - Promise Signals\r\n * https://github.com/KeesCBakker/StronlyTypedEvents/\r\n * http://keestalkstech.com\r\n *\r\n * Copyright Kees C. Bakker / KeesTalksTech\r\n * Released under the MIT license\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.SignalList = exports.SignalHandlingBase = exports.SignalDispatcher = void 0;\r\nconst SignalDispatcher_1 = require(\"./SignalDispatcher\");\r\nObject.defineProperty(exports, \"SignalDispatcher\", { enumerable: true, get: function () { return SignalDispatcher_1.SignalDispatcher; } });\r\nconst SignalHandlingBase_1 = require(\"./SignalHandlingBase\");\r\nObject.defineProperty(exports, \"SignalHandlingBase\", { enumerable: true, get: function () { return SignalHandlingBase_1.SignalHandlingBase; } });\r\nconst SignalList_1 = require(\"./SignalList\");\r\nObject.defineProperty(exports, \"SignalList\", { enumerable: true, get: function () { return SignalList_1.SignalList; } });\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { VimDocument, G3d, VimHeader, FilterMode } from 'vim-format'\r\nimport { Scene } from './scene'\r\nimport { VimSettings } from './vimSettings'\r\nimport { Object3D } from './object3D'\r\nimport {\r\n  ElementMapping,\r\n  ElementMapping2,\r\n  ElementNoMapping\r\n} from './elementMapping'\r\nimport { ISignal, SignalDispatcher } from 'ste-signals'\r\nimport { G3dSubset } from './progressive/g3dSubset'\r\nimport { SubsetBuilder } from './progressive/subsetBuilder'\r\nimport { LoadPartialSettings } from './progressive/subsetRequest'\r\n\r\ntype VimFormat = 'vim' | 'vimx'\r\n\r\n/**\r\n * Represents a container for the built three.js meshes and the vim data from which they were constructed.\r\n * Facilitates high-level scene manipulation by providing access to objects.\r\n */\r\nexport class Vim {\r\n  /**\r\n   * Indicates whether the vim was opened from a vim or vimx file.\r\n   */\r\n  readonly format: VimFormat\r\n\r\n  /**\r\n   * Indicates the url this vim came from if applicable.\r\n   */\r\n  readonly source: string | undefined\r\n\r\n  /**\r\n   * The header for this vim.\r\n   */\r\n  readonly header: VimHeader | undefined\r\n\r\n  /**\r\n   * The interface to access bim data related to this vim if available.\r\n   */\r\n  readonly bim: VimDocument | undefined\r\n\r\n  /**\r\n   * The raw g3d geometry scene definition.\r\n   */\r\n  readonly g3d: G3d | undefined\r\n\r\n  /**\r\n   * The settings used when this vim was opened.\r\n   */\r\n  readonly settings: VimSettings\r\n\r\n  /**\r\n   * Mostly Internal - The scene in which the vim geometry is added.\r\n   */\r\n  readonly scene: Scene\r\n\r\n  /**\r\n   * The mapping from Bim to Geometry for this vim.\r\n   */\r\n  readonly map: ElementMapping | ElementNoMapping | ElementMapping2\r\n\r\n  private readonly _builder: SubsetBuilder\r\n  private readonly _loadedInstances = new Set<number>()\r\n  private readonly _elementToObject = new Map<number, Object3D>()\r\n\r\n  /**\r\n   * Getter for accessing the event dispatched whenever a subset begins or finishes loading.\r\n   * @returns {ISignal} The event dispatcher for loading updates.\r\n   */\r\n  get onLoadingUpdate () {\r\n    return this._builder.onUpdate\r\n  }\r\n\r\n  /**\r\n   * Indicates whether there are subsets currently being loaded.\r\n   * @returns {boolean} True if subsets are being loaded; otherwise, false.\r\n   */\r\n  get isLoading () {\r\n    return this._builder.isLoading\r\n  }\r\n\r\n  /**\r\n   * Getter for accessing the signal dispatched when the object is disposed.\r\n   * @returns {ISignal} The signal for disposal events.\r\n   */\r\n  get onDispose () {\r\n    return this._onDispose as ISignal\r\n  }\r\n\r\n  private _onDispose = new SignalDispatcher()\r\n\r\n  /**\r\n * Constructs a new instance of a Vim object with the provided parameters.\r\n * @param {VimHeader | undefined} header - The Vim header, if available.\r\n * @param {VimDocument} document - The Vim document.\r\n * @param {G3d | undefined} g3d - The G3d object, if available.\r\n * @param {Scene} scene - The scene containing the vim's geometry.\r\n * @param {VimSettings} settings - The settings used to open this vim.\r\n * @param {ElementMapping | ElementNoMapping | ElementMapping2} map - The element mapping.\r\n * @param {SubsetBuilder} builder - The subset builder for constructing subsets of the Vim object.\r\n * @param {string} source - The source of the Vim object.\r\n * @param {VimFormat} format - The format of the Vim object.\r\n * @param {boolean} isLegacy - Indicates whether the Vim object uses a legacy loading pipeline.\r\n */\r\n  constructor (\r\n    header: VimHeader | undefined,\r\n    document: VimDocument,\r\n    g3d: G3d | undefined,\r\n    scene: Scene,\r\n    settings: VimSettings,\r\n    map: ElementMapping | ElementNoMapping | ElementMapping2,\r\n    builder: SubsetBuilder,\r\n    source: string,\r\n    format: VimFormat) {\r\n    this.header = header\r\n    this.bim = document\r\n    this.g3d = g3d\r\n    scene.vim = this\r\n    this.scene = scene\r\n    this.settings = settings\r\n\r\n    this.map = map ?? new ElementNoMapping()\r\n    this._builder = builder\r\n    this.source = source\r\n    this.format = format\r\n  }\r\n\r\n  /**\r\n   * Retrieves the matrix representation of the Vim object's position, rotation, and scale.\r\n   * @returns {THREE.Matrix4} The matrix representing the Vim object's transformation.\r\n   */\r\n  getMatrix () {\r\n    return this.settings.matrix\r\n  }\r\n\r\n  /**\r\n   * Retrieves the object associated with the specified instance number.\r\n   * @param {number} instance - The instance number of the object.\r\n   * @returns {THREE.Object3D | undefined} The object corresponding to the instance, or undefined if not found.\r\n   */\r\n  getObjectFromInstance (instance: number) {\r\n    const element = this.map.getElementFromInstance(instance)\r\n    if (element === undefined) return\r\n    return this.getObjectFromElement(element)\r\n  }\r\n\r\n  /**\r\n   * Retrieves the objects associated with the specified element ID.\r\n   * @param {number} id - The element ID to retrieve objects for.\r\n   * @returns {THREE.Object3D[]} An array of objects corresponding to the element ID, or an empty array if none are found.\r\n   */\r\n  getObjectsFromElementId (id: number) {\r\n    const elements = this.map.getElementsFromElementId(id)\r\n    return elements\r\n      ?.map((e) => this.getObjectFromElement(e))\r\n      .filter((o): o is Object3D => o !== undefined) ?? []\r\n  }\r\n\r\n  /**\r\n   * Retrieves the Vim object associated with the given Vim element index.\r\n   * @param {number} element - The index of the Vim element.\r\n   * @returns {Object3D | undefined} The Vim object corresponding to the element index, or undefined if not found.\r\n   */\r\n  getObjectFromElement (element: number): Object3D | undefined {\r\n    if (!this.map.hasElement(element)) return\r\n\r\n    if (this._elementToObject.has(element)) {\r\n      return this._elementToObject.get(element)\r\n    }\r\n\r\n    const instances = this.map.getInstancesFromElement(element)\r\n    const meshes = this.scene.getMeshesFromInstances(instances)\r\n\r\n    const result = new Object3D(this, element, instances, meshes)\r\n    this._elementToObject.set(element, result)\r\n    return result\r\n  }\r\n\r\n  /**\r\n   * Retrieves an array containing all Vim objects strictly contained within the specified bounding box.\r\n   * @param {THREE.Box3} box - The bounding box to search within.\r\n   * @returns {Object3D[]} An array of Vim objects strictly contained within the bounding box.\r\n   */\r\n  getObjectsInBox (box: THREE.Box3) {\r\n    const result: Object3D[] = []\r\n\r\n    for (const obj of this.getObjects()) {\r\n      const b = obj.getBoundingBox()\r\n      if (!b) continue\r\n      if (box.containsBox(b)) {\r\n        result.push(obj)\r\n      }\r\n    }\r\n    return result\r\n  }\r\n\r\n  /**\r\n   * Retrieves an array of all objects within the Vim.\r\n   * @returns {Object3D[]} An array containing all objects within the Vim.\r\n   */\r\n  getObjects () {\r\n    const result : Object3D[] = []\r\n    for (const e of this.map.getElements()) {\r\n      const obj = this.getObjectFromElement(e)\r\n      result.push(obj)\r\n    }\r\n    return result\r\n  }\r\n\r\n  /**\r\n   * Retrieves an array containing all objects within the specified subset.\r\n   * @param {G3dSubset} subset - The subset to retrieve objects from.\r\n   * @returns {Object3D[]} An array of objects within the specified subset.\r\n   */\r\n  getObjectsInSubset (subset: G3dSubset) {\r\n    const set = new Set<Object3D>()\r\n    const result: Object3D[] = []\r\n    const count = subset.getInstanceCount()\r\n    for (let i = 0; i < count; i++) {\r\n      const instance = subset.getVimInstance(i)\r\n      const obj = this.getObjectFromInstance(instance)\r\n      if (!set.has(obj)) {\r\n        result.push(obj)\r\n        set.add(obj)\r\n      }\r\n    }\r\n    return result\r\n  }\r\n\r\n  /**\r\n   * Retrieves all instances as a subset.\r\n   * @returns {G3dSubset} A subset containing all instances.\r\n   */\r\n  getFullSet (): G3dSubset {\r\n    return this._builder.getFullSet()\r\n  }\r\n\r\n  /**\r\n   * Asynchronously loads all geometry according to the provided settings.\r\n   * @param {LoadPartialSettings} [settings] - Optional settings for the loading process.\r\n   */\r\n  async loadAll (settings?: LoadPartialSettings) {\r\n    return this.loadSubset(this.getFullSet(), settings)\r\n  }\r\n\r\n  /**\r\n   * Asynchronously loads geometry for the specified subset according to the provided settings.\r\n   * @param {G3dSubset} subset - The subset to load resources for.\r\n   * @param {LoadPartialSettings} [settings] - Optional settings for the loading process.\r\n   */\r\n  async loadSubset (subset: G3dSubset, settings?: LoadPartialSettings) {\r\n    subset = subset.except('instance', this._loadedInstances)\r\n    const count = subset.getInstanceCount()\r\n    for (let i = 0; i < count; i++) {\r\n      this._loadedInstances.add(subset.getVimInstance(i))\r\n    }\r\n\r\n    // Add box to rendering.\r\n    const box = subset.getBoundingBox()\r\n    this.scene.updateBox(box)\r\n\r\n    if (subset.getInstanceCount() === 0) {\r\n      console.log('Empty subset. Ignoring')\r\n      return\r\n    }\r\n    // Launch loading\r\n    await this._builder.loadSubset(subset, settings)\r\n  }\r\n\r\n  /**\r\n   * Asynchronously loads geometry based on a specified filter mode and criteria.\r\n   * @param {FilterMode} filterMode - The mode of filtering to apply.\r\n   * @param {number[]} filter - The filter criteria.\r\n   * @param {LoadPartialSettings} [settings] - Optional settings for the loading process.\r\n   */\r\n  async loadFilter (\r\n    filterMode: FilterMode,\r\n    filter: number[],\r\n    settings?: LoadPartialSettings\r\n  ) {\r\n    const subset = this.getFullSet().filter(filterMode, filter)\r\n    await this.loadSubset(subset, settings)\r\n  }\r\n\r\n  /**\r\n   * Removes the current geometry from the renderer.\r\n   */\r\n  clear () {\r\n    this._elementToObject.clear()\r\n    this._loadedInstances.clear()\r\n    this.scene.clear()\r\n    // Clearing this one last because it dispatches the signal\r\n    this._builder.clear()\r\n  }\r\n\r\n  /**\r\n   * Cleans up and releases resources associated with the vim.\r\n   */\r\n  dispose () {\r\n    this._builder.dispose()\r\n    this._onDispose.dispatch()\r\n    this._onDispose.clear()\r\n    this.scene.dispose()\r\n  }\r\n}\r\n","import {\n\tBufferAttribute,\n\tBufferGeometry,\n\tFloat32BufferAttribute,\n\tInstancedBufferAttribute,\n\tInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tMathUtils,\n\tTriangleFanDrawMode,\n\tTriangleStripDrawMode,\n\tTrianglesDrawMode,\n\tVector3,\n} from 'three';\n\nfunction computeTangents() {\n\n\tthrow new Error( 'BufferGeometryUtils: computeTangents renamed to computeMikkTSpaceTangents.' );\n\n}\n\nfunction computeMikkTSpaceTangents( geometry, MikkTSpace, negateSign = true ) {\n\n\tif ( ! MikkTSpace || ! MikkTSpace.isReady ) {\n\n\t\tthrow new Error( 'BufferGeometryUtils: Initialized MikkTSpace library required.' );\n\n\t}\n\n\tif ( ! geometry.hasAttribute( 'position' ) || ! geometry.hasAttribute( 'normal' ) || ! geometry.hasAttribute( 'uv' ) ) {\n\n\t\tthrow new Error( 'BufferGeometryUtils: Tangents require \"position\", \"normal\", and \"uv\" attributes.' );\n\n\t}\n\n\tfunction getAttributeArray( attribute ) {\n\n\t\tif ( attribute.normalized || attribute.isInterleavedBufferAttribute ) {\n\n\t\t\tconst srcArray = attribute.isInterleavedBufferAttribute ? attribute.data.array : attribute.array;\n\t\t\tconst dstArray = new Float32Array( attribute.getCount() * attribute.itemSize );\n\n\t\t\tfor ( let i = 0, j = 0; i < attribute.getCount(); i ++ ) {\n\n\t\t\t\tdstArray[ j ++ ] = MathUtils.denormalize( attribute.getX( i ), srcArray );\n\t\t\t\tdstArray[ j ++ ] = MathUtils.denormalize( attribute.getY( i ), srcArray );\n\n\t\t\t\tif ( attribute.itemSize > 2 ) {\n\n\t\t\t\t\tdstArray[ j ++ ] = MathUtils.denormalize( attribute.getZ( i ), srcArray );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn dstArray;\n\n\t\t}\n\n\t\tif ( attribute.array instanceof Float32Array ) {\n\n\t\t\treturn attribute.array;\n\n\t\t}\n\n\t\treturn new Float32Array( attribute.array );\n\n\t}\n\n\t// MikkTSpace algorithm requires non-indexed input.\n\n\tconst _geometry = geometry.index ? geometry.toNonIndexed() : geometry;\n\n\t// Compute vertex tangents.\n\n\tconst tangents = MikkTSpace.generateTangents(\n\n\t\tgetAttributeArray( _geometry.attributes.position ),\n\t\tgetAttributeArray( _geometry.attributes.normal ),\n\t\tgetAttributeArray( _geometry.attributes.uv )\n\n\t);\n\n\t// Texture coordinate convention of glTF differs from the apparent\n\t// default of the MikkTSpace library; .w component must be flipped.\n\n\tif ( negateSign ) {\n\n\t\tfor ( let i = 3; i < tangents.length; i += 4 ) {\n\n\t\t\ttangents[ i ] *= - 1;\n\n\t\t}\n\n\t}\n\n\t//\n\n\t_geometry.setAttribute( 'tangent', new BufferAttribute( tangents, 4 ) );\n\n\tif ( geometry !== _geometry ) {\n\n\t\tgeometry.copy( _geometry );\n\n\t}\n\n\treturn geometry;\n\n}\n\n/**\n * @param  {Array<BufferGeometry>} geometries\n * @param  {Boolean} useGroups\n * @return {BufferGeometry}\n */\nfunction mergeBufferGeometries( geometries, useGroups = false ) {\n\n\tconst isIndexed = geometries[ 0 ].index !== null;\n\n\tconst attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) );\n\tconst morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) );\n\n\tconst attributes = {};\n\tconst morphAttributes = {};\n\n\tconst morphTargetsRelative = geometries[ 0 ].morphTargetsRelative;\n\n\tconst mergedGeometry = new BufferGeometry();\n\n\tlet offset = 0;\n\n\tfor ( let i = 0; i < geometries.length; ++ i ) {\n\n\t\tconst geometry = geometries[ i ];\n\t\tlet attributesCount = 0;\n\n\t\t// ensure that all geometries are indexed, or none\n\n\t\tif ( isIndexed !== ( geometry.index !== null ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// gather attributes, exit early if they're different\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tif ( ! attributesUsed.has( name ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure \"' + name + '\" attribute exists among all geometries, or in none of them.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tif ( attributes[ name ] === undefined ) attributes[ name ] = [];\n\n\t\t\tattributes[ name ].push( geometry.attributes[ name ] );\n\n\t\t\tattributesCount ++;\n\n\t\t}\n\n\t\t// ensure geometries have the same number of attributes\n\n\t\tif ( attributesCount !== attributesUsed.size ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// gather morph attributes, exit early if they're different\n\n\t\tif ( morphTargetsRelative !== geometry.morphTargetsRelative ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tfor ( const name in geometry.morphAttributes ) {\n\n\t\t\tif ( ! morphAttributesUsed.has( name ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '.  .morphAttributes must be consistent throughout all geometries.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tif ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = [];\n\n\t\t\tmorphAttributes[ name ].push( geometry.morphAttributes[ name ] );\n\n\t\t}\n\n\t\t// gather .userData\n\n\t\tmergedGeometry.userData.mergedUserData = mergedGeometry.userData.mergedUserData || [];\n\t\tmergedGeometry.userData.mergedUserData.push( geometry.userData );\n\n\t\tif ( useGroups ) {\n\n\t\t\tlet count;\n\n\t\t\tif ( isIndexed ) {\n\n\t\t\t\tcount = geometry.index.count;\n\n\t\t\t} else if ( geometry.attributes.position !== undefined ) {\n\n\t\t\t\tcount = geometry.attributes.position.count;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tmergedGeometry.addGroup( offset, count, i );\n\n\t\t\toffset += count;\n\n\t\t}\n\n\t}\n\n\t// merge indices\n\n\tif ( isIndexed ) {\n\n\t\tlet indexOffset = 0;\n\t\tconst mergedIndex = [];\n\n\t\tfor ( let i = 0; i < geometries.length; ++ i ) {\n\n\t\t\tconst index = geometries[ i ].index;\n\n\t\t\tfor ( let j = 0; j < index.count; ++ j ) {\n\n\t\t\t\tmergedIndex.push( index.getX( j ) + indexOffset );\n\n\t\t\t}\n\n\t\t\tindexOffset += geometries[ i ].attributes.position.count;\n\n\t\t}\n\n\t\tmergedGeometry.setIndex( mergedIndex );\n\n\t}\n\n\t// merge attributes\n\n\tfor ( const name in attributes ) {\n\n\t\tconst mergedAttribute = mergeBufferAttributes( attributes[ name ] );\n\n\t\tif ( ! mergedAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed while trying to merge the ' + name + ' attribute.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tmergedGeometry.setAttribute( name, mergedAttribute );\n\n\t}\n\n\t// merge morph attributes\n\n\tfor ( const name in morphAttributes ) {\n\n\t\tconst numMorphTargets = morphAttributes[ name ][ 0 ].length;\n\n\t\tif ( numMorphTargets === 0 ) break;\n\n\t\tmergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {};\n\t\tmergedGeometry.morphAttributes[ name ] = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; ++ i ) {\n\n\t\t\tconst morphAttributesToMerge = [];\n\n\t\t\tfor ( let j = 0; j < morphAttributes[ name ].length; ++ j ) {\n\n\t\t\t\tmorphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] );\n\n\t\t\t}\n\n\t\t\tconst mergedMorphAttribute = mergeBufferAttributes( morphAttributesToMerge );\n\n\t\t\tif ( ! mergedMorphAttribute ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed while trying to merge the ' + name + ' morphAttribute.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tmergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute );\n\n\t\t}\n\n\t}\n\n\treturn mergedGeometry;\n\n}\n\n/**\n * @param {Array<BufferAttribute>} attributes\n * @return {BufferAttribute}\n */\nfunction mergeBufferAttributes( attributes ) {\n\n\tlet TypedArray;\n\tlet itemSize;\n\tlet normalized;\n\tlet arrayLength = 0;\n\n\tfor ( let i = 0; i < attributes.length; ++ i ) {\n\n\t\tconst attribute = attributes[ i ];\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. InterleavedBufferAttributes are not supported.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( TypedArray === undefined ) TypedArray = attribute.array.constructor;\n\t\tif ( TypedArray !== attribute.array.constructor ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. BufferAttribute.array must be of consistent array types across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( itemSize === undefined ) itemSize = attribute.itemSize;\n\t\tif ( itemSize !== attribute.itemSize ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. BufferAttribute.itemSize must be consistent across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( normalized === undefined ) normalized = attribute.normalized;\n\t\tif ( normalized !== attribute.normalized ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tarrayLength += attribute.array.length;\n\n\t}\n\n\tconst array = new TypedArray( arrayLength );\n\tlet offset = 0;\n\n\tfor ( let i = 0; i < attributes.length; ++ i ) {\n\n\t\tarray.set( attributes[ i ].array, offset );\n\n\t\toffset += attributes[ i ].array.length;\n\n\t}\n\n\treturn new BufferAttribute( array, itemSize, normalized );\n\n}\n\n/**\n * @param {Array<BufferAttribute>} attributes\n * @return {Array<InterleavedBufferAttribute>}\n */\nfunction interleaveAttributes( attributes ) {\n\n\t// Interleaves the provided attributes into an InterleavedBuffer and returns\n\t// a set of InterleavedBufferAttributes for each attribute\n\tlet TypedArray;\n\tlet arrayLength = 0;\n\tlet stride = 0;\n\n\t// calculate the the length and type of the interleavedBuffer\n\tfor ( let i = 0, l = attributes.length; i < l; ++ i ) {\n\n\t\tconst attribute = attributes[ i ];\n\n\t\tif ( TypedArray === undefined ) TypedArray = attribute.array.constructor;\n\t\tif ( TypedArray !== attribute.array.constructor ) {\n\n\t\t\tconsole.error( 'AttributeBuffers of different types cannot be interleaved' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tarrayLength += attribute.array.length;\n\t\tstride += attribute.itemSize;\n\n\t}\n\n\t// Create the set of buffer attributes\n\tconst interleavedBuffer = new InterleavedBuffer( new TypedArray( arrayLength ), stride );\n\tlet offset = 0;\n\tconst res = [];\n\tconst getters = [ 'getX', 'getY', 'getZ', 'getW' ];\n\tconst setters = [ 'setX', 'setY', 'setZ', 'setW' ];\n\n\tfor ( let j = 0, l = attributes.length; j < l; j ++ ) {\n\n\t\tconst attribute = attributes[ j ];\n\t\tconst itemSize = attribute.itemSize;\n\t\tconst count = attribute.count;\n\t\tconst iba = new InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized );\n\t\tres.push( iba );\n\n\t\toffset += itemSize;\n\n\t\t// Move the data for each attribute into the new interleavedBuffer\n\t\t// at the appropriate offset\n\t\tfor ( let c = 0; c < count; c ++ ) {\n\n\t\t\tfor ( let k = 0; k < itemSize; k ++ ) {\n\n\t\t\t\tiba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn res;\n\n}\n\n// returns a new, non-interleaved version of the provided attribute\nexport function deinterleaveAttribute( attribute ) {\n\n\tconst cons = attribute.data.array.constructor;\n\tconst count = attribute.count;\n\tconst itemSize = attribute.itemSize;\n\tconst normalized = attribute.normalized;\n\n\tconst array = new cons( count * itemSize );\n\tlet newAttribute;\n\tif ( attribute.isInstancedInterleavedBufferAttribute ) {\n\n\t\tnewAttribute = new InstancedBufferAttribute( array, itemSize, normalized, attribute.meshPerAttribute );\n\n\t} else {\n\n\t\tnewAttribute = new BufferAttribute( array, itemSize, normalized );\n\n\t}\n\n\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\tnewAttribute.setX( i, attribute.getX( i ) );\n\n\t\tif ( itemSize >= 2 ) {\n\n\t\t\tnewAttribute.setY( i, attribute.getY( i ) );\n\n\t\t}\n\n\t\tif ( itemSize >= 3 ) {\n\n\t\t\tnewAttribute.setZ( i, attribute.getZ( i ) );\n\n\t\t}\n\n\t\tif ( itemSize >= 4 ) {\n\n\t\t\tnewAttribute.setW( i, attribute.getW( i ) );\n\n\t\t}\n\n\t}\n\n\treturn newAttribute;\n\n}\n\n// deinterleaves all attributes on the geometry\nexport function deinterleaveGeometry( geometry ) {\n\n\tconst attributes = geometry.attributes;\n\tconst morphTargets = geometry.morphTargets;\n\tconst attrMap = new Map();\n\n\tfor ( const key in attributes ) {\n\n\t\tconst attr = attributes[ key ];\n\t\tif ( attr.isInterleavedBufferAttribute ) {\n\n\t\t\tif ( ! attrMap.has( attr ) ) {\n\n\t\t\t\tattrMap.set( attr, deinterleaveAttribute( attr ) );\n\n\t\t\t}\n\n\t\t\tattributes[ key ] = attrMap.get( attr );\n\n\t\t}\n\n\t}\n\n\tfor ( const key in morphTargets ) {\n\n\t\tconst attr = morphTargets[ key ];\n\t\tif ( attr.isInterleavedBufferAttribute ) {\n\n\t\t\tif ( ! attrMap.has( attr ) ) {\n\n\t\t\t\tattrMap.set( attr, deinterleaveAttribute( attr ) );\n\n\t\t\t}\n\n\t\t\tmorphTargets[ key ] = attrMap.get( attr );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @param {Array<BufferGeometry>} geometry\n * @return {number}\n */\nfunction estimateBytesUsed( geometry ) {\n\n\t// Return the estimated memory used by this geometry in bytes\n\t// Calculate using itemSize, count, and BYTES_PER_ELEMENT to account\n\t// for InterleavedBufferAttributes.\n\tlet mem = 0;\n\tfor ( const name in geometry.attributes ) {\n\n\t\tconst attr = geometry.getAttribute( name );\n\t\tmem += attr.count * attr.itemSize * attr.array.BYTES_PER_ELEMENT;\n\n\t}\n\n\tconst indices = geometry.getIndex();\n\tmem += indices ? indices.count * indices.itemSize * indices.array.BYTES_PER_ELEMENT : 0;\n\treturn mem;\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {number} tolerance\n * @return {BufferGeometry>}\n */\nfunction mergeVertices( geometry, tolerance = 1e-4 ) {\n\n\ttolerance = Math.max( tolerance, Number.EPSILON );\n\n\t// Generate an index buffer if the geometry doesn't have one, or optimize it\n\t// if it's already available.\n\tconst hashToIndex = {};\n\tconst indices = geometry.getIndex();\n\tconst positions = geometry.getAttribute( 'position' );\n\tconst vertexCount = indices ? indices.count : positions.count;\n\n\t// next value for triangle indices\n\tlet nextIndex = 0;\n\n\t// attributes and new attribute arrays\n\tconst attributeNames = Object.keys( geometry.attributes );\n\tconst attrArrays = {};\n\tconst morphAttrsArrays = {};\n\tconst newIndices = [];\n\tconst getters = [ 'getX', 'getY', 'getZ', 'getW' ];\n\n\t// initialize the arrays\n\tfor ( let i = 0, l = attributeNames.length; i < l; i ++ ) {\n\n\t\tconst name = attributeNames[ i ];\n\n\t\tattrArrays[ name ] = [];\n\n\t\tconst morphAttr = geometry.morphAttributes[ name ];\n\t\tif ( morphAttr ) {\n\n\t\t\tmorphAttrsArrays[ name ] = new Array( morphAttr.length ).fill().map( () => [] );\n\n\t\t}\n\n\t}\n\n\t// convert the error tolerance to an amount of decimal places to truncate to\n\tconst decimalShift = Math.log10( 1 / tolerance );\n\tconst shiftMultiplier = Math.pow( 10, decimalShift );\n\tfor ( let i = 0; i < vertexCount; i ++ ) {\n\n\t\tconst index = indices ? indices.getX( i ) : i;\n\n\t\t// Generate a hash for the vertex attributes at the current index 'i'\n\t\tlet hash = '';\n\t\tfor ( let j = 0, l = attributeNames.length; j < l; j ++ ) {\n\n\t\t\tconst name = attributeNames[ j ];\n\t\t\tconst attribute = geometry.getAttribute( name );\n\t\t\tconst itemSize = attribute.itemSize;\n\n\t\t\tfor ( let k = 0; k < itemSize; k ++ ) {\n\n\t\t\t\t// double tilde truncates the decimal value\n\t\t\t\thash += `${ ~ ~ ( attribute[ getters[ k ] ]( index ) * shiftMultiplier ) },`;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Add another reference to the vertex if it's already\n\t\t// used by another index\n\t\tif ( hash in hashToIndex ) {\n\n\t\t\tnewIndices.push( hashToIndex[ hash ] );\n\n\t\t} else {\n\n\t\t\t// copy data to the new index in the attribute arrays\n\t\t\tfor ( let j = 0, l = attributeNames.length; j < l; j ++ ) {\n\n\t\t\t\tconst name = attributeNames[ j ];\n\t\t\t\tconst attribute = geometry.getAttribute( name );\n\t\t\t\tconst morphAttr = geometry.morphAttributes[ name ];\n\t\t\t\tconst itemSize = attribute.itemSize;\n\t\t\t\tconst newarray = attrArrays[ name ];\n\t\t\t\tconst newMorphArrays = morphAttrsArrays[ name ];\n\n\t\t\t\tfor ( let k = 0; k < itemSize; k ++ ) {\n\n\t\t\t\t\tconst getterFunc = getters[ k ];\n\t\t\t\t\tnewarray.push( attribute[ getterFunc ]( index ) );\n\n\t\t\t\t\tif ( morphAttr ) {\n\n\t\t\t\t\t\tfor ( let m = 0, ml = morphAttr.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\t\tnewMorphArrays[ m ].push( morphAttr[ m ][ getterFunc ]( index ) );\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\thashToIndex[ hash ] = nextIndex;\n\t\t\tnewIndices.push( nextIndex );\n\t\t\tnextIndex ++;\n\n\t\t}\n\n\t}\n\n\t// Generate typed arrays from new attribute arrays and update\n\t// the attributeBuffers\n\tconst result = geometry.clone();\n\tfor ( let i = 0, l = attributeNames.length; i < l; i ++ ) {\n\n\t\tconst name = attributeNames[ i ];\n\t\tconst oldAttribute = geometry.getAttribute( name );\n\n\t\tconst buffer = new oldAttribute.array.constructor( attrArrays[ name ] );\n\t\tconst attribute = new BufferAttribute( buffer, oldAttribute.itemSize, oldAttribute.normalized );\n\n\t\tresult.setAttribute( name, attribute );\n\n\t\t// Update the attribute arrays\n\t\tif ( name in morphAttrsArrays ) {\n\n\t\t\tfor ( let j = 0; j < morphAttrsArrays[ name ].length; j ++ ) {\n\n\t\t\t\tconst oldMorphAttribute = geometry.morphAttributes[ name ][ j ];\n\n\t\t\t\tconst buffer = new oldMorphAttribute.array.constructor( morphAttrsArrays[ name ][ j ] );\n\t\t\t\tconst morphAttribute = new BufferAttribute( buffer, oldMorphAttribute.itemSize, oldMorphAttribute.normalized );\n\t\t\t\tresult.morphAttributes[ name ][ j ] = morphAttribute;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// indices\n\n\tresult.setIndex( newIndices );\n\n\treturn result;\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {number} drawMode\n * @return {BufferGeometry>}\n */\nfunction toTrianglesDrawMode( geometry, drawMode ) {\n\n\tif ( drawMode === TrianglesDrawMode ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' );\n\t\treturn geometry;\n\n\t}\n\n\tif ( drawMode === TriangleFanDrawMode || drawMode === TriangleStripDrawMode ) {\n\n\t\tlet index = geometry.getIndex();\n\n\t\t// generate index if not present\n\n\t\tif ( index === null ) {\n\n\t\t\tconst indices = [];\n\n\t\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t\tif ( position !== undefined ) {\n\n\t\t\t\tfor ( let 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.BufferGeometryUtils.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\tconst numberOfTriangles = index.count - 2;\n\t\tconst newIndices = [];\n\n\t\tif ( drawMode === TriangleFanDrawMode ) {\n\n\t\t\t// gl.TRIANGLE_FAN\n\n\t\t\tfor ( let 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 ( let 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\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.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );\n\n\t\t}\n\n\t\t// build final geometry\n\n\t\tconst newGeometry = geometry.clone();\n\t\tnewGeometry.setIndex( newIndices );\n\t\tnewGeometry.clearGroups();\n\n\t\treturn newGeometry;\n\n\t} else {\n\n\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode );\n\t\treturn geometry;\n\n\t}\n\n}\n\n/**\n * Calculates the morphed attributes of a morphed/skinned BufferGeometry.\n * Helpful for Raytracing or Decals.\n * @param {Mesh | Line | Points} object An instance of Mesh, Line or Points.\n * @return {Object} An Object with original position/normal attributes and morphed ones.\n */\nfunction computeMorphedAttributes( object ) {\n\n\tif ( object.geometry.isBufferGeometry !== true ) {\n\n\t\tconsole.error( 'THREE.BufferGeometryUtils: Geometry is not of type BufferGeometry.' );\n\t\treturn null;\n\n\t}\n\n\tconst _vA = new Vector3();\n\tconst _vB = new Vector3();\n\tconst _vC = new Vector3();\n\n\tconst _tempA = new Vector3();\n\tconst _tempB = new Vector3();\n\tconst _tempC = new Vector3();\n\n\tconst _morphA = new Vector3();\n\tconst _morphB = new Vector3();\n\tconst _morphC = new Vector3();\n\n\tfunction _calculateMorphedAttributeData(\n\t\tobject,\n\t\tattribute,\n\t\tmorphAttribute,\n\t\tmorphTargetsRelative,\n\t\ta,\n\t\tb,\n\t\tc,\n\t\tmodifiedAttributeArray\n\t) {\n\n\t\t_vA.fromBufferAttribute( attribute, a );\n\t\t_vB.fromBufferAttribute( attribute, b );\n\t\t_vC.fromBufferAttribute( attribute, c );\n\n\t\tconst morphInfluences = object.morphTargetInfluences;\n\n\t\tif ( morphAttribute && morphInfluences ) {\n\n\t\t\t_morphA.set( 0, 0, 0 );\n\t\t\t_morphB.set( 0, 0, 0 );\n\t\t\t_morphC.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst influence = morphInfluences[ i ];\n\t\t\t\tconst morph = morphAttribute[ i ];\n\n\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t_tempA.fromBufferAttribute( morph, a );\n\t\t\t\t_tempB.fromBufferAttribute( morph, b );\n\t\t\t\t_tempC.fromBufferAttribute( morph, c );\n\n\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA ), influence );\n\t\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB ), influence );\n\t\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC ), influence );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_vA.add( _morphA );\n\t\t\t_vB.add( _morphB );\n\t\t\t_vC.add( _morphC );\n\n\t\t}\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tobject.boneTransform( a, _vA );\n\t\t\tobject.boneTransform( b, _vB );\n\t\t\tobject.boneTransform( c, _vC );\n\n\t\t}\n\n\t\tmodifiedAttributeArray[ a * 3 + 0 ] = _vA.x;\n\t\tmodifiedAttributeArray[ a * 3 + 1 ] = _vA.y;\n\t\tmodifiedAttributeArray[ a * 3 + 2 ] = _vA.z;\n\t\tmodifiedAttributeArray[ b * 3 + 0 ] = _vB.x;\n\t\tmodifiedAttributeArray[ b * 3 + 1 ] = _vB.y;\n\t\tmodifiedAttributeArray[ b * 3 + 2 ] = _vB.z;\n\t\tmodifiedAttributeArray[ c * 3 + 0 ] = _vC.x;\n\t\tmodifiedAttributeArray[ c * 3 + 1 ] = _vC.y;\n\t\tmodifiedAttributeArray[ c * 3 + 2 ] = _vC.z;\n\n\t}\n\n\tconst geometry = object.geometry;\n\tconst material = object.material;\n\n\tlet a, b, c;\n\tconst index = geometry.index;\n\tconst positionAttribute = geometry.attributes.position;\n\tconst morphPosition = geometry.morphAttributes.position;\n\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\tconst normalAttribute = geometry.attributes.normal;\n\tconst morphNormal = geometry.morphAttributes.position;\n\n\tconst groups = geometry.groups;\n\tconst drawRange = geometry.drawRange;\n\tlet i, j, il, jl;\n\tlet group;\n\tlet start, end;\n\n\tconst modifiedPosition = new Float32Array( positionAttribute.count * positionAttribute.itemSize );\n\tconst modifiedNormal = new Float32Array( normalAttribute.count * normalAttribute.itemSize );\n\n\tif ( index !== null ) {\n\n\t\t// indexed buffer geometry\n\n\t\tif ( Array.isArray( material ) ) {\n\n\t\t\tfor ( i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\tgroup = groups[ i ];\n\n\t\t\t\tstart = Math.max( group.start, drawRange.start );\n\t\t\t\tend = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\ta = index.getX( j );\n\t\t\t\t\tb = index.getX( j + 1 );\n\t\t\t\t\tc = index.getX( j + 2 );\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tpositionAttribute,\n\t\t\t\t\t\tmorphPosition,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedPosition\n\t\t\t\t\t);\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tnormalAttribute,\n\t\t\t\t\t\tmorphNormal,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedNormal\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\tstart = Math.max( 0, drawRange.start );\n\t\t\tend = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\ta = index.getX( i );\n\t\t\t\tb = index.getX( i + 1 );\n\t\t\t\tc = index.getX( i + 2 );\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tpositionAttribute,\n\t\t\t\t\tmorphPosition,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedPosition\n\t\t\t\t);\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tnormalAttribute,\n\t\t\t\t\tmorphNormal,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedNormal\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t} else {\n\n\t\t// non-indexed buffer geometry\n\n\t\tif ( Array.isArray( material ) ) {\n\n\t\t\tfor ( i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\tgroup = groups[ i ];\n\n\t\t\t\tstart = Math.max( group.start, drawRange.start );\n\t\t\t\tend = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\ta = j;\n\t\t\t\t\tb = j + 1;\n\t\t\t\t\tc = j + 2;\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tpositionAttribute,\n\t\t\t\t\t\tmorphPosition,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedPosition\n\t\t\t\t\t);\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tnormalAttribute,\n\t\t\t\t\t\tmorphNormal,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedNormal\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\tstart = Math.max( 0, drawRange.start );\n\t\t\tend = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\ta = i;\n\t\t\t\tb = i + 1;\n\t\t\t\tc = i + 2;\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tpositionAttribute,\n\t\t\t\t\tmorphPosition,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedPosition\n\t\t\t\t);\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tnormalAttribute,\n\t\t\t\t\tmorphNormal,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedNormal\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tconst morphedPositionAttribute = new Float32BufferAttribute( modifiedPosition, 3 );\n\tconst morphedNormalAttribute = new Float32BufferAttribute( modifiedNormal, 3 );\n\n\treturn {\n\n\t\tpositionAttribute: positionAttribute,\n\t\tnormalAttribute: normalAttribute,\n\t\tmorphedPositionAttribute: morphedPositionAttribute,\n\t\tmorphedNormalAttribute: morphedNormalAttribute\n\n\t};\n\n}\n\nfunction mergeGroups( geometry ) {\n\n\tif ( geometry.groups.length === 0 ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometryUtils.mergeGroups(): No groups are defined. Nothing to merge.' );\n\t\treturn geometry;\n\n\t}\n\n\tlet groups = geometry.groups;\n\n\t// sort groups by material index\n\n\tgroups = groups.sort( ( a, b ) => {\n\n\t\tif ( a.materialIndex !== b.materialIndex ) return a.materialIndex - b.materialIndex;\n\n\t\treturn a.start - b.start;\n\n\t} );\n\n\t// create index for non-indexed geometries\n\n\tif ( geometry.getIndex() === null ) {\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\t\tconst indices = [];\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i += 3 ) {\n\n\t\t\tindices.push( i, i + 1, i + 2 );\n\n\t\t}\n\n\t\tgeometry.setIndex( indices );\n\n\t}\n\n\t// sort index\n\n\tconst index = geometry.getIndex();\n\n\tconst newIndices = [];\n\n\tfor ( let i = 0; i < groups.length; i ++ ) {\n\n\t\tconst group = groups[ i ];\n\n\t\tconst groupStart = group.start;\n\t\tconst groupLength = groupStart + group.count;\n\n\t\tfor ( let j = groupStart; j < groupLength; j ++ ) {\n\n\t\t\tnewIndices.push( index.getX( j ) );\n\n\t\t}\n\n\t}\n\n\tgeometry.dispose(); // Required to force buffer recreation\n\tgeometry.setIndex( newIndices );\n\n\t// update groups indices\n\n\tlet start = 0;\n\n\tfor ( let i = 0; i < groups.length; i ++ ) {\n\n\t\tconst group = groups[ i ];\n\n\t\tgroup.start = start;\n\t\tstart += group.count;\n\n\t}\n\n\t// merge groups\n\n\tlet currentGroup = groups[ 0 ];\n\n\tgeometry.groups = [ currentGroup ];\n\n\tfor ( let i = 1; i < groups.length; i ++ ) {\n\n\t\tconst group = groups[ i ];\n\n\t\tif ( currentGroup.materialIndex === group.materialIndex ) {\n\n\t\t\tcurrentGroup.count += group.count;\n\n\t\t} else {\n\n\t\t\tcurrentGroup = group;\n\t\t\tgeometry.groups.push( currentGroup );\n\n\t\t}\n\n\t}\n\n\treturn geometry;\n\n}\n\nexport {\n\tcomputeTangents,\n\tcomputeMikkTSpaceTangents,\n\tmergeBufferGeometries,\n\tmergeBufferAttributes,\n\tinterleaveAttributes,\n\testimateBytesUsed,\n\tmergeVertices,\n\ttoTrianglesDrawMode,\n\tcomputeMorphedAttributes,\n\tmergeGroups\n};\n","import * as THREE from 'three'\r\n\r\n/**\r\n * Returns the bounding box of the average center of all meshes.\r\n * Less precise but is more stable against outliers.\r\n */\r\nexport function getAverageBoundingBox (positions: THREE.Vector3[], thresholdSpan = 1000, framingDistanceMultiplier = 2): THREE.Box3 {\r\n  if (positions.length === 0) {\r\n    return new THREE.Box3()\r\n  }\r\n\r\n  const { centroid, aabb } = calculateCentroidAndBoundingBox(positions)\r\n  const span = aabb.getSize(new THREE.Vector3()).length()\r\n  const center = span > thresholdSpan ? centroid : aabb.getCenter(new THREE.Vector3())\r\n\r\n  const avgDist = new THREE.Vector3()\r\n  for (const pos of positions) {\r\n    avgDist.set(\r\n      avgDist.x + Math.abs(pos.x - center.x),\r\n      avgDist.y + Math.abs(pos.y - center.y),\r\n      avgDist.z + Math.abs(pos.z - center.z))\r\n  }\r\n\r\n  const scaledDist = avgDist.multiplyScalar(framingDistanceMultiplier / positions.length)\r\n  return new THREE.Box3(\r\n    center.clone().sub(scaledDist),\r\n    center.clone().add(scaledDist)\r\n  )\r\n}\r\n\r\nfunction calculateCentroidAndBoundingBox (positions: THREE.Vector3[]): { centroid: THREE.Vector3, aabb: THREE.Box3 } {\r\n  const sum = new THREE.Vector3()\r\n  const aabb = new THREE.Box3()\r\n\r\n  for (const pos of positions) {\r\n    sum.add(pos)\r\n    aabb.expandByPoint(pos)\r\n  }\r\n\r\n  const centroid = sum.divideScalar(positions.length)\r\n  return { centroid, aabb }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { Mesh, Submesh } from './mesh'\r\nimport { Vim } from './vim'\r\nimport { estimateBytesUsed } from 'three/examples/jsm/utils/BufferGeometryUtils'\r\nimport { InsertableMesh } from './progressive/insertableMesh'\r\nimport { InstancedMesh } from './progressive/instancedMesh'\r\nimport { getAverageBoundingBox } from './averageBoundingBox'\r\n\r\n/**\r\n * Interface for a renderer object, providing methods to add and remove objects from a scene, update bounding boxes, and notify scene updates.\r\n */\r\nexport interface IRenderer {\r\n  // eslint-disable-next-line no-use-before-define\r\n  add(scene: Scene | THREE.Object3D)\r\n  // eslint-disable-next-line no-use-before-define\r\n  remove(scene: Scene)\r\n  updateBox(box: THREE.Box3)\r\n  notifySceneUpdate()\r\n}\r\n\r\n/**\r\n * Represents a scene that contains multiple meshes.\r\n * It tracks the global bounding box as meshes are added and maintains a mapping between g3d instance indices and meshes.\r\n */\r\n// TODO: Only expose what should be public to vim.scene\r\nexport class Scene {\r\n  // Dependencies\r\n  private _renderer: IRenderer\r\n  private _vim: Vim | undefined\r\n  private _matrix = new THREE.Matrix4()\r\n\r\n  // State\r\n  insertables: InsertableMesh[] = []\r\n  meshes: (Mesh | InsertableMesh | InstancedMesh)[] = []\r\n\r\n  private _outlineCount: number = 0\r\n  private _boundingBox: THREE.Box3\r\n\r\n  private _averageBoundingBox: THREE.Box3 | undefined\r\n\r\n  private _instanceToMeshes: Map<number, Submesh[]> = new Map()\r\n  private _material: THREE.Material | undefined\r\n\r\n  constructor (matrix: THREE.Matrix4) {\r\n    this._matrix = matrix\r\n  }\r\n\r\n  setDirty () {\r\n    this.renderer?.notifySceneUpdate()\r\n  }\r\n\r\n  hasOutline () {\r\n    return this._outlineCount > 0\r\n  }\r\n\r\n  addOutline () {\r\n    this._outlineCount++\r\n    this.setDirty()\r\n  }\r\n\r\n  removeOutline () {\r\n    this._outlineCount--\r\n    this.setDirty()\r\n  }\r\n\r\n  clearUpdateFlag () {\r\n    this.insertables.forEach((mesh) => mesh.clearUpdate())\r\n  }\r\n\r\n  /**\r\n   * Returns the scene bounding box. Returns undefined if scene is empty.\r\n   */\r\n  getBoundingBox (target: THREE.Box3 = new THREE.Box3()) {\r\n    return this._boundingBox ? target.copy(this._boundingBox) : undefined\r\n  }\r\n\r\n  /**\r\n   * Returns the bounding box of the average center of all meshes.\r\n   * Less precise but is more stable against outliers.\r\n   */\r\n  getAverageBoundingBox () {\r\n    if (this._averageBoundingBox) {\r\n      return this._averageBoundingBox\r\n    }\r\n    const points = [] as THREE.Vector3[]\r\n    this.meshes.forEach((m) => {\r\n      const subs = m.getSubmeshes()\r\n      subs.forEach((s) => {\r\n        const p = s.boundingBox.getCenter(new THREE.Vector3())\r\n        p.applyMatrix4(this._matrix)\r\n        points.push(p)\r\n      })\r\n    })\r\n    this._averageBoundingBox = getAverageBoundingBox(points)\r\n    return this._averageBoundingBox\r\n  }\r\n\r\n  updateBox (box: THREE.Box3) {\r\n    if (box !== undefined) {\r\n      const b = box.clone().applyMatrix4(this._matrix)\r\n      this._boundingBox = this._boundingBox?.union(b) ?? b\r\n      this.renderer?.updateBox(this._boundingBox)\r\n      this._averageBoundingBox = undefined\r\n    }\r\n  }\r\n\r\n  getMemory () {\r\n    return this.meshes\r\n      .map((m) => estimateBytesUsed(m.mesh.geometry))\r\n      .reduce((n1, n2) => n1 + n2, 0)\r\n  }\r\n\r\n  /**\r\n   * Returns the THREE.Mesh in which this instance is represented along with index\r\n   * For merged mesh, index refers to submesh index\r\n   * For instanced mesh, index refers to instance index.\r\n   */\r\n  getMeshFromInstance (instance: number) {\r\n    return this._instanceToMeshes.get(instance)\r\n  }\r\n\r\n  getMeshesFromInstances (instances: number[] | undefined) {\r\n    if (!instances?.length) return\r\n\r\n    const meshes: Submesh[] = []\r\n    for (let i = 0; i < instances.length; i++) {\r\n      const instance = instances[i]\r\n      if (instance < 0) continue\r\n      const submeshes = this.getMeshFromInstance(instance)\r\n      submeshes?.forEach((s) => meshes.push(s))\r\n    }\r\n    if (meshes.length === 0) return\r\n    return meshes\r\n  }\r\n\r\n  get renderer () {\r\n    return this._renderer\r\n  }\r\n\r\n  set renderer (value: IRenderer) {\r\n    this._renderer = value\r\n  }\r\n\r\n  get vim () {\r\n    return this._vim\r\n  }\r\n\r\n  /**\r\n   * Sets vim index for this scene and all its THREE.Meshes.\r\n   */\r\n  set vim (value: Vim) {\r\n    this._vim = value\r\n    this.meshes.forEach((m) => (m.vim = value))\r\n  }\r\n\r\n  addSubmesh (submesh: Submesh) {\r\n    const meshes = this._instanceToMeshes.get(submesh.instance) ?? []\r\n    meshes.push(submesh)\r\n    this._instanceToMeshes.set(submesh.instance, meshes)\r\n    this.setDirty()\r\n    if (this.vim) {\r\n      const obj = this.vim.getObjectFromInstance(submesh.instance)\r\n      obj._addMesh(submesh)\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Add an instanced mesh to the Scene and recomputes fields as needed.\r\n   * @param mesh Is expected to have:\r\n   * userData.instances = number[] (indices of the g3d instances that went into creating the mesh)\r\n   * userData.boxes = THREE.Box3[] (bounding box of each instance)\r\n   */\r\n  addMesh (mesh: Mesh | InsertableMesh | InstancedMesh) {\r\n    this.renderer?.add(mesh.mesh)\r\n    mesh.vim = this.vim\r\n\r\n    mesh.mesh.matrixAutoUpdate = false\r\n    mesh.mesh.matrix.copy(this._matrix)\r\n    this.updateBox(mesh.boundingBox)\r\n\r\n    mesh.getSubmeshes().forEach((s) => this.addSubmesh(s))\r\n    mesh.setMaterial(this.material)\r\n\r\n    this.meshes.push(mesh)\r\n    this.setDirty()\r\n    return this\r\n  }\r\n\r\n  /**\r\n   * Adds the content of other Scene to this Scene and recomputes fields as needed.\r\n   */\r\n  merge (other: Scene) {\r\n    if (!other) return this\r\n    other.meshes.forEach((mesh) => this.meshes.push(mesh))\r\n    other._instanceToMeshes.forEach((meshes, instance) => {\r\n      const set = this._instanceToMeshes.get(instance) ?? []\r\n      meshes.forEach((m) => set.push(m))\r\n      this._instanceToMeshes.set(instance, set)\r\n    })\r\n\r\n    if (other._boundingBox) {\r\n      this._boundingBox =\r\n        this._boundingBox?.union(other._boundingBox) ??\r\n        other._boundingBox.clone()\r\n      this._averageBoundingBox = undefined\r\n    }\r\n\r\n    this.setDirty()\r\n    return this\r\n  }\r\n\r\n  /**\r\n   * Gets the current material override or undefined if none.\r\n   */\r\n  get material () {\r\n    return this._material\r\n  }\r\n\r\n  /**\r\n   * Sets and apply a material override to the scene, set to undefined to remove override.\r\n   */\r\n  set material (value: THREE.Material | undefined) {\r\n    if (this._material === value) return\r\n    this.setDirty()\r\n    this._material = value\r\n    this.meshes.forEach((m) => m.setMaterial(value))\r\n  }\r\n\r\n  /**\r\n   * Unloads and disposes all meshes and leaves the scene ready to add new ones.\r\n   */\r\n  clear () {\r\n    this.renderer?.remove(this)\r\n\r\n    for (const m of this.meshes) {\r\n      m.mesh.geometry.dispose()\r\n    }\r\n    this.meshes.length = 0\r\n    this._instanceToMeshes.clear()\r\n\r\n    this.renderer?.add(this)\r\n    this._boundingBox = undefined\r\n    this._averageBoundingBox = undefined\r\n  }\r\n\r\n  /**\r\n   * Disposes of all resources.\r\n   */\r\n  dispose () {\r\n    this.clear()\r\n    this._renderer = null\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport { G3dMaterial, RemoteVimx, VimHeader, G3dScene } from 'vim-format'\r\n\r\n/**\r\n * Interface to interact with a vimx\r\n */\r\nexport class Vimx {\r\n  private readonly vimx: RemoteVimx\r\n  readonly scene: G3dScene\r\n  readonly materials: G3dMaterial\r\n  readonly header: VimHeader\r\n\r\n  static async fromRemote (vimx: RemoteVimx, downloadMeshes: boolean) {\r\n    if (downloadMeshes) {\r\n      await vimx.bfast.forceDownload()\r\n    }\r\n    const [header, scene, materials] = await Promise.all([\r\n      await vimx.getHeader(),\r\n      await vimx.getScene(),\r\n      await vimx.getMaterials()\r\n    ])\r\n\r\n    return new Vimx(vimx, header, scene, materials)\r\n  }\r\n\r\n  private constructor (\r\n    vimx: RemoteVimx,\r\n    header: VimHeader,\r\n    scene: G3dScene,\r\n    material: G3dMaterial\r\n  ) {\r\n    this.vimx = vimx\r\n    this.header = header\r\n    this.scene = scene\r\n    this.materials = material\r\n  }\r\n\r\n  getMesh (mesh: number) {\r\n    return this.vimx.getMesh(mesh)\r\n  }\r\n\r\n  abort () {\r\n    this.vimx.abort()\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { G3d, G3dMesh, G3dMaterial } from 'vim-format'\r\nimport { Scene } from '../scene'\r\nimport { G3dMeshOffsets } from './g3dOffsets'\r\n\r\n// TODO Merge both submeshes class.\r\nexport class GeometrySubmesh {\r\n  instance: number\r\n  start: number\r\n  end: number\r\n  boundingBox = new THREE.Box3()\r\n\r\n  expandBox (point: THREE.Vector3) {\r\n    this.boundingBox =\r\n      this.boundingBox?.expandByPoint(point) ??\r\n      new THREE.Box3().set(point, point)\r\n  }\r\n}\r\n\r\nexport class InsertableGeometry {\r\n  _scene: Scene\r\n  materials: G3dMaterial\r\n  offsets: G3dMeshOffsets\r\n  geometry: THREE.BufferGeometry\r\n  submeshes: GeometrySubmesh[] = []\r\n  boundingBox: THREE.Box3\r\n\r\n  private _computeBoundingBox = false\r\n  private _indexAttribute: THREE.Uint32BufferAttribute\r\n  private _vertexAttribute: THREE.BufferAttribute\r\n  private _colorAttribute: THREE.BufferAttribute\r\n\r\n  private _updateStartMesh = 0\r\n  private _updateEndMesh = 0\r\n  private _meshToUpdate = new Set<number>()\r\n\r\n  constructor (\r\n    offsets: G3dMeshOffsets,\r\n    materials: G3dMaterial,\r\n    transparent: boolean\r\n  ) {\r\n    this.offsets = offsets\r\n    this.materials = materials\r\n\r\n    this._indexAttribute = new THREE.Uint32BufferAttribute(\r\n      offsets.counts.indices,\r\n      1\r\n    )\r\n\r\n    this._vertexAttribute = new THREE.Float32BufferAttribute(\r\n      offsets.counts.vertices * G3d.POSITION_SIZE,\r\n      G3d.POSITION_SIZE\r\n    )\r\n\r\n    const colorSize = transparent ? 4 : 3\r\n    this._colorAttribute = new THREE.Float32BufferAttribute(\r\n      offsets.counts.vertices * colorSize,\r\n      colorSize\r\n    )\r\n\r\n    this._indexAttribute.count = 0\r\n    this._vertexAttribute.count = 0\r\n    this._colorAttribute.count = 0\r\n\r\n    this.geometry = new THREE.BufferGeometry()\r\n    this.geometry.setIndex(this._indexAttribute)\r\n    this.geometry.setAttribute('position', this._vertexAttribute)\r\n    this.geometry.setAttribute('color', this._colorAttribute)\r\n\r\n    this.boundingBox = offsets.subset.getBoundingBox()\r\n    if (this.boundingBox) {\r\n      this.geometry.boundingBox = this.boundingBox\r\n      this.geometry.boundingSphere = new THREE.Sphere()\r\n      this.boundingBox.getBoundingSphere(this.geometry.boundingSphere)\r\n    } else {\r\n      this._computeBoundingBox = true\r\n    }\r\n  }\r\n\r\n  get progress () {\r\n    return this._indexAttribute.count / this._indexAttribute.array.length\r\n  }\r\n\r\n  // TODO: remove the need for mesh argument.\r\n  insert (mesh: G3dMesh, at: number) {\r\n    const added: number[] = []\r\n    const section = this.offsets.section\r\n    const indexStart = mesh.getIndexStart(section)\r\n    const indexEnd = mesh.getIndexEnd(section)\r\n\r\n    // Skip empty mesh\r\n    if (indexStart === indexEnd) {\r\n      this._meshToUpdate.add(at)\r\n      return added\r\n    }\r\n\r\n    // Reusable matrix and vector3 to avoid allocations\r\n    const matrix = new THREE.Matrix4()\r\n    const vector = new THREE.Vector3()\r\n\r\n    const vertexStart = mesh.getVertexStart(section)\r\n    const vertexEnd = mesh.getVertexEnd(section)\r\n    const vertexCount = vertexEnd - vertexStart\r\n    const sectionOffset = mesh.getVertexStart(section)\r\n\r\n    const subStart = mesh.getSubmeshStart(section)\r\n    const subEnd = mesh.getSubmeshEnd(section)\r\n\r\n    const indexOffset = this.offsets.getIndexOffset(at)\r\n    const vertexOffset = this.offsets.getVertexOffset(at)\r\n\r\n    let indexOut = 0\r\n    let vertexOut = 0\r\n    let colorOut = 0\r\n\r\n    const instanceCount = this.offsets.getMeshInstanceCount(at)\r\n    for (let instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {\r\n      const instance = this.offsets.getMeshInstance(at, instanceIndex)\r\n      const arr1 = mesh.scene.getInstanceMatrix(instance)\r\n      // console.assert(this.float32ArraysAreEqual(arr1, arr2))\r\n\r\n      // matrix.fromArray(this.offsets.subset.getTransform(instance))\r\n      matrix.fromArray(arr1)\r\n      const submesh = new GeometrySubmesh()\r\n      submesh.instance = mesh.scene.instanceNodes[instance]\r\n\r\n      // Append indices\r\n      submesh.start = indexOffset + indexOut\r\n      const vertexMergeOffset = vertexCount * instanceIndex\r\n      for (let index = indexStart; index < indexEnd; index++) {\r\n        this.setIndex(\r\n          indexOffset + indexOut,\r\n          vertexOffset +\r\n            vertexMergeOffset +\r\n            mesh.chunk.indices[index] -\r\n            sectionOffset\r\n        )\r\n        indexOut++\r\n      }\r\n      submesh.end = indexOffset + indexOut\r\n\r\n      // Append vertices\r\n      for (let vertex = vertexStart; vertex < vertexEnd; vertex++) {\r\n        vector.fromArray(mesh.chunk.positions, vertex * G3d.POSITION_SIZE)\r\n        vector.applyMatrix4(matrix)\r\n        this.setVertex(vertexOffset + vertexOut, vector)\r\n        // submesh.expandBox(vector)\r\n        vertexOut++\r\n      }\r\n\r\n      // Append Colors\r\n      for (let sub = subStart; sub < subEnd; sub++) {\r\n        const color = this.materials.getMaterialColor(\r\n          mesh.chunk.submeshMaterial[sub]\r\n        )\r\n        const vertexCount = mesh.getSubmeshVertexCount(sub)\r\n        for (let v = 0; v < vertexCount; v++) {\r\n          this.setColor(vertexOffset + colorOut, color, 0.25)\r\n          colorOut++\r\n        }\r\n      }\r\n\r\n      submesh.boundingBox.min.fromArray(mesh.scene.getInstanceMin(instance))\r\n      submesh.boundingBox.max.fromArray(mesh.scene.getInstanceMax(instance))\r\n      this.submeshes.push(submesh)\r\n      added.push(this.submeshes.length - 1)\r\n    }\r\n    this._meshToUpdate.add(at)\r\n    return added\r\n  }\r\n\r\n  float32ArraysAreEqual (array1: Float32Array, array2: Float32Array): boolean {\r\n    // Check if arrays have the same length\r\n    if (array1.length !== array2.length) {\r\n      return false\r\n    }\r\n\r\n    // Check if each element is equal\r\n    for (let i = 0; i < array1.length; i++) {\r\n      if (array1[i] !== array2[i]) {\r\n        return false\r\n      }\r\n    }\r\n\r\n    // Arrays are equal\r\n    return true\r\n  }\r\n\r\n  insertFromG3d (g3d: G3d, mesh: number) {\r\n    const added: number[] = []\r\n    const meshG3dIndex = this.offsets.getSourceMesh(mesh)\r\n    const subStart = g3d.getMeshSubmeshStart(meshG3dIndex, this.offsets.section)\r\n    const subEnd = g3d.getMeshSubmeshEnd(meshG3dIndex, this.offsets.section)\r\n\r\n    // Skip empty mesh\r\n    if (subStart === subEnd) {\r\n      this._meshToUpdate.add(mesh)\r\n      return added\r\n    }\r\n\r\n    // Reusable matrix and vector3 to avoid allocations\r\n    const matrix = new THREE.Matrix4()\r\n    const vector = new THREE.Vector3()\r\n\r\n    // Offsets for this mesh and all its instances\r\n    const indexOffset = this.offsets.getIndexOffset(mesh)\r\n    const vertexOffset = this.offsets.getVertexOffset(mesh)\r\n\r\n    // Vertex range in the full g3d\r\n    const vertexStart = g3d.getMeshVertexStart(meshG3dIndex)\r\n    const vertexEnd = g3d.getMeshVertexEnd(meshG3dIndex)\r\n    const vertexCount = vertexEnd - vertexStart\r\n\r\n    let indexOut = 0\r\n    let vertexOut = 0\r\n    // Iterate over all included instances for this mesh.\r\n    const instanceCount = this.offsets.getMeshInstanceCount(mesh)\r\n    for (let instance = 0; instance < instanceCount; instance++) {\r\n      const g3dInstance = this.offsets.getMeshInstance(mesh, instance)\r\n      matrix.fromArray(g3d.getInstanceMatrix(g3dInstance))\r\n\r\n      const submesh = new GeometrySubmesh()\r\n      submesh.instance = g3d.instanceNodes[g3dInstance]\r\n      submesh.start = indexOffset + indexOut\r\n\r\n      const mergeOffset = instance * vertexCount\r\n      for (let sub = subStart; sub < subEnd; sub++) {\r\n        const color = g3d.getSubmeshColor(sub)\r\n\r\n        const indexStart = g3d.getSubmeshIndexStart(sub)\r\n        const indexEnd = g3d.getSubmeshIndexEnd(sub)\r\n\r\n        // Merge all indices for this instance\r\n        // Color referenced indices according to current submesh\r\n        for (let index = indexStart; index < indexEnd; index++) {\r\n          const v = vertexOffset + mergeOffset + g3d.indices[index]\r\n          this.setIndex(indexOffset + indexOut, v)\r\n          this.setColor(v, color, 0.25)\r\n          indexOut++\r\n        }\r\n      }\r\n\r\n      // Transform and merge vertices\r\n      for (let vertex = vertexStart; vertex < vertexEnd; vertex++) {\r\n        vector.fromArray(g3d.positions, vertex * G3d.POSITION_SIZE)\r\n        vector.applyMatrix4(matrix)\r\n        this.setVertex(vertexOffset + vertexOut, vector)\r\n        submesh.expandBox(vector)\r\n        vertexOut++\r\n      }\r\n\r\n      submesh.end = indexOffset + indexOut\r\n      this.expandBox(submesh.boundingBox)\r\n      this.submeshes.push(submesh)\r\n      added.push(this.submeshes.length - 1)\r\n    }\r\n\r\n    this._meshToUpdate.add(mesh)\r\n    return added\r\n  }\r\n\r\n  private setIndex (index: number, value: number) {\r\n    this._indexAttribute.setX(index, value)\r\n  }\r\n\r\n  private setVertex (index: number, vector: THREE.Vector3) {\r\n    this._vertexAttribute.setXYZ(index, vector.x, vector.y, vector.z)\r\n  }\r\n\r\n  private setColor (index: number, color: Float32Array, alpha: number) {\r\n    this._colorAttribute.setXYZ(index, color[0], color[1], color[2])\r\n    if (this._colorAttribute.itemSize === 4) {\r\n      this._colorAttribute.setW(index, alpha)\r\n    }\r\n  }\r\n\r\n  private expandBox (box: THREE.Box3) {\r\n    if (!box) return\r\n    this.boundingBox = this.boundingBox?.union(box) ?? box.clone()\r\n  }\r\n\r\n  flushUpdate () {\r\n    // Makes sure that the update range has reached the renderer.\r\n    this._updateStartMesh = this._updateEndMesh\r\n  }\r\n\r\n  update () {\r\n    // Update up to the mesh for which all preceding meshes are ready\r\n    while (this._meshToUpdate.has(this._updateEndMesh)) {\r\n      this._meshToUpdate.delete(this._updateEndMesh)\r\n      this._updateEndMesh++\r\n    }\r\n\r\n    if (this._updateStartMesh === this._updateEndMesh) return\r\n\r\n    // Compute index update range\r\n    const indexStart = this.offsets.getIndexOffset(this._updateStartMesh)\r\n    const indexEnd = this.offsets.getIndexOffset(this._updateEndMesh)\r\n\r\n    // updated indices\r\n    this._indexAttribute.updateRange.offset = indexStart\r\n    this._indexAttribute.updateRange.count = indexEnd - indexStart\r\n    this._indexAttribute.count = indexEnd\r\n    this._indexAttribute.needsUpdate = true\r\n\r\n    // Compute vertex update range\r\n    const vertexStart = this.offsets.getVertexOffset(this._updateStartMesh)\r\n    const vertexEnd = this.offsets.getVertexOffset(this._updateEndMesh)\r\n\r\n    // update vertices\r\n    const vSize = this._vertexAttribute.itemSize\r\n    this._vertexAttribute.updateRange.offset = vertexStart * vSize\r\n    this._vertexAttribute.updateRange.count = (vertexEnd - vertexStart) * vSize\r\n    this._vertexAttribute.count = vertexEnd\r\n    this._vertexAttribute.needsUpdate = true\r\n\r\n    // update colors\r\n    const cSize = this._colorAttribute.itemSize\r\n    this._colorAttribute.updateRange.offset = vertexStart * cSize\r\n    this._colorAttribute.updateRange.count = (vertexEnd - vertexStart) * cSize\r\n\r\n    this._colorAttribute.count = vertexEnd\r\n    this._colorAttribute.needsUpdate = true\r\n\r\n    if (this._computeBoundingBox) {\r\n      this.geometry.computeBoundingBox()\r\n      this.geometry.computeBoundingSphere()\r\n    }\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader/materials\r\n */\r\n\r\nimport * as THREE from 'three'\r\n\r\n/**\r\n * Type alias for THREE uniforms\r\n */\r\nexport type ShaderUniforms = { [uniform: string]: THREE.IUniform<any> }\r\n\r\nexport function createOpaque () {\r\n  return new StandardMaterial(createBasicOpaque())\r\n}\r\n\r\nexport function createTransparent () {\r\n  return new StandardMaterial(createBasicTransparent())\r\n}\r\n\r\n/**\r\n * Creates a new instance of the default loader opaque material.\r\n * @returns {THREE.MeshPhongMaterial} A new instance of MeshPhongMaterial with transparency.\r\n */\r\nexport function createBasicOpaque () {\r\n  return new THREE.MeshPhongMaterial({\r\n    color: 0xcccccc,\r\n    vertexColors: true,\r\n    flatShading: true,\r\n    side: THREE.DoubleSide,\r\n    shininess: 20\r\n  })\r\n}\r\n\r\n/**\r\n * Creates a new instance of the default loader transparent material.\r\n * @returns {THREE.MeshPhongMaterial} A new instance of MeshPhongMaterial with transparency.\r\n */\r\nexport function createBasicTransparent () {\r\n  const mat = createBasicOpaque()\r\n  mat.transparent = true\r\n  mat.shininess = 70\r\n  return mat\r\n}\r\n\r\n/**\r\n * Material used for both opaque and tranparent surfaces of a VIM model.\r\n */\r\nexport class StandardMaterial {\r\n  material: THREE.MeshPhongMaterial\r\n  uniforms: ShaderUniforms | undefined\r\n\r\n  // Parameters\r\n  _focusIntensity: number = 0.5\r\n  _focusColor: THREE.Color = new THREE.Color(0xffffff)\r\n\r\n  _sectionStrokeWitdh: number = 0.01\r\n  _sectionStrokeFallof: number = 0.75\r\n  _sectionStrokeColor: THREE.Color = new THREE.Color(0xf6f6f6)\r\n\r\n  constructor (material: THREE.MeshPhongMaterial) {\r\n    this.material = material\r\n    this.patchShader(material)\r\n  }\r\n\r\n  get color () {\r\n    if (this.material instanceof THREE.MeshPhongMaterial) {\r\n      return this.material.color\r\n    }\r\n    return new THREE.Color(0xffffff)\r\n  }\r\n\r\n  set color (color: THREE.Color) {\r\n    this.material.color = color\r\n  }\r\n\r\n  get focusIntensity () {\r\n    return this._focusIntensity\r\n  }\r\n\r\n  set focusIntensity (value: number) {\r\n    this._focusIntensity = value\r\n    if (this.uniforms) {\r\n      this.uniforms.focusIntensity.value = value\r\n    }\r\n  }\r\n\r\n  get focusColor () {\r\n    return this._focusColor\r\n  }\r\n\r\n  set focusColor (value: THREE.Color) {\r\n    this._focusColor = value\r\n    if (this.uniforms) {\r\n      this.uniforms.focusColor.value = value\r\n    }\r\n  }\r\n\r\n  get sectionStrokeWitdh () {\r\n    return this._sectionStrokeWitdh\r\n  }\r\n\r\n  set sectionStrokeWitdh (value: number) {\r\n    this._sectionStrokeWitdh = value\r\n    if (this.uniforms) {\r\n      this.uniforms.sectionStrokeWitdh.value = value\r\n    }\r\n  }\r\n\r\n  get sectionStrokeFallof () {\r\n    return this._sectionStrokeFallof\r\n  }\r\n\r\n  set sectionStrokeFallof (value: number) {\r\n    this._sectionStrokeFallof = value\r\n    if (this.uniforms) {\r\n      this.uniforms.sectionStrokeFallof.value = value\r\n    }\r\n  }\r\n\r\n  get sectionStrokeColor () {\r\n    return this._sectionStrokeColor\r\n  }\r\n\r\n  set sectionStrokeColor (value: THREE.Color) {\r\n    this._sectionStrokeColor = value\r\n    if (this.uniforms) {\r\n      this.uniforms.sectionStrokeColor.value = value\r\n    }\r\n  }\r\n\r\n  get clippingPlanes () {\r\n    return this.material.clippingPlanes\r\n  }\r\n\r\n  set clippingPlanes (value: THREE.Plane[] | null) {\r\n    this.material.clippingPlanes = value\r\n  }\r\n\r\n  dispose () {\r\n    this.material.dispose()\r\n  }\r\n\r\n  /**\r\n   * Patches phong shader to be able to control when lighting should be applied to resulting color.\r\n   * Instanced meshes ignore light when InstanceColor is defined\r\n   * Instanced meshes ignore vertex color when instance attribute useVertexColor is 0\r\n   * Regular meshes ignore light in favor of vertex color when uv.y = 0\r\n   */\r\n  patchShader (material: THREE.Material) {\r\n    material.onBeforeCompile = (shader) => {\r\n      this.uniforms = shader.uniforms\r\n      this.uniforms.focusIntensity = { value: this._focusIntensity }\r\n      this.uniforms.focusColor = { value: this._focusColor }\r\n      this.uniforms.sectionStrokeWidth = { value: this._sectionStrokeWitdh }\r\n      this.uniforms.sectionStrokeFalloff = { value: this._sectionStrokeFallof }\r\n      this.uniforms.sectionStrokeColor = { value: this._sectionStrokeColor }\r\n\r\n      shader.vertexShader = shader.vertexShader\r\n        // VERTEX DECLARATIONS\r\n        .replace(\r\n          '#include <color_pars_vertex>',\r\n          `\r\n        #include <color_pars_vertex>\r\n        \r\n        // COLORING\r\n\r\n        // attribute for color override\r\n        // merged meshes use it as vertex attribute\r\n        // instanced meshes use it as an instance attribute\r\n        attribute float colored;\r\n\r\n        // There seems to be an issue where setting mehs.instanceColor\r\n        // doesn't properly set USE_INSTANCING_COLOR\r\n        // so we always use it as a fix\r\n        #ifndef USE_INSTANCING_COLOR\r\n        attribute vec3 instanceColor;\r\n        #endif\r\n\r\n        // Passed to fragment to ignore phong model\r\n        varying float vColored;\r\n        \r\n        // VISIBILITY\r\n\r\n        // Instance or vertex attribute to hide objects\r\n        // Used as instance attribute for instanced mesh and as vertex attribute for merged meshes. \r\n        attribute float ignore; \r\n\r\n        // Passed to fragment to discard them\r\n        varying float vIgnore;\r\n\r\n        // FOCUS\r\n        // Instance or vertex attribute to higlight objects\r\n        // Used as instance attribute for instanced mesh and as vertex attribute for merged meshes. \r\n        attribute float focused; \r\n        varying float vHighlight;\r\n        `\r\n        )\r\n        // VERTEX IMPLEMENTATION\r\n        .replace(\r\n          '#include <color_vertex>',\r\n          `\r\n          // COLORING\r\n          vColor = color;\r\n          vColored = colored;\r\n\r\n          // colored == 1 -> instance color\r\n          // colored == 0 -> vertex color\r\n          #ifdef USE_INSTANCING\r\n            vColor.xyz = colored * instanceColor.xyz + (1.0f - colored) * color.xyz;\r\n          #endif\r\n\r\n          // VISIBILITY\r\n          vIgnore = ignore;\r\n          \r\n          // FOCUS\r\n          vHighlight = focused;\r\n        `\r\n        )\r\n      // FRAGMENT DECLARATIONS\r\n      shader.fragmentShader = shader.fragmentShader\r\n        // Adding declarations for varying defined in vertex shader\r\n        .replace(\r\n          '#include <clipping_planes_pars_fragment>',\r\n          `\r\n        #include <clipping_planes_pars_fragment>\r\n        // VISIBILITY\r\n        varying float vIgnore;\r\n\r\n        // COLORING\r\n        varying float vColored;\r\n\r\n        // SECTION\r\n        uniform float sectionStrokeWidth;\r\n        uniform float sectionStrokeFalloff;\r\n        uniform vec3 sectionStrokeColor;\r\n\r\n        // FOCUS\r\n        varying float vHighlight;\r\n        uniform float focusIntensity;\r\n        uniform vec3 focusColor; \r\n        `\r\n        )\r\n        // FRAGMENT IMPLEMENTATION\r\n        .replace(\r\n          '#include <output_fragment>',\r\n          `\r\n          // VISIBILITY\r\n          if (vIgnore > 0.0f)\r\n            discard;\r\n         \r\n          // COLORING\r\n          // vColored == 1 -> Vertex Color * light \r\n          // vColored == 0 -> Phong Color \r\n          float d = length(outgoingLight);\r\n          gl_FragColor = vec4(vColored * vColor.xyz * d + (1.0f - vColored) * outgoingLight.xyz, diffuseColor.a);\r\n\r\n          // FOCUS\r\n          gl_FragColor = mix(gl_FragColor, vec4(focusColor,1.0f), vHighlight * focusIntensity);\r\n          \r\n          // STROKES WHERE GEOMETRY INTERSECTS CLIPPING PLANE\r\n          #if NUM_CLIPPING_PLANES > 0\r\n            vec4 strokePlane;\r\n            float strokeDot;\r\n            vec3 worldNormal;\r\n            vec3 worldPlane;\r\n            float worldDot;\r\n            float thick = pow(vFragDepth,sectionStrokeFalloff) * sectionStrokeWidth;\r\n            #pragma unroll_loop_start\r\n            for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\r\n              strokePlane = clippingPlanes[ i ];\r\n              strokeDot = dot(vClipPosition, strokePlane.xyz);\r\n\r\n              // We don't want fully perpendicular surface to become colored.\r\n              worldNormal =  inverseTransformDirection(normal, viewMatrix);\r\n              worldPlane = inverseTransformDirection(strokePlane.xyz, viewMatrix);\r\n              worldDot = abs(dot(worldNormal, worldPlane));\r\n\r\n              if (strokeDot > strokePlane.w) discard;\r\n              if ((strokePlane.w - strokeDot) < thick) {\r\n                float strength = (strokePlane.w - strokeDot) * pow(1.0f - worldDot, 2.0f) / thick;\r\n                gl_FragColor = vec4(mix(gl_FragColor.xyz, sectionStrokeColor, strength), 1.0f);\r\n                return;\r\n              }\r\n            }\r\n            #pragma unroll_loop_end\r\n          #endif  \r\n        `\r\n        )\r\n    }\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader/materials\r\n */\r\n\r\nimport * as THREE from 'three'\r\n\r\n/**\r\n * Material used for selection outline it only renders selection in white and discards the rests.\r\n */\r\nexport function createMaskMaterial () {\r\n  return new THREE.ShaderMaterial({\r\n    uniforms: {},\r\n    clipping: true,\r\n    vertexShader: `\r\n      #include <common>\r\n      #include <logdepthbuf_pars_vertex>\r\n      #include <clipping_planes_pars_vertex>\r\n      \r\n      // Used as instance attribute for instanced mesh and as vertex attribute for merged meshes. \r\n      attribute float selected;\r\n\r\n      varying float vKeep;\r\n\r\n      void main() {\r\n        #include <begin_vertex>\r\n        #include <project_vertex>\r\n        #include <clipping_planes_vertex>\r\n        #include <logdepthbuf_vertex>\r\n\r\n        // SELECTION\r\n        // selected \r\n        vKeep = selected;\r\n      }\r\n    `,\r\n    fragmentShader: `\r\n      #include <clipping_planes_pars_fragment>\r\n      varying float vKeep;\r\n\r\n      void main() {\r\n        #include <clipping_planes_fragment>\r\n        if(vKeep == 0.0f) discard;\r\n\r\n        gl_FragColor =  vec4(1.0f,1.0f,1.0f,1.0f);\r\n      }\r\n    `\r\n  })\r\n}\r\n","/**\r\n * @module vim-loader/materials\r\n */\r\n\r\nimport * as THREE from 'three'\r\n\r\n/**\r\n * Material for isolation mode\r\n * Non visible item appear as transparent.\r\n * Visible items are flat shaded with a basic pseudo lighting.\r\n * Supports object coloring for visible objects.\r\n * Non-visible objects use fillColor.\r\n */\r\nexport function createIsolationMaterial () {\r\n  return new THREE.ShaderMaterial({\r\n    uniforms: {\r\n      opacity: { value: 0.1 },\r\n      fillColor: { value: new THREE.Vector3(0, 0, 0) }\r\n    },\r\n    vertexColors: true,\r\n    transparent: true,\r\n    clipping: true,\r\n    vertexShader: /* glsl */ `\r\n\r\n      #include <common>\r\n      #include <logdepthbuf_pars_vertex>\r\n      #include <clipping_planes_pars_vertex>\r\n        \r\n      // VISIBILITY\r\n      // Instance or vertex attribute to hide objects\r\n      // Used as instance attribute for instanced mesh and as vertex attribute for merged meshes. \r\n      attribute float ignore;\r\n\r\n      // Passed to fragment to discard them\r\n      varying float vIgnore;\r\n      varying vec3 vPosition;\r\n\r\n\r\n      // COLORING\r\n      varying vec3 vColor;\r\n\r\n      // attribute for color override\r\n      // merged meshes use it as vertex attribute\r\n      // instanced meshes use it as an instance attribute\r\n      attribute float colored;\r\n\r\n      // There seems to be an issue where setting mehs.instanceColor\r\n      // doesn't properly set USE_INSTANCING_COLOR\r\n      // so we always use it as a fix\r\n      #ifndef USE_INSTANCING_COLOR\r\n        attribute vec3 instanceColor;\r\n      #endif\r\n\r\n      void main() {\r\n        #include <begin_vertex>\r\n        #include <project_vertex>\r\n        #include <clipping_planes_vertex>\r\n        #include <logdepthbuf_vertex>\r\n\r\n        // VISIBILITY\r\n        // Set frag ignore from instance or vertex attribute\r\n        vIgnore = ignore;\r\n\r\n        // COLORING\r\n        vColor = color.xyz;\r\n\r\n        // colored == 1 -> instance color\r\n        // colored == 0 -> vertex color\r\n        #ifdef USE_INSTANCING\r\n          vColor.xyz = colored * instanceColor.xyz + (1.0f - colored) * color.xyz;\r\n        #endif\r\n\r\n\r\n        // ORDERING\r\n        if(vIgnore > 0.0f){\r\n          gl_Position.z = 1.0f;\r\n        }else{\r\n          gl_Position.z = -1.0f;\r\n        }\r\n        \r\n        // LIGHTING\r\n        vPosition = vec3(mvPosition ) / mvPosition .w;\r\n      }\r\n      `,\r\n    fragmentShader: /* glsl */ `\r\n      #include <clipping_planes_pars_fragment>\r\n      varying float vIgnore;\r\n      uniform float opacity;\r\n      uniform vec3 fillColor;\r\n      varying vec3 vPosition;\r\n      varying vec3 vColor;\r\n\r\n      void main() {\r\n        #include <clipping_planes_fragment>\r\n\r\n        if (vIgnore > 0.0f){\r\n          gl_FragColor = vec4(fillColor, opacity);\r\n        }\r\n        else{ \r\n          gl_FragColor = vec4(vColor.x, vColor.y, vColor.z, 1.0f);\r\n\r\n          // LIGHTING\r\n          vec3 normal = normalize( cross(dFdx(vPosition), dFdy(vPosition)) );\r\n          float light = dot(normal, normalize(vec3(1.4142f, 1.732f, 2.2360f)));\r\n          light = 0.5 + (light *0.5);\r\n          gl_FragColor.xyz *= light;\r\n        }\r\n      }\r\n      `\r\n  })\r\n}\r\n","/**\r\n * @module vim-loader/materials\r\n */\r\n\r\nimport * as THREE from 'three'\r\n\r\n/** Outline Material based on edge detection. */\r\nexport class OutlineMaterial {\r\n  material: THREE.ShaderMaterial\r\n  private _camera:\r\n    | THREE.PerspectiveCamera\r\n    | THREE.OrthographicCamera\r\n    | undefined\r\n\r\n  private _resolution: THREE.Vector2\r\n\r\n  constructor (\r\n    options?: Partial<{\r\n      sceneBuffer: THREE.Texture\r\n      resolution: THREE.Vector2\r\n      camera: THREE.PerspectiveCamera | THREE.OrthographicCamera\r\n    }>\r\n  ) {\r\n    this.material = createOutlineMaterial()\r\n    this._resolution = options?.resolution ?? new THREE.Vector2(1, 1)\r\n    this.resolution = this._resolution\r\n    if (options?.sceneBuffer) {\r\n      this.sceneBuffer = options.sceneBuffer\r\n    }\r\n    this.camera = options?.camera\r\n  }\r\n\r\n  get resolution () {\r\n    return this._resolution\r\n  }\r\n\r\n  set resolution (value: THREE.Vector2) {\r\n    this.material.uniforms.screenSize.value.set(\r\n      value?.x ?? 1,\r\n      value?.y ?? 1,\r\n      1 / value?.x ?? 1,\r\n      1 / value?.y ?? 1\r\n    )\r\n\r\n    this._resolution = value\r\n  }\r\n\r\n  get camera () {\r\n    return this._camera\r\n  }\r\n\r\n  set camera (\r\n    value: THREE.PerspectiveCamera | THREE.OrthographicCamera | undefined\r\n  ) {\r\n    this.material.uniforms.cameraNear.value = value?.near ?? 1\r\n    this.material.uniforms.cameraFar.value = value?.far ?? 1000\r\n    this._camera = value\r\n  }\r\n\r\n  get strokeBlur () {\r\n    return this.material.uniforms.strokeBlur.value\r\n  }\r\n\r\n  set strokeBlur (value: number) {\r\n    this.material.uniforms.strokeBlur.value = value\r\n  }\r\n\r\n  get strokeBias () {\r\n    return this.material.uniforms.strokeBias.value\r\n  }\r\n\r\n  set strokeBias (value: number) {\r\n    this.material.uniforms.strokeBias.value = value\r\n  }\r\n\r\n  get strokeMultiplier () {\r\n    return this.material.uniforms.strokeMultiplier.value\r\n  }\r\n\r\n  set strokeMultiplier (value: number) {\r\n    this.material.uniforms.strokeMultiplier.value = value\r\n  }\r\n\r\n  get color () {\r\n    return this.material.uniforms.outlineColor.value\r\n  }\r\n\r\n  set color (value: THREE.Color) {\r\n    this.material.uniforms.outlineColor.value.set(value)\r\n  }\r\n\r\n  get sceneBuffer () {\r\n    return this.material.uniforms.sceneBuffer.value\r\n  }\r\n\r\n  set sceneBuffer (value: THREE.Texture) {\r\n    this.material.uniforms.sceneBuffer.value = value\r\n  }\r\n\r\n  get depthBuffer () {\r\n    return this.material.uniforms.depthBuffer.value\r\n  }\r\n\r\n  set depthBuffer (value: THREE.Texture) {\r\n    this.material.uniforms.depthBuffer.value = value\r\n  }\r\n\r\n  dispose () {\r\n    this.material.dispose()\r\n  }\r\n}\r\n\r\n/**\r\n * This material =computes outline using the depth buffer and combines it with the scene buffer to create a final scene.\r\n */\r\nexport function createOutlineMaterial () {\r\n  return new THREE.ShaderMaterial({\r\n    uniforms: {\r\n      // Input buffers\r\n      sceneBuffer: { value: null },\r\n      depthBuffer: { value: null },\r\n\r\n      // Input parameters\r\n      cameraNear: { value: 1 },\r\n      cameraFar: { value: 1000 },\r\n      screenSize: {\r\n        value: new THREE.Vector4(1, 1, 1, 1)\r\n      },\r\n\r\n      // Options\r\n      outlineColor: { value: new THREE.Color(0xffffff) },\r\n      strokeMultiplier: { value: 2 },\r\n      strokeBias: { value: 2 },\r\n      strokeBlur: { value: 3 }\r\n    },\r\n    vertexShader: `\r\n      varying vec2 vUv;\r\n      void main() {\r\n        vUv = uv;\r\n        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n      }\r\n      `,\r\n    fragmentShader: `\r\n      #include <packing>\r\n      // The above include imports \"perspectiveDepthToViewZ\"\r\n      // and other GLSL functions from ThreeJS we need for reading depth.\r\n      uniform sampler2D depthBuffer;\r\n      uniform float cameraNear;\r\n      uniform float cameraFar;\r\n      uniform vec4 screenSize;\r\n      uniform vec3 outlineColor;\r\n      uniform float strokeMultiplier;\r\n      uniform float strokeBias;\r\n      uniform int strokeBlur;\r\n  \r\n      varying vec2 vUv;\r\n  \r\n      // Helper functions for reading from depth buffer.\r\n      float readDepth (sampler2D depthSampler, vec2 coord) {\r\n        float fragCoordZ = texture2D(depthSampler, coord).x;\r\n        float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\r\n        return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );\r\n      }\r\n      float getLinearDepth(vec3 pos) {\r\n        return -(viewMatrix * vec4(pos, 1.0)).z;\r\n      }\r\n  \r\n      float getLinearScreenDepth(sampler2D map) {\r\n          vec2 uv = gl_FragCoord.xy * screenSize.zw;\r\n          return readDepth(map,uv);\r\n      }\r\n      // Helper functions for reading normals and depth of neighboring pixels.\r\n      float getPixelDepth(int x, int y) {\r\n        // screenSize.zw is pixel size \r\n        // vUv is current position\r\n        return readDepth(depthBuffer, vUv + screenSize.zw * vec2(x, y));\r\n      }\r\n  \r\n      float saturate(float num) {\r\n        return clamp(num, 0.0, 1.0);\r\n      }\r\n  \r\n      void main() {\r\n        float depth = getPixelDepth(0, 0);\r\n  \r\n        // Get the difference between depth of neighboring pixels and current.\r\n        float depthDiff = 0.0;\r\n        int start = -strokeBlur / 2;\r\n        for(int i=0; i < strokeBlur; i ++){\r\n          for(int j=0; j < strokeBlur; j ++){\r\n            depthDiff += abs(depth - getPixelDepth(start +i, start + j));\r\n          }\r\n        }\r\n  \r\n        depthDiff = depthDiff / (float(strokeBlur*strokeBlur) -1.0); \r\n        \r\n        depthDiff = depthDiff * strokeMultiplier;\r\n        depthDiff = saturate(depthDiff);\r\n        depthDiff = pow(depthDiff, strokeBias);\r\n  \r\n        float outline = depthDiff;\r\n  \r\n        // Combine outline with scene color.\r\n        vec4 outlineColor = vec4(outlineColor, 1.0f);\r\n        gl_FragColor = vec4(mix(vec4(0.0,0.0,0.0,0.0), outlineColor, outline));\r\n      }\r\n      `\r\n  })\r\n}\r\n","/**\r\n * @module vim-loader/materials\r\n */\r\n\r\nimport * as THREE from 'three'\r\n\r\nexport class MergeMaterial {\r\n  material: THREE.ShaderMaterial\r\n\r\n  constructor () {\r\n    this.material = createMergeMaterial()\r\n  }\r\n\r\n  get color () {\r\n    return this.material.uniforms.color.value\r\n  }\r\n\r\n  set color (value: THREE.Color) {\r\n    this.material.uniforms.color.value.copy(value)\r\n    this.material.uniformsNeedUpdate = true\r\n  }\r\n\r\n  get sourceA () {\r\n    return this.material.uniforms.sourceA.value\r\n  }\r\n\r\n  set sourceA (value: THREE.Texture) {\r\n    this.material.uniforms.sourceA.value = value\r\n    this.material.uniformsNeedUpdate = true\r\n  }\r\n\r\n  get sourceB () {\r\n    return this.material.uniforms.sourceB.value\r\n  }\r\n\r\n  set sourceB (value: THREE.Texture) {\r\n    this.material.uniforms.sourceB.value = value\r\n    this.material.uniformsNeedUpdate = true\r\n  }\r\n}\r\n\r\n/**\r\n * Material that Merges current fragment with a source texture.\r\n */\r\nexport function createMergeMaterial () {\r\n  return new THREE.ShaderMaterial({\r\n    uniforms: {\r\n      sourceA: { value: null },\r\n      sourceB: { value: null },\r\n      color: { value: new THREE.Color(0xffffff) }\r\n    },\r\n    vertexShader: `\r\n       varying vec2 vUv;\r\n       void main() {\r\n         vUv = uv;\r\n         gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n       }\r\n       `,\r\n    fragmentShader: `\r\n       uniform vec3 color;\r\n       uniform sampler2D sourceA;\r\n       uniform sampler2D sourceB;\r\n       varying vec2 vUv;\r\n       \r\n       void main() {\r\n        vec4 A = texture2D(sourceA, vUv);\r\n        vec4 B = texture2D(sourceB, vUv);\r\n\r\n        gl_FragColor = vec4(mix(A.xyz, color, B.x),1.0f);\r\n       }\r\n       `\r\n  })\r\n}\r\n","/**\r\n * @module vim-loader/materials\r\n */\r\n\r\nimport * as THREE from 'three'\r\n\r\n/**\r\n * Material for isolation mode\r\n * Non visible item appear as transparent.\r\n * Visible items are flat shaded with a basic pseudo lighting.\r\n * Supports object coloring for visible objects.\r\n * Non-visible objects use fillColor.\r\n */\r\nexport function createSimpleMaterial () {\r\n  return new THREE.ShaderMaterial({\r\n    uniforms: {\r\n      opacity: { value: 0.1 },\r\n      fillColor: { value: new THREE.Vector3(0, 0, 0) }\r\n    },\r\n    vertexColors: true,\r\n    //  transparent: true,\r\n    clipping: true,\r\n    vertexShader: /* glsl */ `\r\n\r\n      #include <common>\r\n      #include <logdepthbuf_pars_vertex>\r\n      #include <clipping_planes_pars_vertex>\r\n        \r\n      // VISIBILITY\r\n      // Instance or vertex attribute to hide objects\r\n      // Used as instance attribute for instanced mesh and as vertex attribute for merged meshes. \r\n      attribute float ignore;\r\n\r\n      // Passed to fragment to discard them\r\n      varying float vIgnore;\r\n      varying vec3 vPosition;\r\n\r\n\r\n      // COLORING\r\n      varying vec3 vColor;\r\n\r\n      // attribute for color override\r\n      // merged meshes use it as vertex attribute\r\n      // instanced meshes use it as an instance attribute\r\n      attribute float colored;\r\n\r\n      // There seems to be an issue where setting mehs.instanceColor\r\n      // doesn't properly set USE_INSTANCING_COLOR\r\n      // so we always use it as a fix\r\n      #ifndef USE_INSTANCING_COLOR\r\n        attribute vec3 instanceColor;\r\n      #endif\r\n\r\n      void main() {\r\n        #include <begin_vertex>\r\n        #include <project_vertex>\r\n        #include <clipping_planes_vertex>\r\n        #include <logdepthbuf_vertex>\r\n\r\n        // VISIBILITY\r\n        // Set frag ignore from instance or vertex attribute\r\n        vIgnore = ignore;\r\n\r\n        // COLORING\r\n        vColor = color.xyz;\r\n\r\n        // colored == 1 -> instance color\r\n        // colored == 0 -> vertex color\r\n        #ifdef USE_INSTANCING\r\n          vColor.xyz = colored * instanceColor.xyz + (1.0f - colored) * color.xyz;\r\n        #endif\r\n\r\n        gl_Position.z = -10.0f;\r\n        \r\n        // LIGHTING\r\n        vPosition = vec3(mvPosition ) / mvPosition .w;\r\n      }\r\n      `,\r\n    fragmentShader: /* glsl */ `\r\n      #include <clipping_planes_pars_fragment>\r\n      varying float vIgnore;\r\n      varying vec3 vPosition;\r\n      varying vec3 vColor;\r\n\r\n      void main() {\r\n        #include <clipping_planes_fragment>\r\n\r\n        if (vIgnore > 0.0f){\r\n          discard;\r\n        }\r\n        else{ \r\n          gl_FragColor = vec4(vColor.x, vColor.y, vColor.z, 1.0f);\r\n\r\n          // LIGHTING\r\n          vec3 normal = normalize( cross(dFdx(vPosition), dFdy(vPosition)) );\r\n          float light = dot(normal, normalize(vec3(1.4142f, 1.732f, 2.2360f)));\r\n          light = 0.5 + (light *0.5);\r\n          gl_FragColor.xyz *= light;\r\n        }\r\n      }\r\n      `\r\n  })\r\n}\r\n","/**\r\n * @module vim-loader/materials\r\n */\r\n\r\nimport * as THREE from 'three'\r\n\r\n/**\r\n * Material for the skybox\r\n */\r\nexport class SkyboxMaterial extends THREE.ShaderMaterial {\r\n  get skyColor (): THREE.Color {\r\n    return this.uniforms.skyColor.value\r\n  }\r\n\r\n  set skyColor (value: THREE.Color) {\r\n    this.uniforms.skyColor.value = value\r\n    this.uniformsNeedUpdate = true\r\n  }\r\n\r\n  get groundColor () {\r\n    return this.uniforms.groundColor.value\r\n  }\r\n\r\n  set groundColor (value: THREE.Color) {\r\n    this.uniforms.groundColor.value = value\r\n    this.uniformsNeedUpdate = true\r\n  }\r\n\r\n  get sharpness () {\r\n    return this.uniforms.sharpness.value\r\n  }\r\n\r\n  set sharpness (value: number) {\r\n    this.uniforms.sharpness.value = value\r\n    this.uniformsNeedUpdate = true\r\n  }\r\n\r\n  constructor (\r\n    skyColor: THREE.Color = new THREE.Color(0.68, 0.85, 0.9),\r\n    groundColor: THREE.Color = new THREE.Color(0.8, 0.7, 0.5),\r\n    sharpness: number = 2) {\r\n    super({\r\n      uniforms: {\r\n        skyColor: { value: skyColor },\r\n        groundColor: { value: groundColor },\r\n        sharpness: { value: sharpness }\r\n      },\r\n      vertexShader: /* glsl */ `\r\n        varying vec3 vPosition;\r\n        varying vec3 vCameraPosition;\r\n\r\n        void main() {\r\n          // Compute vertex position\r\n          vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );\r\n          gl_Position = projectionMatrix * mvPosition;\r\n\r\n          // Set z to camera.far so that the skybox is always rendered behind everything else\r\n          gl_Position.z = gl_Position.w;\r\n\r\n          // Pass the vertex world position to the fragment shader\r\n          vPosition = (modelMatrix * vec4(position, 1.0)).xyz;\r\n\r\n          // Pass the camera position to the fragment shader\r\n          mat4 inverseViewMatrix = inverse(viewMatrix);\r\n          vCameraPosition = (inverseViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;\r\n        }\r\n        `,\r\n      fragmentShader: /* glsl */ `\r\n        uniform vec3 skyColor;\r\n        uniform vec3 groundColor;\r\n        uniform float sharpness;\r\n\r\n        varying vec3 vPosition;\r\n        varying vec3 vCameraPosition;\r\n\r\n        void main() {\r\n          // Define the up vector\r\n          vec3 up = vec3(0.0, 1.0, 0.0);\r\n\r\n          // Calculate the direction from the pixel to the camera\r\n          vec3 directionToCamera = normalize(vCameraPosition - vPosition);\r\n\r\n          // Calculate the dot product between the normal and the up vector\r\n          float dotProduct = dot(directionToCamera, up);\r\n\r\n          // Normalize the dot product to be between 0 and 1\r\n          float t = (dotProduct + 1.0) / 2.0;\r\n\r\n          // Apply a power function to create a sharper transition\r\n          t = pow(t, sharpness);\r\n\r\n          // Interpolate between colors\r\n          vec3 pastelSkyBlue = vec3(0.68, 0.85, 0.9); // Light sky blue pastel\r\n          vec3 pastelEarthyBrown = vec3(0.8, 0.7, 0.5); // Light earthy brown pastel\r\n          vec3 color = mix(skyColor, groundColor, t);\r\n\r\n          // Output the final color\r\n          gl_FragColor = vec4(color, 1.0);\r\n        }\r\n        `\r\n    })\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader/materials\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { StandardMaterial, createOpaque, createTransparent } from './standardMaterial'\r\nimport { createMaskMaterial } from './maskMaterial'\r\nimport { createIsolationMaterial } from './isolationMaterial'\r\nimport { OutlineMaterial } from './outlineMaterial'\r\nimport { ViewerSettings } from '../../vim-webgl-viewer/settings/viewerSettings'\r\nimport { MergeMaterial } from './mergeMaterial'\r\nimport { createSimpleMaterial } from './simpleMaterial'\r\nimport { SignalDispatcher } from 'ste-signals'\r\nimport { SkyboxMaterial } from './skyboxMaterial'\r\n\r\n/**\r\n * Defines the materials to be used by the vim loader and allows for material injection.\r\n */\r\nexport class ViewerMaterials {\r\n  // eslint-disable-next-line no-use-before-define\r\n  static instance: ViewerMaterials\r\n\r\n  static createInstance (instance: ViewerMaterials) {\r\n    this.instance = instance\r\n  }\r\n\r\n  static getInstance () {\r\n    if (!this.instance) {\r\n      this.instance = new ViewerMaterials()\r\n    }\r\n    return this.instance\r\n  }\r\n\r\n  /**\r\n   * Material used for opaque model geometry.\r\n   */\r\n  readonly opaque: StandardMaterial\r\n  /**\r\n   * Material used for transparent model geometry.\r\n   */\r\n  readonly transparent: StandardMaterial\r\n  /**\r\n   * Material used for maximum performance.\r\n   */\r\n  readonly simple: THREE.Material\r\n  /**\r\n   * Material used when creating wireframe geometry of the model.\r\n   */\r\n  readonly wireframe: THREE.LineBasicMaterial\r\n  /**\r\n   * Material used to show traces of hidden objects.\r\n   */\r\n  readonly isolation: THREE.Material\r\n  /**\r\n   * Material used to filter out what is not selected for selection outline effect.\r\n   */\r\n  readonly mask: THREE.ShaderMaterial\r\n  /**\r\n   * Material used for selection outline effect.\r\n   */\r\n  readonly outline: OutlineMaterial\r\n\r\n  /**\r\n   * Material used for the skybox effect.\r\n   */\r\n  readonly skyBox: SkyboxMaterial\r\n\r\n  /**\r\n   * Material used to merge outline effect with scene render.\r\n   */\r\n  readonly merge: MergeMaterial\r\n\r\n  private _clippingPlanes: THREE.Plane[] | undefined\r\n  private _sectionStrokeWitdh: number = 0.01\r\n  private _sectionStrokeFallof: number = 0.75\r\n  private _sectionStrokeColor: THREE.Color = new THREE.Color(0xf6f6f6)\r\n  private _focusIntensity: number = 0.75\r\n  private _focusColor: THREE.Color = new THREE.Color(0xffffff)\r\n  private _onUpdate = new SignalDispatcher()\r\n\r\n  constructor (\r\n    opaque?: StandardMaterial,\r\n    transparent?: StandardMaterial,\r\n    simple?: THREE.Material,\r\n    wireframe?: THREE.LineBasicMaterial,\r\n    isolation?: THREE.Material,\r\n    mask?: THREE.ShaderMaterial,\r\n    outline?: OutlineMaterial,\r\n    merge?: MergeMaterial,\r\n    skyBox?: SkyboxMaterial\r\n  ) {\r\n    this.opaque = opaque ?? createOpaque()\r\n    this.transparent = transparent ?? createTransparent()\r\n    this.simple = simple ?? createSimpleMaterial()\r\n    this.wireframe = wireframe ?? createWireframe()\r\n    this.isolation = isolation ?? createIsolationMaterial()\r\n    this.mask = mask ?? createMaskMaterial()\r\n    this.outline = outline ?? new OutlineMaterial()\r\n    this.merge = merge ?? new MergeMaterial()\r\n    this.skyBox = skyBox ?? new SkyboxMaterial()\r\n  }\r\n\r\n  /**\r\n   * Updates material settings based on the provided configuration.\r\n   * @param {ViewerSettings} settings - The settings to apply to the materials.\r\n   */\r\n  applySettings (settings: ViewerSettings) {\r\n    this.opaque.color = settings.materials.standard.color\r\n    this.transparent.color = settings.materials.standard.color\r\n\r\n    this.isolationOpacity = settings.materials.isolation.opacity\r\n    this.isolationColor = settings.materials.isolation.color\r\n\r\n    this.wireframeColor = settings.materials.highlight.color\r\n    this.wireframeOpacity = settings.materials.highlight.opacity\r\n\r\n    this.sectionStrokeWitdh = settings.materials.section.strokeWidth\r\n    this.sectionStrokeFallof = settings.materials.section.strokeFalloff\r\n    this.sectionStrokeColor = settings.materials.section.strokeColor\r\n\r\n    this.outlineIntensity = settings.materials.outline.intensity\r\n    this.outlineFalloff = settings.materials.outline.falloff\r\n    this.outlineBlur = settings.materials.outline.blur\r\n    this.outlineColor = settings.materials.outline.color\r\n  }\r\n\r\n  /**\r\n   * A signal dispatched whenever a material is modified.\r\n   */\r\n  get onUpdate () {\r\n    return this._onUpdate.asEvent()\r\n  }\r\n\r\n  /**\r\n   * Determines the color of the model regular opaque and transparent materials.\r\n   */\r\n  get modelColor () {\r\n    return this.opaque.color\r\n  }\r\n\r\n  set modelColor (color: THREE.Color) {\r\n    this.opaque.color = color\r\n    this.transparent.color = color\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Determines the opacity of the isolation material.\r\n   */\r\n  get isolationOpacity () {\r\n    return this.isolation.opacity\r\n  }\r\n\r\n  set isolationOpacity (opacity: number) {\r\n    const mat = this.isolation as THREE.ShaderMaterial\r\n    mat.uniforms.opacity.value = opacity\r\n    mat.uniformsNeedUpdate = true\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Determines the color of the isolation material.\r\n   */\r\n  get isolationColor (): THREE.Color {\r\n    const mat = this.isolation as THREE.ShaderMaterial\r\n    return mat.uniforms.fillColor.value\r\n  }\r\n\r\n  set isolationColor (color: THREE.Color) {\r\n    const mat = this.isolation as THREE.ShaderMaterial\r\n    mat.uniforms.fillColor.value = color\r\n    mat.uniformsNeedUpdate = true\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Determines the color intensity of the highlight effect on mouse hover.\r\n   */\r\n  get focusIntensity () {\r\n    return this._focusIntensity\r\n  }\r\n\r\n  set focusIntensity (value: number) {\r\n    if (this._focusIntensity === value) return\r\n    this._focusIntensity = value\r\n    this.opaque.focusIntensity = value\r\n    this.transparent.focusIntensity = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Determines the color of the highlight effect on mouse hover.\r\n   */\r\n  get focusColor () {\r\n    return this._focusColor\r\n  }\r\n\r\n  set focusColor (value: THREE.Color) {\r\n    if (this._focusColor === value) return\r\n    this._focusColor = value\r\n    this.opaque.focusColor = value\r\n    this.transparent.focusColor = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Determines the color of wireframe meshes.\r\n   */\r\n  get wireframeColor () {\r\n    return this.wireframe.color\r\n  }\r\n\r\n  set wireframeColor (value: THREE.Color) {\r\n    if (this.wireframe.color === value) return\r\n    this.wireframe.color = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Determines the opacity of wireframe meshes.\r\n   */\r\n  get wireframeOpacity () {\r\n    return this.wireframe.opacity\r\n  }\r\n\r\n  set wireframeOpacity (value: number) {\r\n    if (this.wireframe.opacity === value) return\r\n\r\n    this.wireframe.opacity = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * The clipping planes applied to all relevent materials\r\n   */\r\n  get clippingPlanes () {\r\n    return this._clippingPlanes\r\n  }\r\n\r\n  set clippingPlanes (value: THREE.Plane[] | undefined) {\r\n    // THREE Materials will break if assigned undefined\r\n    this._clippingPlanes = value\r\n    this.opaque.clippingPlanes = value ?? null\r\n    this.transparent.clippingPlanes = value ?? null\r\n    this.wireframe.clippingPlanes = value ?? null\r\n    this.isolation.clippingPlanes = value ?? null\r\n    this.mask.clippingPlanes = value ?? null\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * The width of the stroke effect where the section box intersects the model.\r\n   */\r\n  get sectionStrokeWitdh () {\r\n    return this._sectionStrokeWitdh\r\n  }\r\n\r\n  set sectionStrokeWitdh (value: number) {\r\n    if (this._sectionStrokeWitdh === value) return\r\n    this._sectionStrokeWitdh = value\r\n    this.opaque.sectionStrokeWitdh = value\r\n    this.transparent.sectionStrokeWitdh = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Gradient of the stroke effect where the section box intersects the model.\r\n   */\r\n  get sectionStrokeFallof () {\r\n    return this._sectionStrokeFallof\r\n  }\r\n\r\n  set sectionStrokeFallof (value: number) {\r\n    if (this._sectionStrokeFallof === value) return\r\n    this._sectionStrokeFallof = value\r\n    this.opaque.sectionStrokeFallof = value\r\n    this.transparent.sectionStrokeFallof = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Color of the stroke effect where the section box intersects the model.\r\n   */\r\n  get sectionStrokeColor () {\r\n    return this._sectionStrokeColor\r\n  }\r\n\r\n  set sectionStrokeColor (value: THREE.Color) {\r\n    if (this._sectionStrokeColor === value) return\r\n    this._sectionStrokeColor = value\r\n    this.opaque.sectionStrokeColor = value\r\n    this.transparent.sectionStrokeColor = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Color of the selection outline effect.\r\n   */\r\n  get outlineColor () {\r\n    return this.merge.color\r\n  }\r\n\r\n  set outlineColor (value: THREE.Color) {\r\n    if (this.merge.color === value) return\r\n    this.merge.color = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Size of the blur convolution on the selection outline effect.\r\n   */\r\n  get outlineBlur () {\r\n    return this.outline.strokeBlur\r\n  }\r\n\r\n  set outlineBlur (value: number) {\r\n    if (this.outline.strokeBlur === value) return\r\n    this.outline.strokeBlur = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Gradient of the the selection outline effect.\r\n   */\r\n  get outlineFalloff () {\r\n    return this.outline.strokeBias\r\n  }\r\n\r\n  set outlineFalloff (value: number) {\r\n    if (this.outline.strokeBias === value) return\r\n    this.outline.strokeBias = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Intensity of the the selection outline effect.\r\n   */\r\n  get outlineIntensity () {\r\n    return this.outline.strokeMultiplier\r\n  }\r\n\r\n  set outlineIntensity (value: number) {\r\n    if (this.outline.strokeMultiplier === value) return\r\n    this.outline.strokeMultiplier = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  get skyboxSkyColor () {\r\n    return this.skyBox.skyColor\r\n  }\r\n\r\n  set skyboxSkyColor (value: THREE.Color) {\r\n    this.skyBox.skyColor = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  get skyboxGroundColor () {\r\n    return this.skyBox.groundColor\r\n  }\r\n\r\n  set skyboxGroundColor (value: THREE.Color) {\r\n    this.skyBox.groundColor = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  get skyboxSharpness () {\r\n    return this.skyBox.sharpness\r\n  }\r\n\r\n  set skyboxSharpness (value: number) {\r\n    this.skyBox.sharpness = value\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  /** dispose all materials. */\r\n  dispose () {\r\n    this.opaque.dispose()\r\n    this.transparent.dispose()\r\n    this.wireframe.dispose()\r\n    this.isolation.dispose()\r\n    this.mask.dispose()\r\n    this.outline.dispose()\r\n  }\r\n}\r\n\r\n/**\r\n * Creates a new instance of the default wireframe material.\r\n * @returns {THREE.LineBasicMaterial} A new instance of LineBasicMaterial.\r\n */\r\nexport function createWireframe () {\r\n  const material = new THREE.LineBasicMaterial({\r\n    depthTest: false,\r\n    opacity: 1,\r\n    color: new THREE.Color(0x0000ff),\r\n    transparent: true\r\n  })\r\n  return material\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { G3d, G3dMesh, G3dMaterial } from 'vim-format'\r\nimport { InsertableGeometry } from './insertableGeometry'\r\nimport { InsertableSubmesh } from './insertableSubmesh'\r\nimport { G3dMeshOffsets } from './g3dOffsets'\r\nimport { Vim } from '../../vim-loader/vim'\r\nimport { ViewerMaterials } from '../materials/viewerMaterials'\r\n\r\nexport class InsertableMesh {\r\n  offsets: G3dMeshOffsets\r\n  mesh: THREE.Mesh\r\n  vim: Vim\r\n\r\n  /**\r\n   * Whether the mesh is merged or not.\r\n   */\r\n  get merged () {\r\n    return true\r\n  }\r\n\r\n  /**\r\n   * Whether the mesh is transparent or not.\r\n   */\r\n  transparent: boolean\r\n\r\n  /**\r\n   * Total bounding box for this mesh.\r\n   */\r\n  get boundingBox () {\r\n    return this.geometry.boundingBox\r\n  }\r\n\r\n  /**\r\n   * Set to true to ignore SetMaterial calls.\r\n   */\r\n  ignoreSceneMaterial: boolean\r\n\r\n  /**\r\n   * initial material.\r\n   */\r\n  private _material: THREE.Material | THREE.Material[] | undefined\r\n\r\n  geometry: InsertableGeometry\r\n\r\n  constructor (\r\n    offsets: G3dMeshOffsets,\r\n    materials: G3dMaterial,\r\n    transparent: boolean\r\n  ) {\r\n    this.offsets = offsets\r\n    this.transparent = transparent\r\n\r\n    this.geometry = new InsertableGeometry(offsets, materials, transparent)\r\n\r\n    this._material = transparent\r\n      ? ViewerMaterials.getInstance().transparent.material\r\n      : ViewerMaterials.getInstance().opaque.material\r\n\r\n    this.mesh = new THREE.Mesh(this.geometry.geometry, this._material)\r\n    this.mesh.userData.vim = this\r\n    // this.mesh.frustumCulled = false\r\n  }\r\n\r\n  get progress () {\r\n    return this.geometry.progress\r\n  }\r\n\r\n  insert (g3d: G3dMesh, mesh: number) {\r\n    const added = this.geometry.insert(g3d, mesh)\r\n    if (!this.vim) {\r\n      return\r\n    }\r\n\r\n    for (const i of added) {\r\n      this.vim.scene.addSubmesh(new InsertableSubmesh(this, i))\r\n    }\r\n  }\r\n\r\n  insertFromVim (g3d: G3d, mesh: number) {\r\n    this.geometry.insertFromG3d(g3d, mesh)\r\n  }\r\n\r\n  update () {\r\n    this.geometry.update()\r\n  }\r\n\r\n  clearUpdate () {\r\n    this.geometry.flushUpdate()\r\n  }\r\n\r\n  /**\r\n   * Returns submesh corresponding to given face on a merged mesh.\r\n   */\r\n  getSubmeshFromFace (faceIndex: number) {\r\n    // TODO: not iterate through all submeshes\r\n    const hitIndex = faceIndex * 3\r\n    for (const [instance, submesh] of this.geometry.submeshes.entries()) {\r\n      if (hitIndex >= submesh.start && hitIndex < submesh.end) {\r\n        return new InsertableSubmesh(this, instance)\r\n      }\r\n    }\r\n  }\r\n\r\n  /**\r\n   *\r\n   * @returns Returns all submeshes\r\n   */\r\n  getSubmeshes () {\r\n    const submeshes = new Array<InsertableSubmesh>(\r\n      this.geometry.submeshes.length\r\n    )\r\n    for (let i = 0; i < submeshes.length; i++) {\r\n      submeshes[i] = new InsertableSubmesh(this, i)\r\n    }\r\n    return submeshes\r\n  }\r\n\r\n  /**\r\n   *\r\n   * @returns Returns submesh for given index.\r\n   */\r\n  getSubmesh (index: number) {\r\n    // if (this.geometry.submeshes.has(index)) {\r\n    return new InsertableSubmesh(this, index)\r\n    // }\r\n  }\r\n\r\n  /**\r\n   * Overrides mesh material, set to undefine to restore initial material.\r\n   */\r\n  setMaterial (value: THREE.Material) {\r\n    if (this._material === value) return\r\n    if (this.ignoreSceneMaterial) return\r\n\r\n    if (value) {\r\n      if (!this._material) {\r\n        this._material = this.mesh.material\r\n      }\r\n      this.mesh.material = value\r\n    } else {\r\n      if (this._material) {\r\n        this.mesh.material = this._material\r\n        this._material = undefined\r\n      }\r\n    }\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport { Submesh } from '../mesh'\r\nimport { InstancedMesh } from './instancedMesh'\r\n\r\nexport class InstancedSubmesh {\r\n  mesh: InstancedMesh\r\n  index: number\r\n\r\n  constructor (mesh: InstancedMesh, index: number) {\r\n    this.mesh = mesh\r\n    this.index = index\r\n  }\r\n\r\n  equals (other: Submesh) {\r\n    return this.mesh === other.mesh && this.index === other.index\r\n  }\r\n\r\n  /**\r\n   * Returns parent three mesh.\r\n   */\r\n  get three () {\r\n    return this.mesh.mesh\r\n  }\r\n\r\n  /**\r\n   * True if parent mesh is merged.\r\n   */\r\n  get merged () {\r\n    return false\r\n  }\r\n\r\n  /**\r\n   * Returns vim instance associated with this submesh.\r\n   */\r\n  get instance () {\r\n    return this.mesh.bimInstances[this.index]\r\n  }\r\n\r\n  /**\r\n   * Returns bounding box for this submesh.\r\n   */\r\n  get boundingBox () {\r\n    return this.mesh.boxes[this.index]\r\n  }\r\n\r\n  /**\r\n   * Returns vim object for this submesh.\r\n   */\r\n  get object () {\r\n    return this.mesh.vim.getObjectFromInstance(this.instance)\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { Vim } from '../../vim-loader/vim'\r\nimport { InstancedSubmesh } from './instancedSubmesh'\r\nimport { G3d, G3dMesh } from 'vim-format'\r\n\r\nexport class InstancedMesh {\r\n  g3dMesh: G3dMesh | G3d\r\n  vim: Vim\r\n  mesh: THREE.InstancedMesh\r\n\r\n  // instances\r\n  bimInstances: ArrayLike<number>\r\n  meshInstances: ArrayLike<number>\r\n  boundingBox: THREE.Box3\r\n  boxes: THREE.Box3[]\r\n\r\n  // State\r\n  ignoreSceneMaterial: boolean\r\n  private _material: THREE.Material | THREE.Material[] | undefined\r\n\r\n  constructor (\r\n    g3d: G3dMesh | G3d,\r\n    mesh: THREE.InstancedMesh,\r\n    instances: Array<number>\r\n  ) {\r\n    this.g3dMesh = g3d\r\n    this.mesh = mesh\r\n    this.mesh.userData.vim = this\r\n    this.bimInstances =\r\n      g3d instanceof G3dMesh\r\n        ? instances.map((i) => g3d.scene.instanceNodes[i])\r\n        : instances\r\n    this.meshInstances = instances\r\n\r\n    this.boxes =\r\n      g3d instanceof G3dMesh\r\n        ? this.importBoundingBoxes()\r\n        : this.computeBoundingBoxes()\r\n    this.boundingBox = this.computeBoundingBox(this.boxes)\r\n  }\r\n\r\n  get merged () {\r\n    return false\r\n  }\r\n\r\n  /**\r\n   * Returns submesh for given index.\r\n   */\r\n  getSubMesh (index: number) {\r\n    return new InstancedSubmesh(this, index)\r\n  }\r\n\r\n  /**\r\n   * Returns all submeshes for given index.\r\n   */\r\n  getSubmeshes () {\r\n    const submeshes = new Array<InstancedSubmesh>(this.bimInstances.length)\r\n    for (let i = 0; i < this.bimInstances.length; i++) {\r\n      submeshes[i] = new InstancedSubmesh(this, i)\r\n    }\r\n    return submeshes\r\n  }\r\n\r\n  setMaterial (value: THREE.Material) {\r\n    if (this._material === value) return\r\n    if (this.ignoreSceneMaterial) return\r\n\r\n    if (value) {\r\n      if (!this._material) {\r\n        this._material = this.mesh.material\r\n      }\r\n      this.mesh.material = value\r\n    } else {\r\n      if (this._material) {\r\n        this.mesh.material = this._material\r\n        this._material = undefined\r\n      }\r\n    }\r\n  }\r\n\r\n  private computeBoundingBoxes () {\r\n    this.mesh.geometry.computeBoundingBox()\r\n\r\n    const boxes = new Array<THREE.Box3>(this.mesh.count)\r\n    const matrix = new THREE.Matrix4()\r\n    for (let i = 0; i < this.mesh.count; i++) {\r\n      this.mesh.getMatrixAt(i, matrix)\r\n      boxes[i] = this.mesh.geometry.boundingBox.clone().applyMatrix4(matrix)\r\n    }\r\n\r\n    return boxes\r\n  }\r\n\r\n  private importBoundingBoxes () {\r\n    if (this.g3dMesh instanceof G3d) throw new Error('Wrong type')\r\n    const boxes = new Array<THREE.Box3>(this.meshInstances.length)\r\n    for (let i = 0; i < this.meshInstances.length; i++) {\r\n      const box = new THREE.Box3()\r\n      const instance = this.meshInstances[i]\r\n      box.min.fromArray(this.g3dMesh.scene.getInstanceMin(instance))\r\n      box.max.fromArray(this.g3dMesh.scene.getInstanceMax(instance))\r\n      boxes[i] = box\r\n    }\r\n    return boxes\r\n  }\r\n\r\n  computeBoundingBox (boxes: THREE.Box3[]) {\r\n    const box = boxes[0].clone()\r\n    for (let i = 1; i < boxes.length; i++) {\r\n      box.union(boxes[i])\r\n    }\r\n    return box\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { G3d, G3dMesh, G3dMaterial, MeshSection, G3dScene } from 'vim-format'\r\nimport { InstancedMesh } from './instancedMesh'\r\nimport { ViewerMaterials } from '../materials/viewerMaterials'\r\nimport { Geometry } from '../geometry'\r\n\r\nexport class InstancedMeshFactory {\r\n  materials: G3dMaterial\r\n\r\n  constructor (materials: G3dMaterial) {\r\n    this.materials = materials\r\n  }\r\n\r\n  createTransparent (mesh: G3dMesh, instances: number[]) {\r\n    return this.createFromVimx(mesh, instances, 'transparent', true)\r\n  }\r\n\r\n  createOpaque (mesh: G3dMesh, instances: number[]) {\r\n    return this.createFromVimx(mesh, instances, 'opaque', false)\r\n  }\r\n\r\n  createOpaqueFromVim (g3d: G3d, mesh: number, instances: number[]) {\r\n    return this.createFromVim(g3d, mesh, instances, 'opaque', false)\r\n  }\r\n\r\n  createTransparentFromVim (g3d: G3d, mesh: number, instances: number[]) {\r\n    return this.createFromVim(g3d, mesh, instances, 'transparent', true)\r\n  }\r\n\r\n  createFromVimx (\r\n    mesh: G3dMesh,\r\n    instances: number[],\r\n    section: MeshSection,\r\n    transparent: boolean\r\n  ) {\r\n    if (mesh.getIndexCount(section) <= 1) {\r\n      return undefined\r\n    }\r\n\r\n    const geometry = this.createGeometry(\r\n      this.computeIndices(mesh, section),\r\n      this.computeVertices(mesh, section),\r\n      this.computeColors(mesh, section, transparent ? 4 : 3)\r\n    )\r\n\r\n    const material = transparent\r\n      ? ViewerMaterials.getInstance().transparent\r\n      : ViewerMaterials.getInstance().opaque\r\n\r\n    const threeMesh = new THREE.InstancedMesh(\r\n      geometry,\r\n      material.material,\r\n      instances.length\r\n    )\r\n\r\n    this.setMatricesFromVimx(threeMesh, mesh.scene, instances)\r\n    const result = new InstancedMesh(mesh, threeMesh, instances)\r\n    return result\r\n  }\r\n\r\n  createFromVim (\r\n    g3d: G3d,\r\n    mesh: number,\r\n    instances: number[] | undefined,\r\n    section: MeshSection,\r\n    transparent: boolean\r\n  ) {\r\n    const geometry = Geometry.createGeometryFromMesh(\r\n      g3d,\r\n      mesh,\r\n      section,\r\n      transparent\r\n    )\r\n    const material = transparent\r\n      ? ViewerMaterials.getInstance().transparent\r\n      : ViewerMaterials.getInstance().opaque\r\n\r\n    const threeMesh = new THREE.InstancedMesh(\r\n      geometry,\r\n      material.material,\r\n      instances?.length ?? g3d.getMeshInstanceCount(mesh)\r\n    )\r\n\r\n    this.setMatricesFromVimx(threeMesh, g3d, instances)\r\n    const result = new InstancedMesh(g3d, threeMesh, instances)\r\n    return result\r\n  }\r\n\r\n  private createGeometry (\r\n    indices: THREE.Uint32BufferAttribute,\r\n    positions: THREE.Float32BufferAttribute,\r\n    colors: THREE.Float32BufferAttribute\r\n  ) {\r\n    const geometry = new THREE.BufferGeometry()\r\n    geometry.setIndex(indices)\r\n    geometry.setAttribute('position', positions)\r\n    geometry.setAttribute('color', colors)\r\n    return geometry\r\n  }\r\n\r\n  private computeIndices (mesh: G3dMesh, section: MeshSection) {\r\n    const indexStart = mesh.getIndexStart(section)\r\n    const indexCount = mesh.getIndexCount(section)\r\n    const vertexOffset = mesh.getVertexStart(section)\r\n    const indices = new Uint32Array(indexCount)\r\n    for (let i = 0; i < indexCount; i++) {\r\n      indices[i] = mesh.chunk.indices[indexStart + i] - vertexOffset\r\n    }\r\n    return new THREE.Uint32BufferAttribute(indices, 1)\r\n  }\r\n\r\n  private computeVertices (mesh: G3dMesh, section: MeshSection) {\r\n    const vertexStart = mesh.getVertexStart(section)\r\n    const vertexEnd = mesh.getVertexEnd(section)\r\n    const vertices = mesh.chunk.positions.subarray(\r\n      vertexStart * G3d.POSITION_SIZE,\r\n      vertexEnd * G3d.POSITION_SIZE\r\n    )\r\n    return new THREE.Float32BufferAttribute(vertices, G3d.POSITION_SIZE)\r\n  }\r\n\r\n  private computeColors (\r\n    mesh: G3dMesh,\r\n    section: MeshSection,\r\n    colorSize: number\r\n  ) {\r\n    const colors = new Float32Array(mesh.getVertexCount(section) * colorSize)\r\n\r\n    let c = 0\r\n    const submeshStart = mesh.getSubmeshStart(section)\r\n    const submeshEnd = mesh.getSubmeshEnd(section)\r\n    for (let sub = submeshStart; sub < submeshEnd; sub++) {\r\n      const mat = mesh.chunk.submeshMaterial[sub]\r\n      const color = this.materials.getMaterialColor(mat)\r\n      const subVertexCount = mesh.getSubmeshVertexCount(sub)\r\n\r\n      for (let i = 0; i < subVertexCount; i++) {\r\n        colors[c] = color[0]\r\n        colors[c + 1] = color[1]\r\n        colors[c + 2] = color[2]\r\n        if (colorSize > 3) {\r\n          colors[c + 3] = color[3]\r\n        }\r\n        c += colorSize\r\n      }\r\n    }\r\n    return new THREE.Float32BufferAttribute(colors, colorSize)\r\n  }\r\n\r\n  private setMatricesFromVimx (\r\n    three: THREE.InstancedMesh,\r\n    source: G3dScene | G3d,\r\n    instances: number[]\r\n  ) {\r\n    const matrix = new THREE.Matrix4()\r\n    for (let i = 0; i < instances.length; i++) {\r\n      const array = source.getInstanceMatrix(instances[i])\r\n      matrix.fromArray(array)\r\n      three.setMatrixAt(i, matrix)\r\n    }\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport { G3dMesh } from 'vim-format'\r\nimport { G3dSubset } from './g3dSubset'\r\n\r\n/**\r\n * Makes sure both instanced meshes and merged meshes are requested in the right order\r\n * Also decouples downloads and processing.\r\n */\r\nexport class LoadingSynchronizer {\r\n  done = false\r\n  uniques: G3dSubset\r\n  nonUniques: G3dSubset\r\n  getMesh: (mesh: number) => Promise<G3dMesh>\r\n  mergeAction: (mesh: G3dMesh, index: number) => void\r\n  instanceAction: (mesh: G3dMesh, index: number) => void\r\n\r\n  mergeQueue: (() => void)[] = []\r\n  instanceQueue: (() => void)[] = []\r\n\r\n  constructor (\r\n    uniques: G3dSubset,\r\n    nonUniques: G3dSubset,\r\n    getMesh: (mesh: number) => Promise<G3dMesh>,\r\n    mergeAction: (mesh: G3dMesh, index: number) => void,\r\n    instanceAction: (mesh: G3dMesh, index: number) => void\r\n  ) {\r\n    this.uniques = uniques\r\n    this.nonUniques = nonUniques\r\n    this.getMesh = getMesh\r\n    this.mergeAction = mergeAction\r\n    this.instanceAction = instanceAction\r\n  }\r\n\r\n  get isDone () {\r\n    return this.done\r\n  }\r\n\r\n  abort () {\r\n    this.done = true\r\n    this.mergeQueue.length = 0\r\n    this.instanceQueue.length = 0\r\n  }\r\n\r\n  // Loads batches until the all meshes are loaded\r\n  async loadAll () {\r\n    const promises = this.getSortedPromises()\r\n    Promise.all(promises).then(() => (this.done = true))\r\n    await this.consumeQueues()\r\n  }\r\n\r\n  private async consumeQueues () {\r\n    while (\r\n      !(\r\n        this.done &&\r\n        this.mergeQueue.length === 0 &&\r\n        this.instanceQueue.length === 0\r\n      )\r\n    ) {\r\n      while (this.mergeQueue.length > 0) {\r\n        this.mergeQueue.pop()()\r\n      }\r\n      while (this.instanceQueue.length > 0) {\r\n        this.instanceQueue.pop()()\r\n      }\r\n\r\n      // Resume on next frame\r\n      await new Promise((resolve) => setTimeout(resolve, 0))\r\n    }\r\n  }\r\n\r\n  private getSortedPromises () {\r\n    const promises: Promise<void>[] = []\r\n\r\n    const uniqueCount = this.uniques.getMeshCount()\r\n    const nonUniquesCount = this.nonUniques.getMeshCount()\r\n\r\n    let uniqueIndex = 0\r\n    let nonUniqueIndex = 0\r\n    let uniqueMesh = 0\r\n    let nonUniqueMesh = 0\r\n\r\n    while (!this.isDone) {\r\n      const mergeDone = uniqueIndex >= uniqueCount\r\n      const instanceDone = nonUniqueIndex >= nonUniquesCount\r\n      if (mergeDone && instanceDone) {\r\n        break\r\n      }\r\n\r\n      if (!mergeDone && (uniqueMesh <= nonUniqueMesh || instanceDone)) {\r\n        uniqueMesh = this.uniques.getSourceMesh(uniqueIndex)\r\n        promises.push(this.merge(uniqueMesh, uniqueIndex++))\r\n      }\r\n      if (!instanceDone && (nonUniqueMesh <= uniqueMesh || mergeDone)) {\r\n        nonUniqueMesh = this.nonUniques.getSourceMesh(nonUniqueIndex)\r\n        promises.push(this.instance(nonUniqueMesh, nonUniqueIndex++))\r\n      }\r\n    }\r\n    return promises\r\n  }\r\n\r\n  async merge (mesh: number, index: number) {\r\n    const m = await this.getMesh(mesh)\r\n    this.mergeQueue.push(() => this.mergeAction(m, index))\r\n  }\r\n\r\n  async instance (mesh: number, index: number) {\r\n    const m = await this.getMesh(mesh)\r\n    this.instanceQueue.push(() => this.instanceAction(m, index))\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport { InsertableMesh } from './insertableMesh'\r\nimport { InstancedMeshFactory } from './instancedMeshFactory'\r\nimport { Vimx, Scene } from '../..'\r\n\r\nimport { G3dMesh } from 'vim-format'\r\nimport { G3dSubset } from './g3dSubset'\r\nimport { InstancedMesh } from './instancedMesh'\r\nimport { LoadingSynchronizer } from './loadingSynchronizer'\r\n\r\nexport type LoadSettings = {\r\n  /** Delay in ms between each rendering list update. @default: 400ms */\r\n  updateDelayMs: number\r\n  /** If true, will wait for geometry to be ready before it is added to the renderer. @default: false */\r\n  delayRender: boolean\r\n}\r\n\r\nexport type LoadPartialSettings = Partial<LoadSettings>\r\nfunction getFullSettings (option: LoadPartialSettings) {\r\n  return {\r\n    updateDelayMs: option?.updateDelayMs ?? 400,\r\n    delayRender: option?.delayRender ?? false\r\n  } as LoadSettings\r\n}\r\n\r\n/**\r\n * Manages geometry downloads and loads it into a scene for rendering.\r\n */\r\nexport class SubsetRequest {\r\n  private _subset: G3dSubset\r\n\r\n  private _uniques: G3dSubset\r\n  private _nonUniques: G3dSubset\r\n  private _opaqueMesh: InsertableMesh\r\n  private _transparentMesh: InsertableMesh\r\n\r\n  private _synchronizer: LoadingSynchronizer\r\n  private _meshFactory: InstancedMeshFactory\r\n  private _meshes: InstancedMesh[] = []\r\n  private _pushedMesh = 0\r\n\r\n  private _disposed: boolean = false\r\n  private _started: boolean = false\r\n\r\n  private _scene: Scene\r\n\r\n  getBoundingBox () {\r\n    return this._subset.getBoundingBox()\r\n  }\r\n\r\n  constructor (scene: Scene, localVimx: Vimx, subset: G3dSubset) {\r\n    this._subset = subset\r\n    this._scene = scene\r\n\r\n    this._uniques = this._subset.filterUniqueMeshes()\r\n    this._nonUniques = this._subset.filterNonUniqueMeshes()\r\n\r\n    const opaqueOffsets = this._uniques.getOffsets('opaque')\r\n    this._opaqueMesh = new InsertableMesh(\r\n      opaqueOffsets,\r\n      localVimx.materials,\r\n      false\r\n    )\r\n    this._opaqueMesh.mesh.name = 'Opaque_Merged_Mesh'\r\n\r\n    const transparentOffsets = this._uniques.getOffsets('transparent')\r\n    this._transparentMesh = new InsertableMesh(\r\n      transparentOffsets,\r\n      localVimx.materials,\r\n      true\r\n    )\r\n    this._transparentMesh.mesh.name = 'Transparent_Merged_Mesh'\r\n\r\n    this._scene.addMesh(this._transparentMesh)\r\n    this._scene.addMesh(this._opaqueMesh)\r\n\r\n    this._meshFactory = new InstancedMeshFactory(localVimx.materials)\r\n\r\n    this._synchronizer = new LoadingSynchronizer(\r\n      this._uniques,\r\n      this._nonUniques,\r\n      (mesh) => localVimx.getMesh(mesh),\r\n      (mesh, index) => this.mergeMesh(mesh, index),\r\n      (mesh, index) =>\r\n        this.instanceMesh(mesh, this._nonUniques.getMeshInstances(index))\r\n    )\r\n\r\n    return this\r\n  }\r\n\r\n  dispose () {\r\n    if (!this._disposed) {\r\n      this._disposed = true\r\n      this._synchronizer.abort()\r\n    }\r\n  }\r\n\r\n  async start (settings: LoadPartialSettings) {\r\n    if (this._started) {\r\n      return\r\n    }\r\n    this._started = true\r\n    const fullSettings = getFullSettings(settings)\r\n\r\n    // Loading and updates are independants\r\n    this._synchronizer.loadAll()\r\n\r\n    // Loop until done or disposed.\r\n    let lastUpdate = Date.now()\r\n    while (true) {\r\n      await this.nextFrame()\r\n      if (this._disposed) {\r\n        return\r\n      }\r\n      if (this._synchronizer.isDone) {\r\n        this.updateMeshes()\r\n        return\r\n      }\r\n      if (\r\n        !fullSettings.delayRender &&\r\n        Date.now() - lastUpdate > fullSettings.updateDelayMs\r\n      ) {\r\n        this.updateMeshes()\r\n        lastUpdate = Date.now()\r\n      }\r\n    }\r\n  }\r\n\r\n  private async nextFrame () {\r\n    return new Promise((resolve) => setTimeout(resolve, 0))\r\n  }\r\n\r\n  private mergeMesh (g3dMesh: G3dMesh, index: number) {\r\n    this._transparentMesh.insert(g3dMesh, index)\r\n    this._opaqueMesh.insert(g3dMesh, index)\r\n  }\r\n\r\n  private instanceMesh (g3dMesh: G3dMesh, instances: number[]) {\r\n    const opaque = this._meshFactory.createOpaque(g3dMesh, instances)\r\n    const transparent = this._meshFactory.createTransparent(g3dMesh, instances)\r\n\r\n    if (opaque) {\r\n      this._meshes.push(opaque)\r\n    }\r\n    if (transparent) {\r\n      this._meshes.push(transparent)\r\n    }\r\n  }\r\n\r\n  private updateMeshes () {\r\n    // Update Instanced meshes\r\n    while (this._pushedMesh < this._meshes.length) {\r\n      const mesh = this._meshes[this._pushedMesh++]\r\n      this._scene.addMesh(mesh)\r\n    }\r\n\r\n    // Update Merged meshes\r\n    this._transparentMesh.update()\r\n    this._opaqueMesh.update()\r\n    this._scene.setDirty()\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport { MeshSection } from 'vim-format'\r\nimport { G3dSubset } from './g3dSubset'\r\n\r\nexport class G3dMeshCounts {\r\n  instances: number = 0\r\n  meshes: number = 0\r\n  indices: number = 0\r\n  vertices: number = 0\r\n}\r\n\r\n/**\r\n * Holds the offsets needed to preallocate geometry for a given meshIndexSubset\r\n */\r\nexport class G3dMeshOffsets {\r\n  // inputs\r\n  readonly subset: G3dSubset\r\n  readonly section: MeshSection\r\n\r\n  // computed\r\n  readonly counts: G3dMeshCounts\r\n  private readonly _indexOffsets: Int32Array\r\n  private readonly _vertexOffsets: Int32Array\r\n\r\n  /**\r\n   * Computes geometry offsets for given subset and section\r\n   * @param subset subset for which to compute offsets\r\n   * @param section 'opaque' | 'transparent' | 'all'\r\n   */\r\n  constructor (subset: G3dSubset, section: MeshSection) {\r\n    this.subset = subset\r\n    this.section = section\r\n\r\n    this.counts = subset.getAttributeCounts(section)\r\n    this._indexOffsets = this.computeOffsets(subset, (m) =>\r\n      subset.getMeshIndexCount(m, section)\r\n    )\r\n    this._vertexOffsets = this.computeOffsets(subset, (m) =>\r\n      subset.getMeshVertexCount(m, section)\r\n    )\r\n  }\r\n\r\n  private computeOffsets (subset: G3dSubset, getter: (mesh: number) => number) {\r\n    const meshCount = subset.getMeshCount()\r\n    const offsets = new Int32Array(meshCount)\r\n\r\n    for (let i = 1; i < meshCount; i++) {\r\n      offsets[i] = offsets[i - 1] + getter(i - 1)\r\n    }\r\n    return offsets\r\n  }\r\n\r\n  /**\r\n   * Returns the index offset for given mesh and its instances.\r\n   * @param mesh subset-based mesh index\r\n   */\r\n  getIndexOffset (mesh: number) {\r\n    return mesh < this.counts.meshes\r\n      ? this._indexOffsets[mesh]\r\n      : this.counts.indices\r\n  }\r\n\r\n  /**\r\n   * Returns the vertex offset for given mesh and its instances.\r\n   * @param mesh subset-based mesh index\r\n   */\r\n  getVertexOffset (mesh: number) {\r\n    return mesh < this.counts.meshes\r\n      ? this._vertexOffsets[mesh]\r\n      : this.counts.vertices\r\n  }\r\n\r\n  /**\r\n   * Returns instance counts of given mesh.\r\n   * @param mesh subset-based mesh index\r\n   */\r\n  getMeshInstanceCount (mesh: number) {\r\n    return this.subset.getMeshInstanceCount(mesh)\r\n  }\r\n\r\n  /**\r\n   * Returns source-based instance for given mesh and index.\r\n   * @mesh subset-based mesh index\r\n   * @index mesh-based instance index\r\n   */\r\n  getMeshInstance (mesh: number, index: number) {\r\n    return this.subset.getMeshInstance(mesh, index)\r\n  }\r\n\r\n  /**\r\n   * Returns the source-based mesh index at given index\r\n   */\r\n  getSourceMesh (index: number) {\r\n    return this.subset.getSourceMesh(index)\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport { G3d, MeshSection, G3dScene, FilterMode } from 'vim-format'\r\nimport { G3dMeshOffsets, G3dMeshCounts } from './g3dOffsets'\r\nimport * as THREE from 'three'\r\n\r\n/**\r\n * Represents a subset of a complete scene definition.\r\n * Allows for further filtering or to get offsets needed to build the scene.\r\n */\r\nexport class G3dSubset {\r\n  private _source: G3dScene | G3d\r\n  // source-based indices of included instanced\r\n  private _instances: number[]\r\n\r\n  /** Source-based mesh indices */\r\n  private _meshes: Array<number>\r\n  /** Source-based instances aligned with corresponding mesh */\r\n  private _meshInstances: Array<Array<number>>\r\n\r\n  /**\r\n   * @param source Underlying data source for the subset\r\n   * @param instances source-based instance indices of included instances.\r\n   */\r\n  constructor (\r\n    source: G3dScene | G3d,\r\n    // source-based indices of included instanced\r\n    instances?: number[]\r\n  ) {\r\n    this._source = source\r\n\r\n    // Consider removing this if too slow.\r\n    if (!instances) {\r\n      instances = []\r\n      for (let i = 0; i < source.instanceMeshes.length; i++) {\r\n        if (source.instanceMeshes[i] >= 0) {\r\n          instances.push(i)\r\n        }\r\n      }\r\n    }\r\n    this._instances = instances\r\n\r\n    // Compute mesh data.\r\n    this._meshes = []\r\n    const map = new Map<number, Array<number>>()\r\n    for (const instance of instances) {\r\n      const mesh = source.instanceMeshes[instance]\r\n      if (!map.has(mesh)) {\r\n        this._meshes.push(mesh)\r\n        map.set(mesh, [instance])\r\n      } else {\r\n        map.get(mesh)?.push(instance)\r\n      }\r\n    }\r\n\r\n    this._meshInstances = new Array<Array<number>>(this._meshes.length)\r\n    for (let i = 0; i < this._meshes.length; i++) {\r\n      this._meshInstances[i] = map.get(this._meshes[i])\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Returns total instance count in subset.\r\n   */\r\n  getInstanceCount () {\r\n    return this._instances.length\r\n  }\r\n\r\n  /**\r\n   * Returns the vim-based instance (node) for given subset-based instance.\r\n   */\r\n  getVimInstance (subsetIndex: number) {\r\n    const vimIndex = this._instances[subsetIndex]\r\n    return this._source.instanceNodes[vimIndex]\r\n  }\r\n\r\n  /**\r\n   * Returns the vim-based instances (nodes) for current subset.\r\n   */\r\n  getVimInstances () {\r\n    const results = new Array<number>(this._instances.length)\r\n    for (let i = 0; i < results.length; i++) {\r\n      results[i] = this.getVimInstance(i)\r\n    }\r\n    return results\r\n  }\r\n\r\n  /**\r\n   * Returns source-based mesh index.\r\n   * @param index subset-based mesh index\r\n   */\r\n  getSourceMesh (index: number) {\r\n    return this._meshes[index]\r\n  }\r\n\r\n  /**\r\n   * Returns total mesh count in subset.\r\n   */\r\n  getMeshCount () {\r\n    return this._meshes.length\r\n  }\r\n\r\n  /**\r\n   * Returns total index count for given mesh and section.\r\n   * @param mesh subset-based mesh index\r\n   * @param section sections to include based on opacity\r\n   */\r\n  getMeshIndexCount (mesh: number, section: MeshSection) {\r\n    const instances = this.getMeshInstanceCount(mesh)\r\n    const indices = this._source.getMeshIndexCount(\r\n      this.getSourceMesh(mesh),\r\n      section\r\n    )\r\n    return indices * instances\r\n  }\r\n\r\n  /**\r\n   * Returns total vertex count for given mesh and section.\r\n   * @param mesh subset-based mesh index\r\n   * @param section sections to include based on opacity\r\n   */\r\n  getMeshVertexCount (mesh: number, section: MeshSection) {\r\n    const instances = this.getMeshInstanceCount(mesh)\r\n    const vertices = this._source.getMeshVertexCount(\r\n      this.getSourceMesh(mesh),\r\n      section\r\n    )\r\n    return vertices * instances\r\n  }\r\n\r\n  /**\r\n   * Returns instance count for given mesh.\r\n   * @param mesh subset-based mesh index.\r\n   */\r\n  getMeshInstanceCount (mesh: number) {\r\n    return this._meshInstances[mesh].length\r\n  }\r\n\r\n  /**\r\n   * Returns a list of source-based instance indices for given mesh.\r\n   * @param mesh subset-based mesh index.\r\n   */\r\n  getMeshInstances (mesh: number) {\r\n    return this._meshInstances[mesh]\r\n  }\r\n\r\n  /**\r\n   * Returns the source-based instance index for given mesh and index.\r\n   * @param mesh subset-based mesh index.\r\n   * @param index mesh-based instance index\r\n   */\r\n  getMeshInstance (mesh: number, index: number) {\r\n    return this._meshInstances[mesh][index]\r\n  }\r\n\r\n  /**\r\n   * Returns a new subset that only contains unique meshes.\r\n   */\r\n  filterUniqueMeshes () {\r\n    return this.filterByCount((count) => count === 1)\r\n  }\r\n\r\n  /**\r\n   * Returns a new subset that contains only the N largest meshes sorted by largest\r\n   */\r\n  filterLargests (count: number) {\r\n    if (this._source instanceof G3d) {\r\n      throw new Error('Feature requires a vimx file')\r\n    }\r\n\r\n    // reuse vector3 to avoid wateful allocations\r\n    const min = new THREE.Vector3()\r\n    const max = new THREE.Vector3()\r\n\r\n    // Compute all sizes\r\n    const values = new Array<[number, number]>(this._instances.length)\r\n    for (let i = 0; i < this._instances.length; i++) {\r\n      const instance = this._instances[i]\r\n      min.fromArray(this._source.getInstanceMin(instance))\r\n      max.fromArray(this._source.getInstanceMax(instance))\r\n      const size = min.distanceToSquared(max)\r\n      values.push([i, size])\r\n    }\r\n\r\n    // Take top 100 instances\r\n    values.sort((v1, v2) => v2[1] - v1[1])\r\n    const instances = values.slice(0, count).map((v) => v[0])\r\n    return new G3dSubset(this._source, instances)\r\n  }\r\n\r\n  /**\r\n   * Returns a new subset that only contains non-unique meshes.\r\n   */\r\n  filterNonUniqueMeshes () {\r\n    return this.filterByCount((count) => count > 1)\r\n  }\r\n\r\n  private filterByCount (predicate: (i: number) => boolean) {\r\n    const set = new Set<number>()\r\n    this._meshInstances.forEach((instances, i) => {\r\n      if (predicate(instances.length)) {\r\n        set.add(this._meshes[i])\r\n      }\r\n    })\r\n    const instances = this._instances.filter((instance) =>\r\n      set.has(this._source.instanceMeshes[instance])\r\n    )\r\n\r\n    return new G3dSubset(this._source, instances)\r\n  }\r\n\r\n  /**\r\n   * Returns offsets needed to build geometry.\r\n   */\r\n  getOffsets (section: MeshSection) {\r\n    return new G3dMeshOffsets(this, section)\r\n  }\r\n\r\n  /**\r\n   * Returns the count of each mesh attribute.\r\n   */\r\n  getAttributeCounts (section: MeshSection = 'all') {\r\n    const result = new G3dMeshCounts()\r\n    const count = this.getMeshCount()\r\n    for (let i = 0; i < count; i++) {\r\n      result.instances += this.getMeshInstanceCount(i)\r\n      result.indices += this.getMeshIndexCount(i, section)\r\n      result.vertices += this.getMeshVertexCount(i, section)\r\n    }\r\n    result.meshes = count\r\n\r\n    return result\r\n  }\r\n\r\n  /**\r\n   * Returns a new subset where the order of meshes is inverted.\r\n   */\r\n  reverse () {\r\n    const reverse = [...this._instances].reverse()\r\n    return new G3dSubset(this._source, reverse)\r\n  }\r\n\r\n  /**\r\n   * Returns a new subset with instances not included in given filter.\r\n   * @param mode Defines which field the filter will be applied to.\r\n   * @param filter Array of all values to match for.\r\n   */\r\n  except (mode: FilterMode, filter: number[] | Set<number>): G3dSubset {\r\n    return this._filter(mode, filter, false)\r\n  }\r\n\r\n  /**\r\n   * Returns a new subset with instances matching given filter.\r\n   * @param mode Defines which field the filter will be applied to.\r\n   * @param filter Array of all values to match for.\r\n   */\r\n  filter (mode: FilterMode, filter: number[] | Set<number>): G3dSubset {\r\n    return this._filter(mode, filter, true)\r\n  }\r\n\r\n  private _filter (\r\n    mode: FilterMode,\r\n    filter: number[] | Set<number>,\r\n    has: boolean\r\n  ): G3dSubset {\r\n    if (filter === undefined || mode === undefined) {\r\n      return new G3dSubset(this._source, undefined)\r\n    }\r\n\r\n    if (mode === 'instance') {\r\n      const instances = this.filterOnArray(\r\n        filter,\r\n        this._source.instanceNodes,\r\n        has\r\n      )\r\n      return new G3dSubset(this._source, instances)\r\n    }\r\n\r\n    if (mode === 'mesh') {\r\n      const instances = this.filterOnArray(\r\n        filter,\r\n        this._source.instanceMeshes,\r\n        has\r\n      )\r\n      return new G3dSubset(this._source, instances)\r\n    }\r\n\r\n    if (mode === 'tag' || mode === 'group') {\r\n      throw new Error('Filter Mode Not implemented')\r\n    }\r\n  }\r\n\r\n  private filterOnArray (\r\n    filter: number[] | Set<number>,\r\n    array: Int32Array,\r\n    has: boolean = true\r\n  ) {\r\n    const set = filter instanceof Set ? filter : new Set(filter)\r\n    const result: number[] = []\r\n    for (const i of this._instances) {\r\n      const value = array[i]\r\n      if (set.has(value) === has && this._source.instanceMeshes[i] >= 0) {\r\n        result.push(i)\r\n      }\r\n    }\r\n    return result\r\n  }\r\n\r\n  /**\r\n   * Return the bounding box of the current subset or undefined if subset is empty.\r\n   */\r\n  getBoundingBox () {\r\n    if (this._instances.length === 0) return\r\n    if (this._source instanceof G3dScene) {\r\n      // To avoid including (0,0,0)\r\n      const box = new THREE.Box3()\r\n      const first = this._instances[0]\r\n      box.min.fromArray(this._source.getInstanceMin(first))\r\n      box.max.fromArray(this._source.getInstanceMax(first))\r\n\r\n      for (let i = 1; i < this._instances.length; i++) {\r\n        const instance = this._instances[i]\r\n        minBox(box, this._source.getInstanceMin(instance))\r\n        maxBox(box, this._source.getInstanceMax(instance))\r\n      }\r\n      return box\r\n    }\r\n  }\r\n}\r\n\r\nfunction minBox (box: THREE.Box3, other: Float32Array) {\r\n  box.min.x = Math.min(box.min.x, other[0])\r\n  box.min.y = Math.min(box.min.y, other[1])\r\n  box.min.z = Math.min(box.min.z, other[2])\r\n}\r\n\r\nfunction maxBox (box: THREE.Box3, other: Float32Array) {\r\n  box.max.x = Math.max(box.max.x, other[0])\r\n  box.max.y = Math.max(box.max.y, other[1])\r\n  box.max.z = Math.max(box.max.z, other[2])\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport { VimMeshFactory } from './legacyMeshFactory'\r\nimport { LoadPartialSettings, LoadSettings, SubsetRequest } from './subsetRequest'\r\nimport { G3dSubset } from './g3dSubset'\r\nimport { ISignal, ISignalHandler, SignalDispatcher } from 'ste-signals'\r\nimport { ISubscribable, SubscriptionChangeEventHandler } from 'ste-core'\r\nimport { Vimx } from './vimx'\r\nimport { Scene } from '../scene'\r\n\r\nexport interface SubsetBuilder {\r\n  /** Dispatched whenever a subset begins or finishes loading. */\r\n  onUpdate: ISignal\r\n\r\n  /** Returns true when some subset is being loaded. */\r\n  isLoading: boolean\r\n\r\n  /** Returns all instances as a subset */\r\n  getFullSet(): G3dSubset\r\n\r\n  /** Loads given subset with given options */\r\n  loadSubset(subset: G3dSubset, settings?: LoadPartialSettings)\r\n\r\n  /** Stops and clears all loading processes */\r\n  clear()\r\n\r\n  dispose()\r\n}\r\n\r\n/**\r\n * Loads and builds subsets from a Vim file.\r\n */\r\nexport class VimSubsetBuilder implements SubsetBuilder {\r\n  factory: VimMeshFactory\r\n\r\n  private _onUpdate = new SignalDispatcher()\r\n\r\n  get onUpdate () {\r\n    return this._onUpdate.asEvent()\r\n  }\r\n\r\n  get isLoading () {\r\n    return false\r\n  }\r\n\r\n  constructor (factory: VimMeshFactory) {\r\n    this.factory = factory\r\n  }\r\n\r\n  getFullSet () {\r\n    return new G3dSubset(this.factory.g3d)\r\n  }\r\n\r\n  loadSubset (subset: G3dSubset, settings?: LoadPartialSettings) {\r\n    this.factory.add(subset)\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  clear () {\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  dispose () {}\r\n}\r\n\r\n/**\r\n * Loads and builds subsets from a VimX file.\r\n */\r\nexport class VimxSubsetBuilder {\r\n  private _localVimx: Vimx\r\n  private _scene: Scene\r\n  private _set = new Set<SubsetRequest>()\r\n\r\n  private _onUpdate = new SignalDispatcher()\r\n  get onUpdate () {\r\n    return this._onUpdate.asEvent()\r\n  }\r\n\r\n  get isLoading () {\r\n    return this._set.size > 0\r\n  }\r\n\r\n  constructor (localVimx: Vimx, scene: Scene) {\r\n    this._localVimx = localVimx\r\n    this._scene = scene\r\n  }\r\n\r\n  getFullSet () {\r\n    return new G3dSubset(this._localVimx.scene)\r\n  }\r\n\r\n  async loadSubset (subset: G3dSubset, settings?: LoadPartialSettings) {\r\n    const request = new SubsetRequest(this._scene, this._localVimx, subset)\r\n    this._set.add(request)\r\n    this._onUpdate.dispatch()\r\n    await request.start(settings)\r\n    this._set.delete(request)\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  clear () {\r\n    this._localVimx.abort()\r\n    this._set.forEach((s) => s.dispose())\r\n    this._set.clear()\r\n    this._onUpdate.dispatch()\r\n  }\r\n\r\n  dispose () {\r\n    this.clear()\r\n  }\r\n}\r\n\r\nexport class DummySubsetBuilder implements SubsetBuilder {\r\n  get onUpdate () {\r\n    return new AlwaysTrueSignal()\r\n  }\r\n\r\n  get isLoading () {\r\n    return false\r\n  }\r\n\r\n  getFullSet (): G3dSubset {\r\n    throw new Error('Method not implemented.')\r\n  }\r\n\r\n  loadSubset (subset: G3dSubset, settings?: Partial<LoadSettings>) {}\r\n  clear () { }\r\n  dispose () { }\r\n}\r\n\r\nclass AlwaysTrueSignal implements ISignal {\r\n  count: number\r\n  subscribe (fn: ISignalHandler): () => void {\r\n    fn(null)\r\n    return () => {}\r\n  }\r\n\r\n  sub (fn: ISignalHandler): () => void {\r\n    fn(null)\r\n    return () => {}\r\n  }\r\n\r\n  unsubscribe (fn: ISignalHandler): void {}\r\n  unsub (fn: ISignalHandler): void {}\r\n  one (fn: ISignalHandler): () => void {\r\n    fn(null)\r\n    return () => {}\r\n  }\r\n\r\n  has (fn: ISignalHandler): boolean {\r\n    return false\r\n  }\r\n\r\n  clear (): void {}\r\n  onSubscriptionChange: ISubscribable<SubscriptionChangeEventHandler>\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport { InsertableMesh } from './insertableMesh'\r\nimport { Scene } from '../../vim-loader/scene'\r\nimport { G3dMaterial, G3d, MeshSection } from 'vim-format'\r\nimport { InstancedMeshFactory } from './instancedMeshFactory'\r\nimport { G3dSubset } from './g3dSubset'\r\n\r\n/**\r\n * Mesh factory to load a standard vim using the progressive pipeline.\r\n */\r\nexport class VimMeshFactory {\r\n  readonly g3d: G3d\r\n  private _materials: G3dMaterial\r\n  private _instancedFactory: InstancedMeshFactory\r\n  private _scene: Scene\r\n\r\n  constructor (g3d: G3d, materials: G3dMaterial, scene: Scene) {\r\n    this.g3d = g3d\r\n    this._materials = materials\r\n    this._scene = scene\r\n    this._instancedFactory = new InstancedMeshFactory(materials)\r\n  }\r\n\r\n  /**\r\n   * Adds all instances from subset to the scene\r\n   */\r\n  public add (subset: G3dSubset) {\r\n    const uniques = subset.filterUniqueMeshes()\r\n    const nonUniques = subset.filterNonUniqueMeshes()\r\n\r\n    // Create and add meshes to scene\r\n    this.addInstancedMeshes(this._scene, nonUniques)\r\n    this.addMergedMesh(this._scene, uniques)\r\n  }\r\n\r\n  private addMergedMesh (scene: Scene, subset: G3dSubset) {\r\n    const opaque = this.createMergedMesh(subset, 'opaque', false)\r\n    const transparents = this.createMergedMesh(subset, 'transparent', true)\r\n    scene.addMesh(opaque)\r\n    scene.addMesh(transparents)\r\n  }\r\n\r\n  private createMergedMesh (\r\n    subset: G3dSubset,\r\n    section: MeshSection,\r\n    transparent: boolean\r\n  ) {\r\n    const offsets = subset.getOffsets(section)\r\n    const opaque = new InsertableMesh(offsets, this._materials, transparent)\r\n\r\n    const count = subset.getMeshCount()\r\n    for (let m = 0; m < count; m++) {\r\n      opaque.insertFromVim(this.g3d, m)\r\n    }\r\n\r\n    opaque.update()\r\n    return opaque\r\n  }\r\n\r\n  private addInstancedMeshes (scene: Scene, subset: G3dSubset) {\r\n    const count2 = subset.getMeshCount()\r\n    for (let m = 0; m < count2; m++) {\r\n      const mesh = subset.getSourceMesh(m)\r\n      const instances =\r\n        subset.getMeshInstances(m) ?? this.g3d.meshInstances[mesh]\r\n\r\n      const opaque = this._instancedFactory.createOpaqueFromVim(\r\n        this.g3d,\r\n        mesh,\r\n        instances\r\n      )\r\n      const transparent = this._instancedFactory.createTransparentFromVim(\r\n        this.g3d,\r\n        mesh,\r\n        instances\r\n      )\r\n      scene.addMesh(opaque)\r\n      scene.addMesh(transparent)\r\n    }\r\n  }\r\n}\r\n","\"use strict\";\r\n/**\r\n * @module vim-ts\r\n */\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.NoLog = exports.DefaultLog = exports.Logger = void 0;\r\nclass Logger {\r\n}\r\nexports.Logger = Logger;\r\nclass DefaultLog {\r\n    constructor() {\r\n        this.log = (s) => console.log(s);\r\n        this.warn = (s) => console.warn(s);\r\n        this.error = (s) => console.error(s);\r\n    }\r\n}\r\nexports.DefaultLog = DefaultLog;\r\nclass NoLog {\r\n    constructor() {\r\n        this.log = (s) => { };\r\n        this.warn = (s) => { };\r\n        this.error = (s) => { };\r\n    }\r\n}\r\nexports.NoLog = NoLog;\r\n","// loader\r\nimport {\r\n  getFullSettings,\r\n  VimPartialSettings,\r\n  VimSettings\r\n} from '../vimSettings'\r\n\r\nimport { Vim } from '../vim'\r\nimport { Scene } from '../scene'\r\nimport { Vimx } from './vimx'\r\n\r\nimport { VimSource } from '../../index'\r\nimport { ElementMapping, ElementMapping2 } from '../elementMapping'\r\nimport {\r\n  BFast,\r\n  RemoteBuffer,\r\n  RemoteVimx,\r\n  requestHeader,\r\n  IProgressLogs,\r\n  VimDocument,\r\n  G3d,\r\n  G3dMaterial\r\n} from 'vim-format'\r\nimport { VimSubsetBuilder, VimxSubsetBuilder } from './subsetBuilder'\r\nimport { VimMeshFactory } from './legacyMeshFactory'\r\nimport { DefaultLog } from 'vim-format/dist/logging'\r\n\r\n/**\r\n * Asynchronously opens a vim object from a given source with the provided settings.\r\n * @param {string | BFast} source - The source of the vim object, either a string or a BFast.\r\n * @param {VimPartialSettings} settings - The settings to configure the behavior of the vim object.\r\n * @param {(p: IProgressLogs) => void} [onProgress] - Optional callback function to track progress logs.\r\n * @returns {Promise<void>} A Promise that resolves when the vim object is successfully opened.\r\n */\r\nexport async function open (\r\n  source: VimSource | BFast,\r\n  settings: VimPartialSettings,\r\n  onProgress?: (p: IProgressLogs) => void\r\n) {\r\n  const bfast = source instanceof BFast ? source : new BFast(source)\r\n  const fullSettings = getFullSettings(settings)\r\n  const type = await determineFileType(bfast, fullSettings)!\r\n\r\n  if (type === 'vim') {\r\n    return loadFromVim(bfast, fullSettings, onProgress)\r\n  }\r\n\r\n  if (type === 'vimx') {\r\n    return loadFromVimX(bfast, fullSettings, onProgress)\r\n  }\r\n\r\n  throw new Error('Cannot determine the appropriate loading strategy.')\r\n}\r\n\r\nasync function determineFileType (\r\n  bfast: BFast,\r\n  settings: VimSettings\r\n) {\r\n  if (settings?.fileType === 'vim') return 'vim'\r\n  if (settings?.fileType === 'vimx') return 'vimx'\r\n  return requestFileType(bfast)\r\n}\r\n\r\nasync function requestFileType (bfast: BFast) {\r\n  if (bfast.url) {\r\n    if (bfast.url.endsWith('vim')) return 'vim'\r\n    if (bfast.url.endsWith('vimx')) return 'vimx'\r\n  }\r\n\r\n  const header = await requestHeader(bfast)\r\n  if (header.vim !== undefined) return 'vim'\r\n  if (header.vimx !== undefined) return 'vimx'\r\n\r\n  throw new Error('Cannot determine file type from header.')\r\n}\r\n\r\n/**\r\n * Loads a Vimx file from source\r\n */\r\nasync function loadFromVimX (\r\n  bfast: BFast,\r\n  settings: VimSettings,\r\n  onProgress: (p: IProgressLogs) => void\r\n) {\r\n  // Fetch geometry data\r\n  const remoteVimx = new RemoteVimx(bfast)\r\n  if (remoteVimx.bfast.source instanceof RemoteBuffer) {\r\n    remoteVimx.bfast.source.onProgress = onProgress\r\n  }\r\n\r\n  const vimx = await Vimx.fromRemote(remoteVimx, !settings.progressive)\r\n\r\n  // Create scene\r\n  const scene = new Scene(settings.matrix)\r\n  const mapping = new ElementMapping2(vimx.scene)\r\n\r\n  // wait for bim data.\r\n  // const bim = bimPromise ? await bimPromise : undefined\r\n\r\n  const builder = new VimxSubsetBuilder(vimx, scene)\r\n\r\n  const vim = new Vim(\r\n    vimx.header,\r\n    undefined,\r\n    undefined,\r\n    scene,\r\n    settings,\r\n    mapping,\r\n    builder,\r\n    bfast.url,\r\n    'vimx'\r\n  )\r\n\r\n  if (remoteVimx.bfast.source instanceof RemoteBuffer) {\r\n    remoteVimx.bfast.source.onProgress = undefined\r\n  }\r\n\r\n  return vim\r\n}\r\n\r\n/**\r\n * Loads a Vim file from source\r\n */\r\nasync function loadFromVim (\r\n  bfast: BFast,\r\n  settings: VimSettings,\r\n  onProgress?: (p: IProgressLogs) => void\r\n) {\r\n  const fullSettings = getFullSettings(settings)\r\n\r\n  if (bfast.source instanceof RemoteBuffer) {\r\n    bfast.source.onProgress = onProgress\r\n    if (settings.verboseHttp) {\r\n      bfast.source.logs = new DefaultLog()\r\n    }\r\n  }\r\n\r\n  // Fetch g3d data\r\n  const geometry = await bfast.getBfast('geometry')\r\n  const g3d = await G3d.createFromBfast(geometry)\r\n  const materials = new G3dMaterial(g3d.materialColors)\r\n\r\n  // Create scene\r\n  const scene = new Scene(settings.matrix)\r\n  const factory = new VimMeshFactory(g3d, materials, scene)\r\n\r\n  // Create legacy mapping\r\n  const doc = await VimDocument.createFromBfast(bfast)\r\n  const mapping = await ElementMapping.fromG3d(g3d, doc)\r\n  const header = await requestHeader(bfast)\r\n\r\n  // Return legacy vim\r\n  const builder = new VimSubsetBuilder(factory)\r\n  const vim = new Vim(\r\n    header,\r\n    doc,\r\n    g3d,\r\n    scene,\r\n    fullSettings,\r\n    mapping,\r\n    builder,\r\n    bfast.url,\r\n    'vim'\r\n  )\r\n\r\n  if (bfast.source instanceof RemoteBuffer) {\r\n    bfast.source.onProgress = undefined\r\n  }\r\n\r\n  return vim\r\n}\r\n","export class DeferredPromise<T> extends Promise<T> {\r\n  resolve: (value: T | PromiseLike<T>) => void\r\n  reject: (reason: T | Error) => void\r\n\r\n  initialCallStack: Error['stack']\r\n\r\n  constructor (executor: ConstructorParameters<typeof Promise<T>>[0] = () => {}) {\r\n    let resolver: (value: T | PromiseLike<T>) => void\r\n    let rejector: (reason: T | Error) => void\r\n\r\n    super((resolve, reject) => {\r\n      resolver = resolve\r\n      rejector = reject\r\n      return executor(resolve, reject) // Promise magic: this line is unexplicably essential\r\n    })\r\n\r\n    this.resolve = resolver!\r\n    this.reject = rejector!\r\n\r\n    // store call stack for location where instance is created\r\n    this.initialCallStack = Error().stack?.split('\\n').slice(2).join('\\n')\r\n  }\r\n\r\n  /** @throws error with amended call stack */\r\n  rejectWithError (error: Error) {\r\n    error.stack = [error.stack?.split('\\n')[0], this.initialCallStack].join('\\n')\r\n    this.reject(error)\r\n  }\r\n}\r\n","\r\nexport class SuccessResult<T> {\r\n  result: T\r\n\r\n  constructor (result: T) {\r\n    this.result = result\r\n  }\r\n\r\n  isSuccess (): this is SuccessResult<T> {\r\n    return true\r\n  }\r\n\r\n  isError (): false {\r\n    return false\r\n  }\r\n}\r\n\r\nexport class ErrorResult {\r\n  error: string\r\n\r\n  constructor (error: string) {\r\n    this.error = error\r\n  }\r\n\r\n  isSuccess (): false {\r\n    return false\r\n  }\r\n\r\n  isError (): this is ErrorResult {\r\n    return true\r\n  }\r\n}\r\n\r\nexport type RequestResult<T> = SuccessResult<T> | ErrorResult\r\n","// loader\r\nimport {\r\n  VimPartialSettings\r\n} from '../vimSettings'\r\n\r\nimport { Vim } from '../vim'\r\nimport { DeferredPromise } from '../../utils/deferredPromise'\r\nimport { RequestResult, ErrorResult, SuccessResult } from '../../utils/requestResult'\r\nimport { open } from './open'\r\n\r\nimport { VimSource } from '../../index'\r\nimport {\r\n  BFast, IProgressLogs\r\n} from 'vim-format'\r\n\r\nexport type RequestSource = {\r\n  url?: string,\r\n  buffer?: ArrayBuffer,\r\n  headers?: Record<string, string>,\r\n}\r\n\r\n/**\r\n * Initiates a request to load a VIM object from a given source.\r\n * @param options a url where to find the vim file or a buffer of a vim file.\r\n * @param settings the settings to configure how the vim will be loaded.\r\n * @returns a request object that can be used to track progress and get the result.\r\n */\r\nexport function request (options: RequestSource, settings? : VimPartialSettings) {\r\n  return new VimRequest(options, settings)\r\n}\r\n\r\n/**\r\n * A class that represents a request to load a VIM object from a given source.\r\n */\r\nexport class VimRequest {\r\n  private _source: VimSource\r\n  private _settings : VimPartialSettings\r\n  private _bfast : BFast\r\n\r\n  // Result states\r\n  private _isDone: boolean = false\r\n  private _vimResult?: Vim\r\n  private _error?: string\r\n\r\n  // Promises to await progress updates and completion\r\n  private _progress : IProgressLogs = { loaded: 0, total: 0, all: new Map() }\r\n  private _progressPromise = new DeferredPromise<IProgressLogs>()\r\n  private _completionPromise = new DeferredPromise<void>()\r\n\r\n  constructor (source: VimSource, settings: VimPartialSettings) {\r\n    this._source = source\r\n    this._settings = settings\r\n\r\n    this.startRequest()\r\n  }\r\n\r\n  /**\r\n   * Initiates the asynchronous request and handles progress updates.\r\n   */\r\n  private async startRequest () {\r\n    try {\r\n      this._bfast = new BFast(this._source)\r\n\r\n      const vim: Vim = await open(this._bfast, this._settings, (progress: IProgressLogs) => {\r\n        this._progress = progress\r\n        this._progressPromise.resolve(progress)\r\n        this._progressPromise = new DeferredPromise<IProgressLogs>()\r\n      })\r\n      this._vimResult = vim\r\n    } catch (err: any) {\r\n      this._error = err.message ?? JSON.stringify(err)\r\n      console.error('Error loading VIM:', err)\r\n    } finally {\r\n      this.end()\r\n    }\r\n  }\r\n\r\n  private end () {\r\n    this._isDone = true\r\n    this._progressPromise.resolve(this._progress)\r\n    this._completionPromise.resolve()\r\n  }\r\n\r\n  async getResult (): Promise<RequestResult<Vim>> {\r\n    await this._completionPromise\r\n    return this._error ? new ErrorResult(this._error) : new SuccessResult(this._vimResult)\r\n  }\r\n\r\n  /**\r\n   * Async generator that yields progress updates.\r\n   * @returns An AsyncGenerator yielding IProgressLogs.\r\n   */\r\n  async * getProgress (): AsyncGenerator<IProgressLogs, void, void> {\r\n    while (!this._isDone) {\r\n      yield await this._progressPromise\r\n    }\r\n  }\r\n\r\n  abort () {\r\n    this._bfast.abort()\r\n    this._error = 'Request aborted'\r\n    this.end()\r\n  }\r\n}\r\n","/*!\n * is-plain-object <https://github.com/jonschlinkert/is-plain-object>\n *\n * Copyright (c) 2014-2017, Jon Schlinkert.\n * Released under the MIT License.\n */\n\nfunction isObject(o) {\n  return Object.prototype.toString.call(o) === '[object Object]';\n}\n\nfunction isPlainObject(o) {\n  var ctor,prot;\n\n  if (isObject(o) === false) return false;\n\n  // If has modified constructor\n  ctor = o.constructor;\n  if (ctor === undefined) return true;\n\n  // If has modified prototype\n  prot = ctor.prototype;\n  if (isObject(prot) === false) return false;\n\n  // If constructor does not have an Object-specific method\n  if (prot.hasOwnProperty('isPrototypeOf') === false) {\n    return false;\n  }\n\n  // Most likely a plain Object\n  return true;\n}\n\nexport { isPlainObject };\n","/**\r\n * A circular alpha gradient used as floor under model\r\n */\r\nexport const floor = `\r\ndata:image/png;base64,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\r\n`\r\n","export class AxesSettings {\r\n  size: number = 84\r\n  padding: number = 4\r\n  bubbleSizePrimary: number = 8\r\n  bubbleSizeSecondary: number = 6\r\n  lineWidth: number = 2\r\n  fontPxSize: number = 12\r\n  fontFamily: string = 'arial'\r\n  fontWeight: string = 'bold'\r\n  fontColor: string = '#222222'\r\n  className: string = 'gizmo-axis-canvas'\r\n\r\n  colorX: string = '#f73c3c'\r\n  colorY: string = '#6ccb26'\r\n  colorZ: string = '#178cf0'\r\n  colorXSub: string = '#942424'\r\n  colorYSub: string = '#417a17'\r\n  colorZSub: string = '#0e5490'\r\n\r\n  constructor (init?: Partial<AxesSettings>) {\r\n    this.size = init?.size ?? this.size\r\n    this.padding = init?.padding ?? this.padding\r\n    this.bubbleSizePrimary = init?.bubbleSizePrimary ?? this.bubbleSizePrimary\r\n    this.bubbleSizeSecondary =\r\n      init?.bubbleSizeSecondary ?? this.bubbleSizeSecondary\r\n    this.lineWidth = init?.lineWidth ?? this.lineWidth\r\n    this.fontPxSize = init?.fontPxSize ?? this.fontPxSize\r\n    this.fontFamily = init?.fontFamily ?? this.fontFamily\r\n    this.fontWeight = init?.fontWeight ?? this.fontWeight\r\n    this.fontColor = init?.fontColor ?? this.fontColor\r\n    this.className = init?.className ?? this.className\r\n    this.colorX = init?.colorX ?? this.colorX\r\n    this.colorY = init?.colorY ?? this.colorY\r\n    this.colorZ = init?.colorZ ?? this.colorZ\r\n    this.colorXSub = init?.colorXSub ?? this.colorXSub\r\n    this.colorYSub = init?.colorYSub ?? this.colorYSub\r\n    this.colorZSub = init?.colorZSub ?? this.colorZSub\r\n  }\r\n}\r\n","import * as THREE from 'three'\r\nimport { floor } from '../../images'\r\nimport { AxesSettings } from '../gizmos/axes/axesSettings'\r\nimport { ViewerSettings } from './viewerSettings'\r\n\r\n/**\r\n * Defines the default values for the VIM Viewer settings.\r\n */\r\nexport const defaultViewerSettings: ViewerSettings = {\r\n  canvas: {\r\n    id: undefined,\r\n    resizeDelay: 200\r\n  },\r\n  camera: {\r\n    orthographic: false,\r\n    allowedMovement: new THREE.Vector3(1, 1, 1),\r\n    allowedRotation: new THREE.Vector2(1, 1),\r\n    near: 0.001,\r\n    far: 15000,\r\n    fov: 50,\r\n    zoom: 1,\r\n    // 45 deg down looking down z.\r\n    forward: new THREE.Vector3(1, -1, 1),\r\n    controls: {\r\n      orbit: true,\r\n      rotateSpeed: 1,\r\n      orbitSpeed: 1,\r\n      moveSpeed: 1,\r\n      scrollSpeed: 1.5\r\n    },\r\n\r\n    gizmo: {\r\n      enable: true,\r\n      size: 0.01,\r\n      color: new THREE.Color(0x444444),\r\n      opacity: 0.3,\r\n      opacityAlways: 0.02\r\n    }\r\n  },\r\n  background: { color: new THREE.Color(0xc1c2c6) },\r\n  skybox: {\r\n    enable: true,\r\n    skyColor: new THREE.Color(0xe6f4fa), // Light sky blue pastel\r\n    groundColor: new THREE.Color(0xdfdfe1), // Light earthy brown pastel\r\n    sharpness: 2\r\n  },\r\n  groundPlane: {\r\n    visible: false,\r\n    encoding: 'base64',\r\n    texture: floor,\r\n    opacity: 1,\r\n    color: new THREE.Color(0xffffff),\r\n    size: 5\r\n  },\r\n  skylight: {\r\n    skyColor: new THREE.Color(0xffffff),\r\n    groundColor: new THREE.Color(0xffffff),\r\n    intensity: 0.8\r\n  },\r\n  sunlights: [\r\n    {\r\n      followCamera: true,\r\n      position: new THREE.Vector3(1000, 1000, 1000),\r\n      color: new THREE.Color(0xffffff),\r\n      intensity: 0.8\r\n    },\r\n    {\r\n      followCamera: true,\r\n      position: new THREE.Vector3(-1000, -1000, -1000),\r\n      color: new THREE.Color(0xffffff),\r\n      intensity: 0.2\r\n    }\r\n  ],\r\n  materials: {\r\n    standard: {\r\n      color: new THREE.Color(0x999999)\r\n    },\r\n    highlight: {\r\n      color: new THREE.Color(0x6ad2ff),\r\n      opacity: 0.5\r\n    },\r\n    isolation: {\r\n      color: new THREE.Color(0x4E525C),\r\n      opacity: 0.08\r\n    },\r\n    section: {\r\n      strokeWidth: 0.01,\r\n      strokeFalloff: 0.75,\r\n      strokeColor: new THREE.Color(0xf6f6f6)\r\n    },\r\n    outline: {\r\n      intensity: 3,\r\n      falloff: 3,\r\n      blur: 2,\r\n      color: new THREE.Color(0x00ffff)\r\n    }\r\n  },\r\n  axes: new AxesSettings(),\r\n  rendering: {\r\n    onDemand: true\r\n  }\r\n}\r\n","/**\r\n @module viw-webgl-viewer\r\n*/\r\n\r\nimport * as THREE from 'three'\r\nimport deepmerge from 'deepmerge'\r\nimport { isPlainObject } from 'is-plain-object'\r\nimport { AxesSettings } from '../gizmos/axes/axesSettings'\r\nimport { defaultViewerSettings } from './defaultViewerSettings'\r\n\r\nexport type TextureEncoding = 'url' | 'base64' | undefined\r\nexport { AxesSettings } from '../gizmos/axes/axesSettings'\r\n\r\n/**\r\n * Makes all field optional recursively\r\n * https://stackoverflow.com/questions/41980195/recursive-partialt-in-typescript\r\n */\r\nexport type RecursivePartial<T> = {\r\n  [P in keyof T]?: T[P] extends (infer U)[]\r\n    ? RecursivePartial<U>[]\r\n    : T[P] extends object\r\n    ? RecursivePartial<T[P]>\r\n    : T[P]\r\n}\r\n\r\n/** Viewer related options independant from vims */\r\nexport type ViewerSettings = {\r\n  /**\r\n   * Webgl canvas related options\r\n   */\r\n  canvas: {\r\n    /**\r\n     * Canvas dom model id. If none provided a new canvas will be created\r\n     * Default: undefined.\r\n     */\r\n    id: string | undefined\r\n\r\n    /**\r\n     * Limits how often canvas will be resized if window is resized in ms.\r\n     * Default: 200\r\n     */\r\n    resizeDelay: number\r\n  }\r\n  /**\r\n   * Three.js camera related options\r\n   */\r\n  camera: {\r\n    /**\r\n     * Start with orthographic camera\r\n     * Default: false\r\n     */\r\n    orthographic: boolean\r\n\r\n    /**\r\n     * Vector3 of 0 or 1 to enable/disable movement along each axis\r\n     * Default: THREE.Vector3(1, 1, 1)\r\n     */\r\n    allowedMovement: THREE.Vector3\r\n\r\n    /**\r\n     * Vector2 of 0 or 1 to enable/disable rotation around x or y.\r\n     * Default: THREE.Vector2(1, 1)\r\n     */\r\n    allowedRotation: THREE.Vector2\r\n\r\n    /**\r\n     * Near clipping plane distance\r\n     * Default: 0.01\r\n     */\r\n    near: number\r\n\r\n    /**\r\n     * Far clipping plane distance\r\n     * Default: 15000\r\n     */\r\n    far: number\r\n\r\n    /**\r\n     * Fov angle in degrees\r\n     * Default: 50\r\n     */\r\n    fov: number\r\n\r\n    /**\r\n     * Camera zoom level\r\n     * Default: 1\r\n     */\r\n    zoom: number\r\n\r\n    /**\r\n     * Initial forward vector of the camera\r\n     * THREE.Vector3(1, -1, 1)\r\n     */\r\n    forward: THREE.Vector3\r\n\r\n    /** Camera controls related options */\r\n    controls: {\r\n      /**\r\n       * <p>Set true to start in orbit mode.</p>\r\n       * <p>Camera has two modes: First person and orbit</p>\r\n       * <p>First person allows to moves the camera around freely</p>\r\n       * <p>Orbit rotates the camera around a focus point</p>\r\n       * Default: true\r\n       */\r\n      orbit: boolean\r\n\r\n      /**\r\n       * Camera rotation speed factor\r\n       * Default: 1\r\n       */\r\n      rotateSpeed: number\r\n\r\n      /**\r\n       * Camera orbit rotation speed factor.\r\n       * Default: 1\r\n       */\r\n      orbitSpeed: number\r\n\r\n      /**\r\n       * Camera movement speed factor\r\n       * Default: 1\r\n       */\r\n      moveSpeed: number\r\n\r\n      /**\r\n       * Camera movement speed factor on mouse scroll\r\n       * Default: 1\r\n       * Range: [0.1, 10]\r\n       */\r\n      scrollSpeed: number\r\n\r\n    }\r\n\r\n    /** Camera gizmo related options */\r\n    gizmo: {\r\n      /**\r\n      * Enables/Disables camera gizmo.\r\n      * Default: true\r\n      */\r\n      enable: boolean\r\n\r\n      /**\r\n      * Size of camera gizmo.\r\n      * Default: 0.01\r\n      */\r\n      size: number\r\n\r\n      /**\r\n      * Color of camera gizmo.\r\n      * Default: THREE.Color(255, 255, 255)\r\n      */\r\n      color: THREE.Color\r\n\r\n      /**\r\n      * Opacity of the camera gizmo.\r\n      * Default: 0.5\r\n      */\r\n      opacity: number\r\n\r\n      /**\r\n      * Opacity of the camera gizmo when behind objects.\r\n      * Default: 0.125\r\n      */\r\n      opacityAlways: number\r\n    }\r\n  }\r\n  /**\r\n   * Rendering background options\r\n   */\r\n  background: {\r\n    /**\r\n     * Color of the cavas background\r\n     * Default: THREE.Color('#96999f')\r\n     */\r\n    color: THREE.Color\r\n  },\r\n  /**\r\n   * Skybox options\r\n   */\r\n  skybox:{\r\n    /**\r\n     * Enables/Disables skybox.\r\n     */\r\n    enable: boolean\r\n\r\n    /**\r\n     * Color for the lower part of the skybox.\r\n     */\r\n    groundColor: THREE.Color\r\n    /**\r\n     * Color for the upper part of the skybox.\r\n     */\r\n    skyColor: THREE.Color\r\n\r\n    /**\r\n     * Controls the gradient transition between the sky and the ground.\r\n     */\r\n    sharpness: number\r\n  },\r\n  /**\r\n   * Ground plane under the scene options.\r\n   */\r\n  groundPlane: {\r\n    /**\r\n    * Enables/Disables plane under scene\r\n    * Default: true\r\n    */\r\n    visible: boolean\r\n\r\n    /**\r\n    * Controls how the texture will be retrieved using the texture field.\r\n    * Default: base64\r\n    */\r\n    encoding: TextureEncoding\r\n\r\n    /**\r\n    * Local or remote texture url for plane\r\n    * Default: Vim halo ground provided with the viewer.\r\n    */\r\n    texture: string\r\n\r\n    /**\r\n    * Opacity of the plane\r\n    * Default: 1\r\n    */\r\n    opacity: number\r\n\r\n    /**\r\n    * Color of the plane\r\n    * Default: THREE.Color(0xff, 0xff, 0xff)\r\n    */\r\n    color: THREE.Color\r\n\r\n    /**\r\n    * Size of the ground plane relative to the model\r\n    * Default: 5\r\n    */\r\n    size: number\r\n  }\r\n\r\n/**\r\n* Object highlight on click options\r\n*/\r\nmaterials: {\r\n  /**\r\n  * Default color of standard material\r\n  */\r\n  standard: {\r\n    color: THREE.Color\r\n  }\r\n  /**\r\n  * Highlight on hover options\r\n  */\r\n  highlight: {\r\n    /**\r\n    * Highlight color\r\n    * Default: rgb(106, 210, 255)\r\n    */\r\n    color: THREE.Color\r\n    /**\r\n    * Highlight opacity\r\n    * Default: 0.5\r\n    */\r\n    opacity: number\r\n  }\r\n  /**\r\n  * Isolation material options\r\n  */\r\n  isolation: {\r\n    /**\r\n    * Isolation material color\r\n    * Default: rgb(78, 82, 92)\r\n    */\r\n    color: THREE.Color\r\n    /**\r\n    * Isolation material opacity\r\n    * Default: 0.08\r\n    */\r\n    opacity: number\r\n  }\r\n  /**\r\n  * Section box intersection highlight options\r\n  */\r\n  section: {\r\n    /**\r\n    * Intersection highlight stroke width.\r\n    * Default: 0.01\r\n    */\r\n    strokeWidth: number;\r\n    /**\r\n    * Intersection highlight stroke falloff.\r\n    * Default: 0.75\r\n    */\r\n    strokeFalloff: number;\r\n    /**\r\n    * Intersection highlight stroke color.\r\n    * Default: rgb(246, 246, 246)\r\n    */\r\n    strokeColor: THREE.Color;\r\n  }\r\n  /**\r\n  * Selection outline options\r\n  */\r\n  outline: {\r\n    /**\r\n    * Selection outline intensity.\r\n    * Default: 3\r\n    */\r\n    intensity: number;\r\n    /**\r\n    * Selection outline falloff.\r\n    * Default: 3\r\n    */\r\n    falloff: number;\r\n    /**\r\n    * Selection outline blur.\r\n    * Default: 2\r\n    */\r\n    blur: number;\r\n    /**\r\n    * Selection outline color.\r\n    * Default: rgb(0, 255, 255)\r\n    */\r\n    color: THREE.Color;\r\n  }\r\n}\r\n\r\n  /**\r\n   * Axes gizmo options\r\n   */\r\n  axes: Partial<AxesSettings>\r\n\r\n  /**\r\n   * Skylight (hemisphere light) options\r\n   */\r\n  skylight: {\r\n    /**\r\n    * Skylight sky Color.\r\n    * Default: THREE.Color(153, 204, 255)\r\n    */\r\n    skyColor: THREE.Color\r\n\r\n    /**\r\n    * Skylight ground color.\r\n    * Default: THREE.Color(242, 213, 181)\r\n    */\r\n    groundColor: THREE.Color\r\n\r\n    /**\r\n    * Skylight intensity.\r\n    * Default: 0.8\r\n    */\r\n    intensity: number\r\n  }\r\n  /**\r\n   * Sunlight (directional light) options\r\n   * Two Blue-Green lights at odd angles. See defaultViewerSettings.\r\n   */\r\n  sunlights: {\r\n    followCamera: boolean;\r\n    /** Light position. */\r\n    position: THREE.Vector3;\r\n    /** Light color. */\r\n    color: THREE.Color;\r\n    /** Light intensity. */\r\n    intensity: number;\r\n  }[]\r\n\r\n  rendering: {\r\n    /**\r\n     * Enable on-demand rendering which wait for changes before rendering to the canvas.\r\n     * Default: true\r\n     */\r\n    onDemand: boolean\r\n  }\r\n}\r\n\r\n/**\r\n * Same as the Setting type but any field can be undefined.\r\n */\r\nexport type PartialViewerSettings = RecursivePartial<ViewerSettings>\r\n\r\n/**\r\n * Returns a full viewer settings where all unassigned values are replaced with the default values.\r\n * @param settings optional values to use instead of default.\r\n */\r\nexport function getViewerSettings (settings?: PartialViewerSettings) {\r\n  return settings\r\n    ? (deepmerge(defaultViewerSettings, settings, { arrayMerge: combineMerge, isMergeableObject: isPlainObject }) as ViewerSettings)\r\n    : (defaultViewerSettings as ViewerSettings)\r\n}\r\n\r\n//  https://www.npmjs.com/package/deepmerge#arraymerge-example-combine-arrays\r\nconst combineMerge = (target, source, options) => {\r\n  const destination = target.slice()\r\n\r\n  source.forEach((item, index) => {\r\n    if (typeof destination[index] === 'undefined') {\r\n      destination[index] = options.cloneUnlessOtherwiseSpecified(item, options)\r\n    } else if (options.isMergeableObject(item)) {\r\n      destination[index] = deepmerge(target[index], item, options)\r\n    } else if (target.indexOf(item) === -1) {\r\n      destination.push(item)\r\n    }\r\n  })\r\n  return destination\r\n}\r\n","const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\nfunction generateUUID() {\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\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// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidean modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\nfunction euclideanModulo( n, m ) {\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n// Linear mapping from range <a1, a2> to range <b1, b2>\nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\nfunction inverseLerp( x, y, value ) {\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n// https://www.desmos.com/calculator/vcsjnyz7x4\nfunction pingpong( x, length = 1 ) {\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n// http://en.wikipedia.org/wiki/Smoothstep\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n// Random integer from <low, high> interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from <low, high> interval\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n// Random float from <-range/2, range/2> interval\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n// Deterministic pseudo-random float in the interval [ 0, 1 ]\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t// rotations are applied to the axes in the order specified by 'order'\n\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t// angles are in radians\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\nfunction denormalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\n\n\nexport {\n\tDEG2RAD,\n\tRAD2DEG,\n\tgenerateUUID,\n\tclamp,\n\teuclideanModulo,\n\tmapLinear,\n\tinverseLerp,\n\tlerp,\n\tdamp,\n\tpingpong,\n\tsmoothstep,\n\tsmootherstep,\n\trandInt,\n\trandFloat,\n\trandFloatSpread,\n\tseededRandom,\n\tdegToRad,\n\tradToDeg,\n\tisPowerOfTwo,\n\tceilPowerOfTwo,\n\tfloorPowerOfTwo,\n\tsetQuaternionFromProperEuler,\n\tnormalize,\n\tdenormalize,\n};\n","/**\r\n * @module viw-webgl-viewer/camera\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { ViewerSettings } from '../settings/viewerSettings'\r\n\r\nexport class PerspectiveWrapper {\r\n  camera: THREE.PerspectiveCamera\r\n\r\n  constructor (camera: THREE.PerspectiveCamera) {\r\n    this.camera = camera\r\n  }\r\n\r\n  applySettings (settings: ViewerSettings) {\r\n    this.camera.fov = settings.camera.fov\r\n    this.camera.zoom = settings.camera.zoom\r\n    this.camera.near = settings.camera.near\r\n    this.camera.far = settings.camera.far\r\n    this.camera.updateProjectionMatrix()\r\n  }\r\n\r\n  updateProjection (aspect: number) {\r\n    this.camera.aspect = aspect\r\n    this.camera.updateProjectionMatrix()\r\n  }\r\n\r\n  frustrumSizeAt (point: THREE.Vector3) {\r\n    const dist = this.camera.position.distanceTo(point)\r\n    const size = 2 * dist * Math.tan((this.camera.fov / 2) * (Math.PI / 180))\r\n    return new THREE.Vector2(size * this.camera.aspect, size)\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/camera\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { ViewerSettings } from '../settings/viewerSettings'\r\n\r\nexport class OrthographicWrapper {\r\n  camera: THREE.OrthographicCamera\r\n\r\n  constructor (camera: THREE.OrthographicCamera) {\r\n    this.camera = camera\r\n  }\r\n\r\n  frustrumSizeAt (point: THREE.Vector3) {\r\n    return new THREE.Vector2(\r\n      this.camera.right - this.camera.left,\r\n      this.camera.top - this.camera.bottom\r\n    )\r\n  }\r\n\r\n  applySettings (settings: ViewerSettings) {\r\n    this.camera.zoom = settings.camera.zoom\r\n    this.camera.near = -settings.camera.far\r\n    this.camera.far = settings.camera.far\r\n    this.camera.updateProjectionMatrix()\r\n  }\r\n\r\n  updateProjection (size: THREE.Vector2, aspect: number) {\r\n    const max = Math.max(size.x, size.y)\r\n    this.camera.left = -max * aspect\r\n    this.camera.right = max * aspect\r\n    this.camera.top = max\r\n    this.camera.bottom = -max\r\n\r\n    this.camera.updateProjectionMatrix()\r\n  }\r\n}\r\n","import { Vim } from '../../../vim-loader/vim'\r\nimport { Viewer } from '../../viewer'\r\nimport * as THREE from 'three'\r\nimport { SimpleInstanceSubmesh } from '../../../vim-loader/mesh'\r\nimport { ObjectAttribute } from '../../../vim-loader/objectAttributes'\r\nimport { ColorAttribute } from '../../../vim-loader/colorAttributes'\r\n\r\n/**\r\n * Marker gizmo that display an interactive sphere at a 3D positions\r\n * Marker gizmos are still under development.\r\n */\r\nexport class GizmoMarker {\r\n  public readonly type = 'Marker'\r\n  private _viewer: Viewer\r\n  private _submesh: SimpleInstanceSubmesh\r\n\r\n  /**\r\n   * The vim object from which this object came from.\r\n   */\r\n  vim: Vim | undefined\r\n\r\n  /**\r\n   * The bim element index associated with this object.\r\n   */\r\n  element: number | undefined\r\n\r\n  /**\r\n   * The geometry instances  associated with this object.\r\n   */\r\n  instances: number[] | undefined\r\n\r\n  private _outlineAttribute: ObjectAttribute<boolean>\r\n  private _visibleAttribute: ObjectAttribute<boolean>\r\n  private _coloredAttribute: ObjectAttribute<boolean>\r\n  private _focusedAttribute: ObjectAttribute<boolean>\r\n  private _colorAttribute: ColorAttribute\r\n\r\n  constructor (viewer: Viewer, submesh: SimpleInstanceSubmesh) {\r\n    this._viewer = viewer\r\n    this._submesh = submesh\r\n\r\n    const array = [submesh]\r\n    this._outlineAttribute = new ObjectAttribute(\r\n      false,\r\n      'selected',\r\n      'selected',\r\n      array,\r\n      (v) => (v ? 1 : 0)\r\n    )\r\n\r\n    this._visibleAttribute = new ObjectAttribute(\r\n      true,\r\n      'ignore',\r\n      'ignore',\r\n      array,\r\n      (v) => (v ? 0 : 1)\r\n    )\r\n\r\n    this._focusedAttribute = new ObjectAttribute(\r\n      false,\r\n      'focused',\r\n      'focused',\r\n      array,\r\n      (v) => (v ? 1 : 0)\r\n    )\r\n\r\n    this._coloredAttribute = new ObjectAttribute(\r\n      false,\r\n      'colored',\r\n      'colored',\r\n      array,\r\n      (v) => (v ? 1 : 0)\r\n    )\r\n\r\n    this._colorAttribute = new ColorAttribute(array, undefined, undefined)\r\n    this.color = new THREE.Color(0xff1a1a)\r\n  }\r\n\r\n  updateMesh (mesh: SimpleInstanceSubmesh) {\r\n    this._submesh = mesh\r\n    const array = [this._submesh]\r\n    this._visibleAttribute.updateMeshes(array)\r\n    this._focusedAttribute.updateMeshes(array)\r\n    this._outlineAttribute.updateMeshes(array)\r\n    this._colorAttribute.updateMeshes(array)\r\n    this._coloredAttribute.updateMeshes(array)\r\n    this._viewer.renderer.needsUpdate = true\r\n  }\r\n\r\n  /** Sets the position of the marker in the 3d scene */\r\n  set position (value: THREE.Vector3) {\r\n    const m = new THREE.Matrix4()\r\n    m.compose(value, new THREE.Quaternion(), new THREE.Vector3(1, 1, 1))\r\n    this._submesh.mesh.setMatrixAt(this._submesh.index, m)\r\n    this._submesh.mesh.instanceMatrix.needsUpdate = true\r\n  }\r\n\r\n  get position () {\r\n    const m = new THREE.Matrix4()\r\n    this._submesh.mesh.getMatrixAt(0, m)\r\n    return new THREE.Vector3().setFromMatrixPosition(m)\r\n  }\r\n\r\n  /**\r\n   * Always false\r\n   */\r\n  get hasMesh (): boolean {\r\n    return false\r\n  }\r\n\r\n  /**\r\n   * Applies a color override instead of outlines.\r\n   */\r\n  get outline (): boolean {\r\n    return this._outlineAttribute.value\r\n  }\r\n\r\n  set outline (value: boolean) {\r\n    this._outlineAttribute.apply(value)\r\n  }\r\n\r\n  /**\r\n   * Enlarges the gizmo to indicate focus.\r\n   */\r\n  get focused (): boolean {\r\n    return this._focusedAttribute.value\r\n  }\r\n\r\n  set focused (value: boolean) {\r\n    this._focusedAttribute.apply(value)\r\n    this._viewer.renderer.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * Determines if the gizmo will be rendered.\r\n   */\r\n  get visible (): boolean {\r\n    return this._visibleAttribute.value\r\n  }\r\n\r\n  set visible (value: boolean) {\r\n    this._visibleAttribute.apply(value)\r\n    this._viewer.renderer.needsUpdate = true\r\n  }\r\n\r\n  get color (): THREE.Color {\r\n    return this._colorAttribute.value\r\n  }\r\n\r\n  set color (color: THREE.Color) {\r\n    if (color) {\r\n      this._coloredAttribute.apply(true)\r\n      this._colorAttribute.apply(color)\r\n    } else {\r\n      this._coloredAttribute.apply(false)\r\n    }\r\n    this._viewer.renderer.needsUpdate = true\r\n  }\r\n\r\n  get size () {\r\n    const matrix = new THREE.Matrix4()\r\n    this._submesh.mesh.getMatrixAt(this._submesh.index, matrix)\r\n    return matrix.elements[0]\r\n  }\r\n\r\n  set size (value: number) {\r\n    const matrix = new THREE.Matrix4()\r\n    this._submesh.mesh.getMatrixAt(this._submesh.index, matrix)\r\n    matrix.elements[0] = value\r\n    matrix.elements[5] = value\r\n    matrix.elements[10] = value\r\n    this._submesh.mesh.setMatrixAt(this._submesh.index, matrix)\r\n    this._submesh.mesh.instanceMatrix.needsUpdate = true\r\n    this._viewer.renderer.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * Retrieves the bounding box of the object from cache or computes it if needed.\r\n   * Returns a unit box arount the marker position.\r\n   * @returns {THREE.Box3 | undefined} The bounding box of the object.\r\n   */\r\n  getBoundingBox (): THREE.Box3 {\r\n    return new THREE.Box3().setFromCenterAndSize(this.position.clone(), new THREE.Vector3(1, 1, 1))\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/camera\r\n */\r\n\r\nimport { Camera } from './camera'\r\nimport { Object3D } from '../../vim-loader/object3D'\r\nimport { SelectableObject } from '../../vim-webgl-viewer/selection'\r\nimport * as THREE from 'three'\r\nimport { GizmoMarker } from '../gizmos/markers/gizmoMarker'\r\nimport { Vim } from '../../vim-loader/vim'\r\n\r\nexport abstract class CameraMovement {\r\n  protected _camera: Camera\r\n\r\n  constructor (camera: Camera) {\r\n    this._camera = camera\r\n  }\r\n\r\n  /**\r\n   * Moves the camera by the specified 3D vector.\r\n   * @param {THREE.Vector3} vector - The 3D vector representing the direction and distance of movement.\r\n   */\r\n  abstract move3(vector: THREE.Vector3): void\r\n\r\n  /**\r\n   * Moves the camera in a specified 2D direction within a plane defined by the given axes.\r\n   * @param {THREE.Vector2} vector - The 2D vector representing the direction of movement.\r\n   * @param {'XY' | 'XZ'} axes - The axes defining the plane of movement ('XY' or 'XZ').\r\n   */\r\n  move2 (vector: THREE.Vector2, axes: 'XY' | 'XZ'): void {\r\n    const direction =\r\n      axes === 'XY'\r\n        ? new THREE.Vector3(-vector.x, vector.y, 0)\r\n        : axes === 'XZ'\r\n          ? new THREE.Vector3(-vector.x, 0, vector.y)\r\n          : undefined\r\n\r\n    if (direction) this.move3(direction)\r\n  }\r\n\r\n  /**\r\n   * Moves the camera along a specified axis by a given amount.\r\n   * @param {number} amount - The amount to move the camera.\r\n   * @param {'X' | 'Y' | 'Z'} axis - The axis along which to move the camera ('X', 'Y', or 'Z').\r\n   */\r\n  move1 (amount: number, axis: 'X' | 'Y' | 'Z'): void {\r\n    const direction = new THREE.Vector3(\r\n      axis === 'X' ? -amount : 0,\r\n      axis === 'Y' ? amount : 0,\r\n      axis === 'Z' ? amount : 0\r\n    )\r\n\r\n    this.move3(direction)\r\n  }\r\n\r\n  /**\r\n   * Rotates the camera by the specified angles.\r\n   * @param {THREE.Vector2} angle - The 2D vector representing the rotation angles around the X and Y axes.\r\n   */\r\n  abstract rotate(angle: THREE.Vector2): void\r\n\r\n  /**\r\n   * Changes the distance between the camera and its target by a specified factor.\r\n   * @param {number} amount - The factor by which to change the distance (e.g., 0.5 for halving the distance, 2 for doubling the distance).\r\n   */\r\n  abstract zoom(amount: number): void\r\n\r\n  /**\r\n   * Sets the distance between the camera and its target to the specified value.\r\n   * @param {number} dist - The new distance between the camera and its target.\r\n   */\r\n  abstract setDistance(dist: number): void\r\n\r\n  /**\r\n   * Orbits the camera around its target by the given angle while maintaining the distance.\r\n   * @param {THREE.Vector2} vector - The 2D vector representing the orbit angles around the X and Y axes.\r\n   */\r\n  abstract orbit(vector: THREE.Vector2): void\r\n\r\n  /**\r\n   * Orbits the camera around its target to align with the given direction.\r\n   * @param {THREE.Vector3} direction - The direction towards which the camera should be oriented.\r\n   */\r\n  orbitTowards (direction: THREE.Vector3) {\r\n    const forward = this._camera.forward\r\n\r\n    // Clone to avoid side effect on argument\r\n    const _direction = direction.clone()\r\n\r\n    // Makes the azimuth be zero for vertical directions\r\n    // This avoids weird spin around the axis.\r\n    if (_direction.x === 0 && _direction.z === 0) {\r\n      _direction.x = this._camera.forward.x * 0.001\r\n      _direction.z = this._camera.forward.z * 0.001\r\n      _direction.normalize()\r\n    }\r\n\r\n    // Remove Y component.\r\n    const flatForward = forward.clone().setY(0)\r\n    const flatDirection = _direction.clone().setY(0)\r\n\r\n    // Compute angle between vectors on a flat plane.\r\n    const cross = flatForward.clone().cross(flatDirection)\r\n    const clockwise = cross.y === 0 ? 1 : Math.sign(cross.y)\r\n    const azimuth = flatForward.angleTo(flatDirection) * clockwise\r\n\r\n    // Compute the declination angle between the two vectors.\r\n    const angleForward = flatForward.angleTo(forward) * Math.sign(forward.y)\r\n    const angleDirection = flatDirection.angleTo(_direction) * Math.sign(_direction.y)\r\n    const declination = angleForward - angleDirection\r\n\r\n    // Convert to degrees.\r\n    const angle = new THREE.Vector2(-declination, azimuth)\r\n    angle.multiplyScalar(180 / Math.PI)\r\n\r\n    // Apply rotation.\r\n    this.orbit(angle)\r\n  }\r\n\r\n  /**\r\n   * Rotates the camera without moving so that it looks at the specified target.\r\n   * @param {Object3D | THREE.Vector3} target - The target object or position to look at.\r\n   */\r\n  abstract target(target: Object3D | THREE.Vector3): void\r\n\r\n  /**\r\n   * Resets the camera to its last saved position and orientation.\r\n   */\r\n  abstract reset(): void\r\n\r\n  /**\r\n   * Moves both the camera and its target to the given positions.\r\n   * @param {THREE.Vector3} position - The new position of the camera.\r\n   * @param {THREE.Vector3 | undefined} [target] - The new position of the target (optional).\r\n   */\r\n  abstract set(position: THREE.Vector3, target?: THREE.Vector3)\r\n\r\n  /**\r\n   * Sets the camera's orientation and position to focus on the specified target.\r\n   * @param {IObject | Vim | THREE.Sphere | THREE.Box3 | 'all' | undefined} target - The target object, or 'all' to frame all objects.\r\n   * @param {THREE.Vector3} [forward] - Optional forward direction after framing.\r\n   */\r\n  frame (\r\n    target: SelectableObject | Vim | THREE.Sphere | THREE.Box3 | 'all' | undefined,\r\n    forward?: THREE.Vector3\r\n  ): void {\r\n    if ((target instanceof GizmoMarker) || (target instanceof Object3D)) {\r\n      target = target.getBoundingBox()\r\n    }\r\n    if ((target instanceof Vim)) {\r\n      target = target.scene.getAverageBoundingBox()\r\n    }\r\n    if (target === 'all') {\r\n      target = this._camera._scene.getAverageBoundingBox()\r\n    }\r\n    if (target instanceof THREE.Box3) {\r\n      target = target.getBoundingSphere(new THREE.Sphere())\r\n    }\r\n    if (target instanceof THREE.Sphere) {\r\n      this.frameSphere(target, forward)\r\n    }\r\n  }\r\n\r\n  protected frameSphere (sphere: THREE.Sphere, forward?: THREE.Vector3) {\r\n    const direction = this.getNormalizedDirection(forward)\r\n    // Compute best distance to frame sphere\r\n    const fov = (this._camera.camPerspective.camera.fov * Math.PI) / 180\r\n    const dist = (sphere.radius * 1.2) / Math.tan(fov / 2)\r\n    const safeDist = Math.max(dist, this._camera.camPerspective.camera.near * 2)\r\n\r\n    const pos = direction.multiplyScalar(-safeDist).add(sphere.center)\r\n\r\n    this.set(pos, sphere.center)\r\n  }\r\n\r\n  private getNormalizedDirection (forward?: THREE.Vector3) {\r\n    if (!forward) {\r\n      return this._camera.forward\r\n    }\r\n    if (forward.x === 0 && forward.y === 0 && forward.z === 0) {\r\n      return this._camera.forward\r\n    }\r\n    return forward.clone().normalize()\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/camera\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { Camera } from './camera'\r\nimport { Object3D } from '../../vim-loader/object3D'\r\nimport { CameraMovementSnap } from './cameraMovementSnap'\r\nimport { CameraMovement } from './cameraMovement'\r\n\r\nexport class CameraLerp extends CameraMovement {\r\n  _movement: CameraMovementSnap\r\n  _clock = new THREE.Clock()\r\n\r\n  // position\r\n  onProgress: ((progress: number) => void) | undefined\r\n\r\n  _duration = 1\r\n\r\n  constructor (camera: Camera, movement: CameraMovementSnap) {\r\n    super(camera)\r\n    this._movement = movement\r\n  }\r\n\r\n  get isLerping () {\r\n    return this._clock.running\r\n  }\r\n\r\n  init (duration: number) {\r\n    this.cancel()\r\n    this._duration = duration\r\n    this._clock.start()\r\n  }\r\n\r\n  cancel () {\r\n    this._clock.stop()\r\n    this.onProgress = undefined\r\n  }\r\n\r\n  easeOutCubic (x: number): number {\r\n    return 1 - Math.pow(1 - x, 3)\r\n  }\r\n\r\n  update () {\r\n    if (!this._clock.running) return\r\n\r\n    let t = this._clock.getElapsedTime() / this._duration\r\n    t = this.easeOutCubic(t)\r\n    if (t >= 1) {\r\n      t = 1\r\n      this._clock.stop()\r\n      this.onProgress = undefined\r\n    }\r\n    this.onProgress?.(t)\r\n  }\r\n\r\n  override move3 (vector: THREE.Vector3): void {\r\n    const v = vector.clone()\r\n    v.applyQuaternion(this._camera.quaternion)\r\n    const start = this._camera.position.clone()\r\n    const end = this._camera.position.clone().add(v)\r\n    const pos = new THREE.Vector3()\r\n\r\n    this.onProgress = (progress) => {\r\n      pos.copy(start)\r\n      pos.lerp(end, progress)\r\n      this._movement.move3(pos)\r\n    }\r\n  }\r\n\r\n  rotate (angle: THREE.Vector2): void {\r\n    const euler = new THREE.Euler(0, 0, 0, 'YXZ')\r\n    euler.setFromQuaternion(this._camera.quaternion)\r\n\r\n    // When moving the mouse one full sreen\r\n    // Orbit will rotate 180 degree around the scene\r\n    euler.x += angle.x\r\n    euler.y += angle.y\r\n    euler.z = 0\r\n\r\n    // Clamp X rotation to prevent performing a loop.\r\n    const max = Math.PI * 0.48\r\n    euler.x = Math.max(-max, Math.min(max, euler.x))\r\n\r\n    const start = this._camera.quaternion.clone()\r\n    const end = new THREE.Quaternion().setFromEuler(euler)\r\n    const rot = new THREE.Quaternion()\r\n    this.onProgress = (progress) => {\r\n      rot.copy(start)\r\n      rot.slerp(end, progress)\r\n      this._movement.applyRotation(rot)\r\n    }\r\n  }\r\n\r\n  zoom (amount: number): void {\r\n    const dist = this._camera.orbitDistance * amount\r\n    this.setDistance(dist)\r\n  }\r\n\r\n  setDistance (dist: number): void {\r\n    const start = this._camera.position.clone()\r\n    const end = this._camera.target\r\n      .clone()\r\n      .lerp(start, dist / this._camera.orbitDistance)\r\n\r\n    this.onProgress = (progress) => {\r\n      this._camera.position.copy(start)\r\n      this._camera.position.lerp(end, progress)\r\n    }\r\n  }\r\n\r\n  orbit (angle: THREE.Vector2): void {\r\n    const startPos = this._camera.position.clone()\r\n    const startTarget = this._camera.target.clone()\r\n    const a = new THREE.Vector2()\r\n\r\n    this.onProgress = (progress) => {\r\n      a.set(0, 0)\r\n      a.lerp(angle, progress)\r\n      this._movement.set(startPos, startTarget)\r\n      this._movement.orbit(a)\r\n    }\r\n  }\r\n\r\n  target (target: Object3D | THREE.Vector3): void {\r\n    const pos = target instanceof Object3D ? target.getCenter() : target\r\n    const next = pos.clone().sub(this._camera.position)\r\n    const start = this._camera.quaternion.clone()\r\n    const rot = new THREE.Quaternion().setFromUnitVectors(\r\n      new THREE.Vector3(0, 0, -1),\r\n      next.normalize()\r\n    )\r\n    this.onProgress = (progress) => {\r\n      const r = start.clone().slerp(rot, progress)\r\n      this._movement.applyRotation(r)\r\n    }\r\n  }\r\n\r\n  reset (): void {\r\n    this.set(this._camera._savedPosition, this._camera._savedTarget)\r\n  }\r\n\r\n  set (position: THREE.Vector3, target?: THREE.Vector3) {\r\n    const endTarget = target ?? this._camera.target\r\n    const startPos = this._camera.position.clone()\r\n    const startTarget = this._camera.target.clone()\r\n    this.onProgress = (progress) => {\r\n      this._movement.set(\r\n        startPos.clone().lerp(position, progress),\r\n        startTarget.clone().lerp(endTarget, progress)\r\n      )\r\n    }\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/camera\r\n */\r\n\r\nimport { CameraMovement } from './cameraMovement'\r\nimport { Object3D } from '../../vim-loader/object3D'\r\nimport * as THREE from 'three'\r\n\r\nexport class CameraMovementSnap extends CameraMovement {\r\n  /**\r\n   * Moves the camera closer or farther away from orbit target.\r\n   * @param amount movement size.\r\n   */\r\n  zoom (amount: number): void {\r\n    const dist = this._camera.orbitDistance * amount\r\n    this.setDistance(dist)\r\n  }\r\n\r\n  reset () {\r\n    this.set(this._camera._savedPosition, this._camera._savedTarget)\r\n  }\r\n\r\n  setDistance (dist: number): void {\r\n    const pos = this._camera.target\r\n      .clone()\r\n      .sub(this._camera.forward.multiplyScalar(dist))\r\n\r\n    this.set(pos, this._camera.target)\r\n  }\r\n\r\n  rotate (angle: THREE.Vector2): void {\r\n    const locked = angle.clone().multiply(this._camera.allowedRotation)\r\n    const rotation = this.predictRotate(locked)\r\n    this.applyRotation(rotation)\r\n  }\r\n\r\n  applyRotation (quaternion: THREE.Quaternion) {\r\n    this._camera.quaternion.copy(quaternion)\r\n    const target = this._camera.forward\r\n      .multiplyScalar(this._camera.orbitDistance)\r\n      .add(this._camera.position)\r\n\r\n    this.set(this._camera.position, target)\r\n  }\r\n\r\n  target (target: Object3D | THREE.Vector3): void {\r\n    const pos = target instanceof Object3D ? target.getCenter() : target\r\n    if (!pos) return\r\n    this.set(this._camera.position, pos)\r\n  }\r\n\r\n  orbit (angle: THREE.Vector2): void {\r\n    const locked = angle.clone().multiply(this._camera.allowedRotation)\r\n    const pos = this.predictOrbit(locked)\r\n    this.set(pos)\r\n  }\r\n\r\n  override move3 (vector: THREE.Vector3): void {\r\n    const v = vector.clone()\r\n    v.applyQuaternion(this._camera.quaternion)\r\n    const locked = this.lockVector(v, new THREE.Vector3())\r\n    const pos = this._camera.position.clone().add(locked)\r\n    const target = this._camera.target.clone().add(locked)\r\n    this.set(pos, target)\r\n  }\r\n\r\n  set (position: THREE.Vector3, target?: THREE.Vector3) {\r\n    // apply position\r\n    const locked = this.lockVector(position, this._camera.position)\r\n    this._camera.position.copy(locked)\r\n\r\n    // apply target and rotation\r\n    target = target ?? this._camera.target\r\n    this._camera.target.copy(target)\r\n    this._camera.camPerspective.camera.lookAt(target)\r\n    this._camera.camPerspective.camera.up.set(0, 1, 0)\r\n  }\r\n\r\n  private lockVector (position: THREE.Vector3, fallback: THREE.Vector3) {\r\n    const x = this._camera.allowedMovement.x === 0 ? fallback.x : position.x\r\n    const y = this._camera.allowedMovement.y === 0 ? fallback.y : position.y\r\n    const z = this._camera.allowedMovement.z === 0 ? fallback.z : position.z\r\n\r\n    return new THREE.Vector3(x, y, z)\r\n  }\r\n\r\n  predictOrbit (angle: THREE.Vector2) {\r\n    const rotation = this.predictRotate(angle)\r\n\r\n    const delta = new THREE.Vector3(0, 0, 1)\r\n      .applyQuaternion(rotation)\r\n      .multiplyScalar(this._camera.orbitDistance)\r\n\r\n    return this._camera.target.clone().add(delta)\r\n  }\r\n\r\n  predictRotate (angle: THREE.Vector2) {\r\n    const euler = new THREE.Euler(0, 0, 0, 'YXZ')\r\n    euler.setFromQuaternion(this._camera.quaternion)\r\n\r\n    euler.x += (angle.x * Math.PI) / 180\r\n    euler.y += (angle.y * Math.PI) / 180\r\n    euler.z = 0\r\n\r\n    // Clamp X rotation to prevent performing a loop.\r\n    const max = Math.PI * 0.4999\r\n    euler.x = Math.max(-max, Math.min(max, euler.x))\r\n\r\n    const rotation = new THREE.Quaternion().setFromEuler(euler)\r\n    return rotation\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/camera\r\n */\r\n\r\nimport * as THREE from 'three'\r\n\r\nimport { Viewport } from '../viewport'\r\nimport { ViewerSettings } from '../settings/viewerSettings'\r\nimport { RenderScene } from '../rendering/renderScene'\r\nimport { clamp } from 'three/src/math/MathUtils'\r\nimport { ISignal, SignalDispatcher } from 'ste-signals'\r\nimport { PerspectiveWrapper } from './perspective'\r\nimport { OrthographicWrapper } from './orthographic'\r\nimport { CameraLerp } from './cameraMovementLerp'\r\nimport { CameraMovementSnap } from './cameraMovementSnap'\r\nimport { CameraMovement } from './cameraMovement'\r\n\r\n/**\r\n * Interface representing a camera with various properties and methods for controlling its behavior.\r\n */\r\nexport interface ICamera {\r\n  /**\r\n   * A signal that is dispatched when camera settings change.\r\n   */\r\n  onSettingsChanged: ISignal\r\n\r\n  /**\r\n   * A signal that is dispatched when camera moves.\r\n   */\r\n  onMoved: ISignal\r\n\r\n  /**\r\n   * True if the camera has moved this frame.\r\n   */\r\n  get hasMoved() : boolean\r\n\r\n  /**\r\n   * Represents allowed movement along each axis using a Vector3 object.\r\n   * Each component of the Vector3 should be either 0 or 1 to enable/disable movement along the corresponding axis.\r\n   */\r\n  allowedMovement : THREE.Vector3\r\n\r\n  /**\r\n   * Represents allowed rotation using a Vector2 object.\r\n   * Each component of the Vector2 should be either 0 or 1 to enable/disable rotation around the corresponding axis.\r\n   */\r\n  allowedRotation : THREE.Vector2\r\n\r\n  /**\r\n   * The default forward direction that can be used to initialize the camera.\r\n   */\r\n  defaultForward : THREE.Vector3\r\n\r\n  /**\r\n   * Interface for instantaneously moving the camera.\r\n   * @param {boolean} [force=false] - Set to true to ignore locked axis and rotation.\r\n   * @returns {CameraMovement} The camera movement api.\r\n   */\r\n  snap (force?: boolean) : CameraMovement\r\n\r\n  /**\r\n   * Interface for smoothly moving the camera over time.\r\n   * @param {number} [duration=1] - The duration of the camera movement animation.\r\n   * @param {boolean} [force=false] - Set to true to ignore locked axis and rotation.\r\n   * @returns {CameraMovement} The camera movement api.\r\n   */\r\n  lerp (duration: number, force?: boolean) : CameraMovement\r\n\r\n  /**\r\n   * Calculates the frustum size at a given point in the scene.\r\n   * @param {THREE.Vector3} point - The point in the scene to calculate the frustum size at.\r\n   * @returns {number} The frustum size at the specified point.\r\n   */\r\n  frustrumSizeAt (point: THREE.Vector3) : THREE.Vector2\r\n\r\n  /**\r\n   * The current THREE Camera\r\n   */\r\n  get three () : THREE.Camera\r\n\r\n  /**\r\n   * The quaternion representing the orientation of the object.\r\n   */\r\n  get quaternion () : THREE.Quaternion\r\n\r\n   /**\r\n   * The position of the camera.\r\n   */\r\n  get position () : THREE.Vector3\r\n\r\n  /**\r\n   * The matrix representing the transformation of the camera.\r\n   */\r\n  get matrix () : THREE.Matrix4\r\n\r\n  /**\r\n   * The forward direction of the camera.\r\n   */\r\n  get forward () : THREE.Vector3\r\n\r\n  get isLerping () : boolean\r\n\r\n  /**\r\n   * The camera speed factor.\r\n   */\r\n  speed : number\r\n\r\n  /**\r\n   * The current or target velocity of the camera.\r\n   */\r\n  localVelocity : THREE.Vector3\r\n\r\n  /**\r\n   * Immediately stops the camera movement.\r\n   */\r\n  stop () : void\r\n\r\n  /**\r\n   * The target at which the camera is looking at and around which it rotates.\r\n   */\r\n  get target () : THREE.Vector3\r\n\r\n  /**\r\n   * The distance from the camera to the target.\r\n   */\r\n  get orbitDistance () : number\r\n\r\n  /**\r\n   * Saves current camera orientation to restore on next reset.\r\n   */\r\n  save () : void\r\n\r\n  /**\r\n   * Represents whether the camera projection is orthographic.\r\n   */\r\n  orthographic : boolean\r\n}\r\n\r\n/**\r\n * Manages viewer camera movement and position\r\n */\r\nexport class Camera implements ICamera {\r\n  camPerspective: PerspectiveWrapper\r\n  camOrthographic: OrthographicWrapper\r\n\r\n  private _viewport: Viewport\r\n  _scene: RenderScene // make private again\r\n  private _lerp: CameraLerp\r\n  private _movement: CameraMovementSnap\r\n\r\n  // movements\r\n  private _inputVelocity = new THREE.Vector3()\r\n  private _velocity = new THREE.Vector3()\r\n  private _speed: number = 0\r\n\r\n  // orbit\r\n  private _orthographic: boolean = false\r\n  private _target = new THREE.Vector3()\r\n\r\n  // updates\r\n  private _lastPosition = new THREE.Vector3()\r\n  private _lastQuaternion = new THREE.Quaternion()\r\n  private _lastTarget = new THREE.Vector3()\r\n\r\n  // Reuseable vectors for calculations\r\n  private _tmp1 = new THREE.Vector3()\r\n  private _tmp2 = new THREE.Vector3()\r\n\r\n  // saves\r\n  _savedPosition: THREE.Vector3 = new THREE.Vector3(0, 0, -5)\r\n  _savedTarget: THREE.Vector3 = new THREE.Vector3(0, 0, 0)\r\n\r\n  /**\r\n   * A signal that is dispatched when camera settings change.\r\n   */\r\n  get onSettingsChanged () {\r\n    return this._onValueChanged.asEvent()\r\n  }\r\n\r\n  private _onValueChanged = new SignalDispatcher()\r\n\r\n  /**\r\n   * True if the camera has moved this frame.\r\n   */\r\n  get hasMoved () {\r\n    return this._hasMoved\r\n  }\r\n\r\n  private _hasMoved: boolean\r\n\r\n  get isLerping () {\r\n    return this._lerp.isLerping\r\n  }\r\n\r\n  /**\r\n   * A signal that is dispatched when the camera is moved.\r\n   */\r\n  get onMoved (): ISignal {\r\n    return this._onMoved.asEvent()\r\n  }\r\n\r\n  private _onMoved = new SignalDispatcher()\r\n\r\n  /** Ignore movement permissions when true */\r\n  private _force: boolean = false\r\n\r\n  /**\r\n   * Represents allowed movement along each axis using a Vector3 object.\r\n   * Each component of the Vector3 should be either 0 or 1 to enable/disable movement along the corresponding axis.\r\n   */\r\n  private _allowedMovement = new THREE.Vector3(1, 1, 1)\r\n  get allowedMovement () {\r\n    return this._force ? new THREE.Vector3(1, 1, 1) : this._allowedMovement\r\n  }\r\n\r\n  set allowedMovement (axes: THREE.Vector3) {\r\n    this._allowedMovement.copy(axes)\r\n    this._allowedMovement.x = this._allowedMovement.x === 0 ? 0 : 1\r\n    this._allowedMovement.y = this._allowedMovement.y === 0 ? 0 : 1\r\n    this._allowedMovement.z = this._allowedMovement.z === 0 ? 0 : 1\r\n  }\r\n\r\n  /**\r\n   * Represents allowed rotation using a Vector2 object.\r\n   * Each component of the Vector2 should be either 0 or 1 to enable/disable rotation around the corresponding axis.\r\n   */\r\n  get allowedRotation () {\r\n    return this._force ? new THREE.Vector2(1, 1) : this._allowedRotation\r\n  }\r\n\r\n  set allowedRotation (axes: THREE.Vector2) {\r\n    this._allowedRotation.copy(axes)\r\n    this._allowedRotation.x = this._allowedRotation.x === 0 ? 0 : 1\r\n    this._allowedRotation.y = this._allowedRotation.y === 0 ? 0 : 1\r\n  }\r\n\r\n  private _allowedRotation = new THREE.Vector2(1, 1)\r\n\r\n  /**\r\n   * The default forward direction that can be used to initialize the camera.\r\n   */\r\n  private _defaultForward = new THREE.Vector3(1, -1, 1).normalize()\r\n  get defaultForward () {\r\n    return this._defaultForward\r\n  }\r\n\r\n  set defaultForward (value: THREE.Vector3) {\r\n    if (value.x === 0 && value.y === 0 && value.z === 0) {\r\n      this._defaultForward.set(1, -1, 1).normalize()\r\n    } else {\r\n      this._defaultForward.copy(value).normalize()\r\n    }\r\n  }\r\n\r\n  // Settings\r\n  private _velocityBlendFactor: number = 0.0001\r\n  private _moveSpeed: number = 1\r\n\r\n  constructor (scene: RenderScene, viewport: Viewport, settings: ViewerSettings) {\r\n    this.camPerspective = new PerspectiveWrapper(new THREE.PerspectiveCamera())\r\n\r\n    this.camOrthographic = new OrthographicWrapper(\r\n      new THREE.OrthographicCamera()\r\n    )\r\n\r\n    this._movement = new CameraMovementSnap(this)\r\n    this._lerp = new CameraLerp(this, this._movement)\r\n\r\n    this._scene = scene\r\n    this._viewport = viewport\r\n    this._viewport.onResize.sub(() => this.updateProjection())\r\n    this.applySettings(settings)\r\n    this.snap(true).setDistance(-1000)\r\n    this.snap(true).orbitTowards(this._defaultForward)\r\n    this.updateProjection()\r\n  }\r\n\r\n  /**\r\n   * Interface for instantaneously moving the camera.\r\n   * @param {boolean} [force=false] - Set to true to ignore locked axis and rotation.\r\n   * @returns {CameraMovement} The camera movement api.\r\n   */\r\n  snap (force: boolean = false) : CameraMovement {\r\n    this._force = force\r\n    this._lerp.cancel()\r\n    return this._movement as CameraMovement\r\n  }\r\n\r\n  /**\r\n   * Interface for smoothly moving the camera over time.\r\n   * @param {number} [duration=1] - The duration of the camera movement animation.\r\n   * @param {boolean} [force=false] - Set to true to ignore locked axis and rotation.\r\n   * @returns {CameraMovement} The camera movement api.\r\n   */\r\n  lerp (duration: number = 1, force: boolean = false) {\r\n    this.stop()\r\n    this._force = force\r\n    this._lerp.init(duration)\r\n    return this._lerp as CameraMovement\r\n  }\r\n\r\n  /**\r\n   * Calculates the frustum size at a given point in the scene.\r\n   * @param {THREE.Vector3} point - The point in the scene to calculate the frustum size at.\r\n   * @returns {number} The frustum size at the specified point.\r\n   */\r\n  frustrumSizeAt (point: THREE.Vector3) {\r\n    return this.orthographic ? this.camOrthographic.frustrumSizeAt(point) : this.camPerspective.frustrumSizeAt(point)\r\n  }\r\n\r\n  /**\r\n   * The current THREE Camera\r\n   */\r\n  get three () {\r\n    return this._orthographic\r\n      ? this.camOrthographic.camera\r\n      : this.camPerspective.camera\r\n  }\r\n\r\n  /**\r\n   * The quaternion representing the orientation of the object.\r\n   */\r\n  get quaternion () {\r\n    return this.camPerspective.camera.quaternion\r\n  }\r\n\r\n  /**\r\n   * The position of the camera.\r\n   */\r\n  get position () {\r\n    return this.camPerspective.camera.position\r\n  }\r\n\r\n  /**\r\n   * The matrix representing the transformation of the camera.\r\n   */\r\n  get matrix () {\r\n    this.camPerspective.camera.updateMatrix()\r\n    return this.camPerspective.camera.matrix\r\n  }\r\n\r\n  /**\r\n   * The forward direction of the camera.\r\n   */\r\n  get forward () {\r\n    return this.camPerspective.camera.getWorldDirection(new THREE.Vector3())\r\n  }\r\n\r\n  /**\r\n   * The camera speed factor.\r\n   */\r\n  get speed () {\r\n    return this._speed\r\n  }\r\n\r\n  set speed (value: number) {\r\n    this._speed = clamp(value, -25, 25)\r\n    this._onValueChanged.dispatch()\r\n  }\r\n\r\n  /**\r\n   * The current or target velocity of the camera.\r\n   */\r\n  get localVelocity () {\r\n    const result = this._velocity.clone()\r\n    result.applyQuaternion(this.quaternion.clone().invert())\r\n    result.setZ(-result.z)\r\n    return result\r\n  }\r\n\r\n  /**\r\n   * The current or target velocity of the camera.\r\n   */\r\n  set localVelocity (vector: THREE.Vector3) {\r\n    this._lerp.cancel()\r\n    this._inputVelocity.copy(vector)\r\n    this._inputVelocity.setZ(-this._inputVelocity.z)\r\n  }\r\n\r\n  /**\r\n   * Immediately stops the camera movement.\r\n   */\r\n  stop () {\r\n    this._lerp.cancel()\r\n    this._inputVelocity.set(0, 0, 0)\r\n    this._velocity.set(0, 0, 0)\r\n  }\r\n\r\n  /**\r\n   * The target at which the camera is looking at and around which it rotates.\r\n   */\r\n  get target () {\r\n    return this._target\r\n  }\r\n\r\n  applySettings (settings: ViewerSettings) {\r\n    // Camera\r\n\r\n    this.defaultForward = settings.camera.forward\r\n    this._orthographic = settings.camera.orthographic\r\n    this.allowedMovement = settings.camera.allowedMovement\r\n    this.allowedRotation = settings.camera.allowedRotation\r\n    this.camPerspective.applySettings(settings)\r\n    this.camOrthographic.applySettings(settings)\r\n\r\n    // Controls\r\n    this._moveSpeed = settings.camera.controls.moveSpeed\r\n\r\n    // Values\r\n    this._onValueChanged.dispatch()\r\n  }\r\n\r\n  /**\r\n   * The distance from the camera to the target.\r\n   */\r\n  get orbitDistance () {\r\n    return this.position.distanceTo(this._target)\r\n  }\r\n\r\n  /**\r\n   * Saves current camera orientation to restore on next reset.\r\n   */\r\n  save () {\r\n    this._lerp.cancel()\r\n    this._savedPosition.copy(this.position)\r\n    this._savedTarget.copy(this._target)\r\n  }\r\n\r\n  /**\r\n   * Represents whether the camera projection is orthographic.\r\n   */\r\n  get orthographic () {\r\n    return this._orthographic\r\n  }\r\n\r\n  set orthographic (value: boolean) {\r\n    if (value === this._orthographic) return\r\n    this._orthographic = value\r\n    this._onValueChanged.dispatch()\r\n    this._onMoved.dispatch()\r\n  }\r\n\r\n  update (deltaTime: number) {\r\n    this._lerp.update()\r\n    if (this.applyVelocity(deltaTime)) {\r\n      this.applyVelocityOrthographic()\r\n    }\r\n\r\n    this._hasMoved = this.checkForMovement()\r\n    if (this._hasMoved) {\r\n      this.updateOrthographic()\r\n      this._onMoved.dispatch()\r\n    }\r\n    return this._hasMoved\r\n  }\r\n\r\n  private updateProjection () {\r\n    const aspect = this._viewport.getAspectRatio()\r\n    this.camPerspective.updateProjection(aspect)\r\n    this.updateOrthographic()\r\n    this._onMoved.dispatch()\r\n  }\r\n\r\n  private updateOrthographic () {\r\n    const aspect = this._viewport.getAspectRatio()\r\n    const size = this.camPerspective.frustrumSizeAt(this.target)\r\n\r\n    this.camOrthographic.updateProjection(size, aspect)\r\n    this.camOrthographic.camera.position.copy(this.position)\r\n    this.camOrthographic.camera.quaternion.copy(this.quaternion)\r\n  }\r\n\r\n  private applyVelocity (deltaTime: number) {\r\n    if (\r\n      this._inputVelocity.x === 0 &&\r\n      this._inputVelocity.y === 0 &&\r\n      this._inputVelocity.z === 0 &&\r\n      this._velocity.x === 0 &&\r\n      this._velocity.y === 0 &&\r\n      this._velocity.z === 0\r\n    ) {\r\n      // Skip update if unneeded.\r\n      return false\r\n    }\r\n\r\n    // Update the camera velocity\r\n    const invBlendFactor = Math.pow(this._velocityBlendFactor, deltaTime)\r\n    const blendFactor = 1.0 - invBlendFactor\r\n    this._velocity.multiplyScalar(invBlendFactor)\r\n    this._tmp1.copy(this._inputVelocity).multiplyScalar(blendFactor)\r\n    this._velocity.add(this._tmp1)\r\n\r\n    // Stop movement if velocity is too low\r\n    if (this._velocity.lengthSq() < deltaTime / 10) {\r\n      this._velocity.set(0, 0, 0)\r\n      return false\r\n    }\r\n\r\n    // Apply velocity to move the camera\r\n    this._tmp1.copy(this._velocity)\r\n      .multiplyScalar(deltaTime * this.getVelocityMultiplier())\r\n    this.snap().move3(this._tmp1)\r\n    return true\r\n  }\r\n\r\n  private getVelocityMultiplier () {\r\n    const rotated = !this._lastQuaternion.equals(this.quaternion)\r\n    const mod = rotated ? 1 : 1.66\r\n    const frustrum = this.frustrumSizeAt(this.target).length()\r\n    return Math.pow(1.25, this.speed) * this._moveSpeed * mod * frustrum\r\n  }\r\n\r\n  private checkForMovement () {\r\n    let result = false\r\n    if (\r\n      !this._lastPosition.equals(this.position) ||\r\n      !this._lastQuaternion.equals(this.quaternion) ||\r\n      !this._lastTarget.equals(this._target)\r\n    ) {\r\n      result = true\r\n    }\r\n    this._lastPosition.copy(this.position)\r\n    this._lastQuaternion.copy(this.quaternion)\r\n    this._lastTarget.copy(this._target)\r\n    return result\r\n  }\r\n\r\n  private applyVelocityOrthographic () {\r\n    if (this.orthographic) {\r\n      // Cancel target movement in Z in orthographic mode.\r\n      const delta = this._tmp1.copy(this._lastTarget).sub(this.position)\r\n      const dist = delta.dot(this.forward)\r\n      this.target.copy(this.forward).multiplyScalar(dist).add(this.position)\r\n\r\n      // Prevent orthograpic camera from moving past orbit.\r\n      const prev = this._tmp1.copy(this._lastPosition).sub(this._target)\r\n      const next = this._tmp2.copy(this.position).sub(this._target)\r\n      if (prev.dot(next) < 0 || next.lengthSq() < 1) {\r\n        this.position.copy(this._target).add(this.forward.multiplyScalar(-1))\r\n      }\r\n    }\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/inputs\r\n */\r\n\r\nimport { Viewer } from '../viewer'\r\n\r\n/**\r\n * Base class for various input handlers.\r\n * It provides convenience to register to and unregister from events.\r\n */\r\nexport class InputHandler {\r\n  protected _viewer: Viewer\r\n  protected _unregisters: Function[] = []\r\n\r\n  constructor (viewer: Viewer) {\r\n    this._viewer = viewer\r\n  }\r\n\r\n  protected reg = (\r\n    // eslint-disable-next-line no-undef\r\n    handler: Document | HTMLElement | Window,\r\n    type: string,\r\n    listener: (event: any) => void\r\n  ) => {\r\n    handler.addEventListener(type, listener)\r\n    this._unregisters.push(() => handler.removeEventListener(type, listener))\r\n  }\r\n\r\n  /**\r\n   * Register handler to related browser events\r\n   * Prevents double registrations\r\n   */\r\n  register () {\r\n    if (this._unregisters.length > 0) return\r\n    this.addListeners()\r\n  }\r\n\r\n  protected addListeners () {}\r\n\r\n  /**\r\n   * Unregister handler from related browser events\r\n   * Prevents double unregistration\r\n   */\r\n  unregister () {\r\n    this._unregisters.forEach((f) => f())\r\n    this._unregisters.length = 0\r\n    this.reset()\r\n  }\r\n\r\n  /**\r\n   * Reset handler states such as button down, drag, etc.\r\n   */\r\n  reset () {}\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/inputs\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { InputHandler } from './inputHandler'\r\n\r\n/**\r\n * Key values for viewer\r\n */\r\nexport const KEYS = {\r\n  KEY_0: 48,\r\n  KEY_1: 49,\r\n  KEY_2: 50,\r\n  KEY_3: 51,\r\n  KEY_4: 52,\r\n  KEY_5: 53,\r\n  KEY_6: 54,\r\n  KEY_7: 55,\r\n  KEY_8: 56,\r\n  KEY_9: 57,\r\n\r\n  KEY_LEFT: 0x25,\r\n  KEY_RIGHT: 0x27,\r\n  KEY_UP: 0x26,\r\n  KEY_DOWN: 0x28,\r\n  KEY_CTRL: 0x11,\r\n  KEY_SHIFT: 0x10,\r\n  KEY_ENTER: 0x0d,\r\n  KEY_SPACE: 0x20,\r\n  KEY_TAB: 0x09,\r\n  KEY_ESCAPE: 0x1b,\r\n  KEY_BACKSPACE: 0x08,\r\n  KEY_HOME: 0x24,\r\n  KEY_END: 0x23,\r\n  KEY_INSERT: 0x2d,\r\n  KEY_DELETE: 0x2e,\r\n  KEY_ALT: 0x12,\r\n\r\n  KEY_F1: 0x70,\r\n  KEY_F2: 0x71,\r\n  KEY_F3: 0x72,\r\n  KEY_F4: 0x73,\r\n  KEY_F5: 0x74,\r\n  KEY_F6: 0x75,\r\n  KEY_F7: 0x76,\r\n  KEY_F8: 0x77,\r\n  KEY_F9: 0x78,\r\n  KEY_F10: 0x79,\r\n  KEY_F11: 0x7a,\r\n  KEY_F12: 0x7b,\r\n\r\n  KEY_NUMPAD0: 0x60,\r\n  KEY_NUMPAD1: 0x61,\r\n  KEY_NUMPAD2: 0x62,\r\n  KEY_NUMPAD3: 0x63,\r\n  KEY_NUMPAD4: 0x64,\r\n  KEY_NUMPAD5: 0x65,\r\n  KEY_NUMPAD6: 0x66,\r\n  KEY_NUMPAD7: 0x67,\r\n  KEY_NUMPAD8: 0x68,\r\n  KEY_NUMPAD9: 0x69,\r\n\r\n  KEY_ADD: 0x6b,\r\n  KEY_SUBTRACT: 0x6d,\r\n  KEY_MULTIPLY: 0x6a,\r\n  KEY_DIVIDE: 0x6f,\r\n  KEY_SEPARATOR: 0x6c,\r\n  KEY_DECIMAL: 0x6e,\r\n\r\n  KEY_OEM_PLUS: 0xbb,\r\n  KEY_OEM_MINUS: 0xbd,\r\n\r\n  KEY_A: 65,\r\n  KEY_B: 66,\r\n  KEY_C: 67,\r\n  KEY_D: 68,\r\n  KEY_E: 69,\r\n  KEY_F: 70,\r\n  KEY_G: 71,\r\n  KEY_H: 72,\r\n  KEY_I: 73,\r\n  KEY_J: 74,\r\n  KEY_K: 75,\r\n  KEY_L: 76,\r\n  KEY_M: 77,\r\n  KEY_N: 78,\r\n  KEY_O: 79,\r\n  KEY_P: 80,\r\n  KEY_Q: 81,\r\n  KEY_R: 82,\r\n  KEY_S: 83,\r\n  KEY_T: 84,\r\n  KEY_U: 85,\r\n  KEY_V: 86,\r\n  KEY_W: 87,\r\n  KEY_X: 88,\r\n  KEY_Y: 89,\r\n  KEY_Z: 90\r\n}\r\nconst KeySet = new Set(Object.values(KEYS))\r\n\r\n/**\r\n * Manages keyboard user inputs\r\n */\r\nexport class KeyboardHandler extends InputHandler {\r\n  // Settings\r\n  private SHIFT_MULTIPLIER: number = 3.0\r\n\r\n  // State\r\n  isUpPressed: boolean = false\r\n  isDownPressed: boolean = false\r\n  isLeftPressed: boolean = false\r\n  isRightPressed: boolean = false\r\n  isEPressed: boolean = false\r\n  isQPressed: boolean = false\r\n  isShiftPressed: boolean = false\r\n  isCtrlPressed: boolean = false\r\n  arrowsEnabled: boolean = true\r\n\r\n  protected override addListeners (): void {\r\n    this.reg(document, 'keydown', (e) => this.onKeyDown(e))\r\n    this.reg(document, 'keyup', (e) => this.onKeyUp(e))\r\n    this.reg(this._viewer.viewport.canvas, 'focusout', () => this.reset())\r\n    this.reg(window, 'resize', () => this.reset())\r\n  }\r\n\r\n  override reset () {\r\n    this.isUpPressed = false\r\n    this.isDownPressed = false\r\n    this.isLeftPressed = false\r\n    this.isRightPressed = false\r\n    this.isEPressed = false\r\n    this.isQPressed = false\r\n    this.isShiftPressed = false\r\n    this.isCtrlPressed = false\r\n    this.applyMove()\r\n  }\r\n\r\n  private get camera () {\r\n    return this._viewer.camera\r\n  }\r\n\r\n  private onKeyUp (event: KeyboardEvent) {\r\n    this.onKey(event, false)\r\n  }\r\n\r\n  private onKeyDown (event: KeyboardEvent) {\r\n    this.onKey(event, true)\r\n  }\r\n\r\n  private onKey (event: KeyboardEvent, keyDown: boolean) {\r\n    // Buttons that activate once on key up\r\n    if (!keyDown && KeySet.has(event.keyCode)) {\r\n      if (this._viewer.inputs.KeyAction(event.keyCode)) {\r\n        event.preventDefault()\r\n      }\r\n    }\r\n\r\n    // Camera Movement, Buttons that need constant state refresh\r\n    switch (event.keyCode) {\r\n      case KEYS.KEY_W:\r\n      case KEYS.KEY_UP:\r\n        this.isUpPressed = keyDown\r\n        this.applyMove()\r\n        event.preventDefault()\r\n        break\r\n      case KEYS.KEY_S:\r\n      case KEYS.KEY_DOWN:\r\n        this.isDownPressed = keyDown\r\n        this.applyMove()\r\n        event.preventDefault()\r\n        break\r\n      case KEYS.KEY_D:\r\n      case KEYS.KEY_RIGHT:\r\n        this.isRightPressed = keyDown\r\n        this.applyMove()\r\n        event.preventDefault()\r\n        break\r\n      case KEYS.KEY_A:\r\n      case KEYS.KEY_LEFT:\r\n        this.isLeftPressed = keyDown\r\n        this.applyMove()\r\n        event.preventDefault()\r\n        break\r\n      case KEYS.KEY_E:\r\n        this.isEPressed = keyDown\r\n        this.applyMove()\r\n        event.preventDefault()\r\n        break\r\n      case KEYS.KEY_Q:\r\n        this.isQPressed = keyDown\r\n        this.applyMove()\r\n        event.preventDefault()\r\n        break\r\n      case KEYS.KEY_SHIFT:\r\n        this.isShiftPressed = keyDown\r\n        this.applyMove()\r\n        event.preventDefault()\r\n        break\r\n      case KEYS.KEY_CTRL:\r\n        this.isCtrlPressed = keyDown\r\n        event.preventDefault()\r\n        break\r\n    }\r\n  }\r\n\r\n  private applyMove () {\r\n    const move = new THREE.Vector3(\r\n      (this.isRightPressed ? 1 : 0) - (this.isLeftPressed ? 1 : 0),\r\n      (this.isEPressed ? 1 : 0) - (this.isQPressed ? 1 : 0),\r\n      (this.isUpPressed ? 1 : 0) - (this.isDownPressed ? 1 : 0)\r\n    )\r\n    const speed = this.isShiftPressed ? this.SHIFT_MULTIPLIER : 1\r\n    move.multiplyScalar(speed)\r\n    if (this.arrowsEnabled) {\r\n      this.camera.localVelocity = move\r\n    }\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { InsertableSubmesh } from './progressive/insertableSubmesh'\r\nimport { Vim } from './vim'\r\nimport { InstancedSubmesh } from './progressive/instancedSubmesh'\r\n\r\n/**\r\n * Wrapper around THREE.Mesh\r\n * Keeps track of what VIM instances are part of this mesh.\r\n * Is either merged on instanced.\r\n */\r\nexport class Mesh {\r\n  /**\r\n   * the wrapped THREE mesh\r\n   */\r\n  mesh: THREE.Mesh\r\n\r\n  /**\r\n   * Vim file from which this mesh was created.\r\n   */\r\n  vim: Vim | undefined\r\n\r\n  /**\r\n   * Whether the mesh is merged or not.\r\n   */\r\n  merged: boolean\r\n\r\n  /**\r\n   * Indices of the g3d instances that went into creating the mesh\r\n   */\r\n  instances: number[]\r\n\r\n  /**\r\n   * startPosition of each submesh on a merged mesh.\r\n   */\r\n  submeshes: number[]\r\n  /**\r\n   * bounding box of each instance\r\n   */\r\n  boxes: THREE.Box3[]\r\n\r\n  /**\r\n   * Set to true to ignore SetMaterial calls.\r\n   */\r\n  ignoreSceneMaterial: boolean\r\n\r\n  /**\r\n   * Total bounding box for this mesh.\r\n   */\r\n  boundingBox: THREE.Box3\r\n\r\n  /**\r\n   * initial material.\r\n   */\r\n  private _material: THREE.Material | THREE.Material[]\r\n\r\n  private constructor (\r\n    mesh: THREE.Mesh,\r\n    instance: number[],\r\n    boxes: THREE.Box3[]\r\n  ) {\r\n    this.mesh = mesh\r\n    this.mesh.userData.vim = this\r\n    this.instances = instance\r\n    this.boxes = boxes\r\n    this.boundingBox = this.unionAllBox(boxes)\r\n  }\r\n\r\n  static createMerged (\r\n    mesh: THREE.Mesh,\r\n    instances: number[],\r\n    boxes: THREE.Box3[],\r\n    submeshes: number[]\r\n  ) {\r\n    const result = new Mesh(mesh, instances, boxes)\r\n    result.merged = true\r\n    result.submeshes = submeshes\r\n    return result\r\n  }\r\n\r\n  static createInstanced (\r\n    mesh: THREE.Mesh,\r\n    instances: number[],\r\n    boxes: THREE.Box3[]\r\n  ) {\r\n    const result = new Mesh(mesh, instances, boxes)\r\n    result.merged = false\r\n    return result\r\n  }\r\n\r\n  /**\r\n   * Overrides mesh material, set to undefine to restore initial material.\r\n   */\r\n  setMaterial (value: THREE.Material) {\r\n    if (this._material === value) return\r\n    if (this.ignoreSceneMaterial) return\r\n\r\n    if (value) {\r\n      if (!this._material) {\r\n        this._material = this.mesh.material\r\n      }\r\n      this.mesh.material = value\r\n    } else {\r\n      if (this._material) {\r\n        this.mesh.material = this._material\r\n        this._material = undefined\r\n      }\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Returns submesh for given index.\r\n   */\r\n  getSubMesh (index: number) {\r\n    return new StandardSubmesh(this, index)\r\n  }\r\n\r\n  /**\r\n   * Returns submesh corresponding to given face on a merged mesh.\r\n   */\r\n  getSubmeshFromFace (faceIndex: number) {\r\n    if (!this.merged) {\r\n      throw new Error('Can only be called when mesh.merged = true')\r\n    }\r\n    const index = this.binarySearch(this.submeshes, faceIndex * 3)\r\n    return new StandardSubmesh(this, index)\r\n  }\r\n\r\n  /**\r\n   *\r\n   * @returns Returns all submeshes\r\n   */\r\n  getSubmeshes () {\r\n    return this.instances.map((s, i) => new StandardSubmesh(this, i))\r\n  }\r\n\r\n  private binarySearch (array: number[], element: number) {\r\n    let m = 0\r\n    let n = array.length - 1\r\n    while (m <= n) {\r\n      const k = (n + m) >> 1\r\n      const cmp = element - array[k]\r\n      if (cmp > 0) {\r\n        m = k + 1\r\n      } else if (cmp < 0) {\r\n        n = k - 1\r\n      } else {\r\n        return k\r\n      }\r\n    }\r\n    return m - 1\r\n  }\r\n\r\n  private unionAllBox (boxes: THREE.Box3[]) {\r\n    const box = boxes[0].clone()\r\n    for (let i = 1; i < boxes.length; i++) {\r\n      box.union(boxes[i])\r\n    }\r\n    return box\r\n  }\r\n}\r\n\r\n// eslint-disable-next-line no-use-before-define\r\nexport type MergedSubmesh = StandardSubmesh | InsertableSubmesh\r\nexport type Submesh = MergedSubmesh | InstancedSubmesh\r\n\r\nexport class SimpleInstanceSubmesh {\r\n  mesh: THREE.InstancedMesh\r\n  get three () { return this.mesh }\r\n  index : number\r\n  readonly merged = false\r\n\r\n  constructor (mesh: THREE.InstancedMesh, index : number) {\r\n    this.mesh = mesh\r\n    this.index = index\r\n  }\r\n}\r\n\r\nexport class StandardSubmesh {\r\n  mesh: Mesh\r\n  index: number\r\n\r\n  constructor (mesh: Mesh, index: number) {\r\n    this.mesh = mesh\r\n    this.index = index\r\n  }\r\n\r\n  equals (other: Submesh) {\r\n    return this.mesh === other.mesh && this.index === other.index\r\n  }\r\n\r\n  /**\r\n   * Returns parent three mesh.\r\n   */\r\n  get three () {\r\n    return this.mesh.mesh\r\n  }\r\n\r\n  /**\r\n   * True if parent mesh is merged.\r\n   */\r\n  get merged () {\r\n    return this.mesh.merged\r\n  }\r\n\r\n  /**\r\n   * Returns vim instance associated with this submesh.\r\n   */\r\n  get instance () {\r\n    return this.mesh.instances[this.index]\r\n  }\r\n\r\n  /**\r\n   * Returns bounding box for this submesh.\r\n   */\r\n  get boundingBox () {\r\n    return this.mesh.boxes[this.index]\r\n  }\r\n\r\n  /**\r\n   * Returns starting position in parent mesh for merged mesh.\r\n   */\r\n  get meshStart () {\r\n    return this.mesh.submeshes[this.index]\r\n  }\r\n\r\n  /**\r\n   * Returns ending position in parent mesh for merged mesh.\r\n   */\r\n  get meshEnd () {\r\n    return this.index + 1 < this.mesh.submeshes.length\r\n      ? this.mesh.submeshes[this.index + 1]\r\n      : this.three.geometry.index!.count\r\n  }\r\n\r\n  /**\r\n   * Returns vim object for this submesh.\r\n   */\r\n  get object () {\r\n    return this.mesh.vim.getObjectFromInstance(this.instance)\r\n  }\r\n}\r\n","import { Viewer } from '../../viewer'\r\nimport * as THREE from 'three'\r\nimport { GizmoMarker } from './gizmoMarker'\r\nimport { StandardMaterial } from '../../../vim-loader/materials/standardMaterial'\r\nimport { SimpleInstanceSubmesh } from '../../../vim-loader/mesh'\r\n\r\n/**\r\n * API for adding and managing sprite markers in the scene.\r\n */\r\nexport class GizmoMarkers {\r\n  private _viewer: Viewer\r\n  private _markers: GizmoMarker[] = []\r\n  private _mesh : THREE.InstancedMesh\r\n\r\n  constructor (viewer: Viewer) {\r\n    this._viewer = viewer\r\n    this._mesh = this.createMesh(undefined, 1, 0)\r\n\r\n    this._mesh.count = 0\r\n  }\r\n\r\n  getMarkerFromIndex (index: number) {\r\n    return this._markers[index]\r\n  }\r\n\r\n  private createMesh (previous : THREE.InstancedMesh, capacity : number, count: number) {\r\n    const geometry = previous?.geometry ?? new THREE.SphereBufferGeometry(1, 8, 8)\r\n\r\n    const mat = previous?.material ?? new StandardMaterial(new THREE.MeshPhongMaterial({\r\n      color: 0x999999,\r\n      vertexColors: true,\r\n      flatShading: true,\r\n      shininess: 1,\r\n      transparent: true,\r\n      depthTest: false\r\n    })).material\r\n\r\n    const mesh = new THREE.InstancedMesh(geometry, mat, capacity)\r\n    mesh.renderOrder = 100\r\n    mesh.userData.vim = this\r\n    mesh.count = count\r\n\r\n    this._viewer.renderer.add(mesh)\r\n    return mesh\r\n  }\r\n\r\n  private resizeMesh () {\r\n    const larger = this.createMesh(this._mesh, this._mesh.count * 2, this._mesh.count)\r\n\r\n    for (let i = 0; i < this._mesh.count; i++) {\r\n      const m = new THREE.Matrix4()\r\n      this._mesh.getMatrixAt(i, m)\r\n      larger.setMatrixAt(i, m)\r\n      const sub = new SimpleInstanceSubmesh(larger, i)\r\n      this._markers[i].updateMesh(sub)\r\n    }\r\n\r\n    this._viewer.renderer.remove(this._mesh)\r\n    this._mesh = larger\r\n  }\r\n\r\n  /**\r\n   * Adds a sprite marker at the specified position.\r\n   * @param {THREE.Vector3} position - The position at which to add the marker.\r\n   */\r\n  add (position: THREE.Vector3) {\r\n    if (this._mesh.count === this._mesh.instanceMatrix.count) {\r\n      this.resizeMesh()\r\n    }\r\n\r\n    this._mesh.count += 1\r\n    const sub = new SimpleInstanceSubmesh(this._mesh, this._mesh.count - 1)\r\n    const marker = new GizmoMarker(this._viewer, sub)\r\n    marker.position = position\r\n    this._markers.push(marker)\r\n\r\n    return marker\r\n  }\r\n\r\n  /**\r\n   * Removes the specified marker from the scene.\r\n   * @param {GizmoMarker} marker - The marker to remove.\r\n   */\r\n  remove (marker: GizmoMarker) {\r\n    const index = this._markers.findIndex(m => m === marker)\r\n    if (index < 0) return\r\n\r\n    this._markers[index] = this._markers[this._markers.length - 1]\r\n    this._markers.length -= 1\r\n    this._mesh.count -= 1\r\n\r\n    // No replacement when removing the last marker\r\n    const replacement = this._markers[index]\r\n    if (replacement) {\r\n      const sub = new SimpleInstanceSubmesh(this._mesh, index)\r\n      replacement.updateMesh(sub)\r\n    }\r\n\r\n    this._viewer.renderer.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * Removes all markers from the scene.\r\n   */\r\n  clear () {\r\n    this._mesh.count = 0\r\n    this._markers.length = 0\r\n    this._viewer.renderer.needsUpdate = true\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { Object3D } from '../vim-loader/object3D'\r\nimport { Mesh } from '../vim-loader/mesh'\r\nimport { RenderScene } from './rendering/renderScene'\r\nimport { Viewport } from './viewport'\r\nimport { Camera } from './camera/camera'\r\nimport { Renderer } from './rendering/renderer'\r\nimport { GizmoMarker } from './gizmos/markers/gizmoMarker'\r\nimport { GizmoMarkers } from './gizmos/markers/gizmoMarkers'\r\n\r\n/**\r\n * Type alias for THREE intersection array\r\n */\r\nexport type ThreeIntersectionList = THREE.Intersection<\r\n  THREE.Object3D<THREE.Event>\r\n>[]\r\n\r\nexport type ActionType = 'main' | 'double' | 'idle'\r\nexport type ActionModifier = 'none' | 'shift' | 'ctrl'\r\n\r\n/**\r\n * Highlevel aggregate of information about a raycast result\r\n */\r\nexport class RaycastResult {\r\n  object: Object3D | GizmoMarker | undefined\r\n  intersections: ThreeIntersectionList\r\n  firstHit: THREE.Intersection | undefined\r\n\r\n  constructor (intersections: ThreeIntersectionList) {\r\n    this.intersections = intersections\r\n    const [markerHit, marker] = this.GetFirstMarkerHit(intersections)\r\n    if (marker) {\r\n      this.object = marker\r\n      this.firstHit = markerHit\r\n      return\r\n    }\r\n\r\n    const [objectHit, obj] = this.GetFirstVimHit(intersections)\r\n    this.firstHit = objectHit\r\n    this.object = obj\r\n  }\r\n\r\n  private GetFirstVimHit (\r\n    intersections: ThreeIntersectionList\r\n  ): [THREE.Intersection, Object3D] | [] {\r\n    for (let i = 0; i < intersections.length; i++) {\r\n      const obj = this.getVimObjectFromHit(intersections[i])\r\n      if (obj?.visible) return [intersections[i], obj]\r\n    }\r\n    return []\r\n  }\r\n\r\n  private GetFirstMarkerHit (\r\n    intersections: ThreeIntersectionList\r\n  ): [THREE.Intersection, GizmoMarker] | [] {\r\n    for (let i = 0; i < intersections.length; i++) {\r\n      const data = intersections[i].object.userData.vim\r\n\r\n      if (data instanceof GizmoMarkers) {\r\n        const instance = intersections[i].instanceId\r\n        const marker = data.getMarkerFromIndex(instance)\r\n        return [intersections[i], marker]\r\n      }\r\n    }\r\n    return []\r\n  }\r\n\r\n  private getVimObjectFromHit (hit: THREE.Intersection) {\r\n    const mesh = hit.object.userData.vim as Mesh\r\n    if (!mesh) return\r\n\r\n    const sub = mesh.merged\r\n      ? mesh.getSubmeshFromFace(hit.faceIndex)\r\n      : mesh.getSubMesh(hit.instanceId)\r\n    return sub.object\r\n  }\r\n\r\n  // Convenience functions and mnemonics\r\n  get isHit (): boolean {\r\n    return !!this.firstHit\r\n  }\r\n\r\n  get distance () {\r\n    return this.firstHit?.distance\r\n  }\r\n\r\n  get position () {\r\n    return this.firstHit?.point\r\n  }\r\n\r\n  get threeId () {\r\n    return this.firstHit?.object?.id\r\n  }\r\n\r\n  get faceIndex () {\r\n    return this.firstHit?.faceIndex\r\n  }\r\n}\r\n\r\nexport class Raycaster {\r\n  private _viewport: Viewport\r\n  private _camera: Camera\r\n  private _scene: RenderScene\r\n  private _renderer: Renderer\r\n\r\n  private _raycaster = new THREE.Raycaster()\r\n\r\n  constructor (\r\n    viewport: Viewport,\r\n    camera: Camera,\r\n    scene: RenderScene,\r\n    renderer: Renderer\r\n  ) {\r\n    this._viewport = viewport\r\n    this._camera = camera\r\n    this._scene = scene\r\n    this._renderer = renderer\r\n  }\r\n\r\n  /**\r\n   * Performs a raycast by projecting a ray from the camera position to a screen position.\r\n   * @param {THREE.Vector2} position - The screen position for raycasting.\r\n   */\r\n  raycast2 (position: THREE.Vector2) {\r\n    this._raycaster = this.fromPoint2(position, this._raycaster)\r\n    let hits = this._raycaster.intersectObjects(this._scene.scene.children)\r\n    hits = this.filterHits(hits)\r\n    return new RaycastResult(hits)\r\n  }\r\n\r\n  private filterHits (hits: ThreeIntersectionList) {\r\n    return this._renderer.section.active\r\n      ? hits.filter((i) => this._renderer.section.box.containsPoint(i.point))\r\n      : hits\r\n  }\r\n\r\n  /**\r\n   * Performs a raycast by projecting a ray from the camera position to a world position.\r\n   * @param {THREE.Vector3} position - The world position for raycasting.\r\n   */\r\n  raycast3 (position: THREE.Vector3) {\r\n    this._raycaster = this.fromPoint3(position, this._raycaster)\r\n    let hits = this._raycaster.intersectObjects(this._scene.scene.children)\r\n    hits = this.filterHits(hits)\r\n    return new RaycastResult(hits)\r\n  }\r\n\r\n  /**\r\n   * Performs a raycast by projecting a ray from the camera center.\r\n   */\r\n  raycastForward () {\r\n    return this.raycast3(this._camera.target)\r\n  }\r\n\r\n  /**\r\n   * Returns a THREE.Raycaster projecting a ray from camera position to screen position\r\n   */\r\n  fromPoint2 (\r\n    position: THREE.Vector2,\r\n    target: THREE.Raycaster = new THREE.Raycaster()\r\n  ) {\r\n    const size = this._viewport.getSize()\r\n    const x = (position.x / size.x) * 2 - 1\r\n    const y = -(position.y / size.y) * 2 + 1\r\n    target.setFromCamera(new THREE.Vector2(x, y), this._camera.three)\r\n    return target\r\n  }\r\n\r\n  /**\r\n   * Returns a THREE.Raycaster projecting a ray from the camera position to a screen position.\r\n   * @param {THREE.Vector2} position - The screen position for raycasting.\r\n   * @returns {THREE.Raycaster} A raycaster object for performing raycasting.\r\n   */\r\n  fromPoint3 (\r\n    position: THREE.Vector3,\r\n    target: THREE.Raycaster = new THREE.Raycaster()\r\n  ) {\r\n    const direction = position.clone().sub(this._camera.position).normalize()\r\n\r\n    target.set(this._camera.position, direction)\r\n    return target\r\n  }\r\n}\r\n\r\n/**\r\n * Represents an input action with its position and modifiers.\r\n */\r\nexport class InputAction {\r\n  readonly position: THREE.Vector2\r\n  readonly modifier: ActionModifier\r\n  readonly type: ActionType\r\n  private _raycaster: Raycaster\r\n\r\n  constructor (\r\n    type: ActionType,\r\n    modifier: ActionModifier,\r\n    position: THREE.Vector2,\r\n    raycaster: Raycaster\r\n  ) {\r\n    this.type = type\r\n    this.modifier = modifier\r\n    this.position = position\r\n    this._raycaster = raycaster\r\n  }\r\n\r\n  private _raycast: RaycastResult | undefined\r\n\r\n  /**\r\n   * A THREE.Raycaster object for custom raycasting.\r\n   */\r\n  get raycaster () {\r\n    return this._raycaster.fromPoint2(this.position)\r\n  }\r\n\r\n  /**\r\n   * Performs raycasting for VIM objects at the current point. This operation can be computationally expensive.\r\n   */\r\n  get raycast () {\r\n    return (\r\n      this._raycast ?? (this._raycast = this._raycaster.raycast2(this.position))\r\n    )\r\n  }\r\n\r\n  /**\r\n   * Returns the object at the current point. This operation can cause a computationally expensive raycast evaluation.\r\n   */\r\n  get object () {\r\n    return this.raycast.object\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/inputs\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { InputHandler } from './inputHandler'\r\nimport { InputAction } from '../raycaster'\r\nimport { Viewer } from '../viewer'\r\n\r\n/**\r\n * Manages user touch inputs.\r\n */\r\nexport class TouchHandler extends InputHandler {\r\n  private readonly TAP_DURATION_MS: number = 500\r\n  private readonly DOUBLE_TAP_DELAY_MS = 500\r\n  private readonly TAP_MAX_MOVE_PIXEL = 5\r\n  private readonly ZOOM_SPEED = 1\r\n  private readonly MOVE_SPEED = 100\r\n\r\n  /**\r\n   * Speed factor for rotation movements\r\n   */\r\n  rotateSpeed = 1\r\n\r\n  /**\r\n   * Speed factor for orbit movements\r\n   */\r\n  orbitSpeed = 1\r\n\r\n  constructor (viewer: Viewer) {\r\n    super(viewer)\r\n    this.rotateSpeed = viewer.settings.camera.controls.rotateSpeed\r\n    this.orbitSpeed = viewer.settings.camera.controls.orbitSpeed\r\n  }\r\n\r\n  private get camera () {\r\n    return this._viewer.camera\r\n  }\r\n\r\n  private get viewport () {\r\n    return this._viewer.viewport\r\n  }\r\n\r\n  // State\r\n  private _touch: THREE.Vector2 | undefined = undefined // When one touch occurs this is the value, when two or more touches occur it is the average of the first two.\r\n  private _touch1: THREE.Vector2 | undefined = undefined // The first touch when multiple touches occur, otherwise left undefined\r\n  private _touch2: THREE.Vector2 | undefined = undefined // The second touch when multiple touches occur, otherwise left undefined\r\n  private _touchStartTime: number | undefined = undefined // In ms since epoch\r\n  private _lastTapMs: number | undefined\r\n  private _touchStart: THREE.Vector2 | undefined\r\n\r\n  protected override addListeners (): void {\r\n    const canvas = this.viewport.canvas\r\n    this.reg(canvas, 'touchstart', this.onTouchStart)\r\n    this.reg(canvas, 'touchend', this.onTouchEnd)\r\n    this.reg(canvas, 'touchmove', this.onTouchMove)\r\n  }\r\n\r\n  override reset = () => {\r\n    this._touch = this._touch1 = this._touch2 = this._touchStartTime = undefined\r\n  }\r\n\r\n  private onTap = (position: THREE.Vector2) => {\r\n    const time = Date.now()\r\n    const double =\r\n      this._lastTapMs && time - this._lastTapMs < this.DOUBLE_TAP_DELAY_MS\r\n    this._lastTapMs = time\r\n\r\n    const action = new InputAction(\r\n      double ? 'double' : 'main',\r\n      'none',\r\n      position,\r\n      this._viewer.raycaster\r\n    )\r\n\r\n    this._viewer.inputs.MainAction(action)\r\n  }\r\n\r\n  private onTouchStart = (event: any) => {\r\n    event.preventDefault() // prevent scrolling\r\n    if (!event || !event.touches || !event.touches.length) {\r\n      return\r\n    }\r\n    this._touchStartTime = Date.now()\r\n\r\n    if (event.touches.length === 1) {\r\n      this._touch = this.touchToVector(event.touches[0])\r\n      this._touch1 = this._touch2 = undefined\r\n    } else if (event.touches.length === 2) {\r\n      this._touch1 = this.touchToVector(event.touches[0])\r\n      this._touch2 = this.touchToVector(event.touches[1])\r\n      this._touch = this.average(this._touch1, this._touch2)\r\n    }\r\n    this._touchStart = this._touch\r\n  }\r\n\r\n  private toRotation (delta: THREE.Vector2, speed: number) {\r\n    const rotation = new THREE.Vector2()\r\n    rotation.x = delta.y\r\n    rotation.y = delta.x\r\n    rotation.multiplyScalar(-180 * speed)\r\n    return rotation\r\n  }\r\n\r\n  private onDrag = (delta: THREE.Vector2) => {\r\n    if (this._viewer.inputs.pointerActive === 'orbit') {\r\n      this.camera.snap().orbit(this.toRotation(delta, this.orbitSpeed))\r\n    } else {\r\n      this.camera.snap().rotate(this.toRotation(delta, this.rotateSpeed))\r\n    }\r\n  }\r\n\r\n  private onDoubleDrag = (delta: THREE.Vector2) => {\r\n    const move = delta.clone().multiplyScalar(this.MOVE_SPEED)\r\n    this.camera.snap().move2(move, 'XY')\r\n  }\r\n\r\n  private onPinchOrSpread = (delta: number) => {\r\n    if (this._viewer.inputs.pointerActive === 'orbit') {\r\n      this.camera.snap().zoom(1 + delta * this.ZOOM_SPEED)\r\n    } else {\r\n      this.camera.snap().move1(delta * this.ZOOM_SPEED, 'Z')\r\n    }\r\n  }\r\n\r\n  private onTouchMove = (event: any) => {\r\n    event.preventDefault()\r\n    if (!event || !event.touches || !event.touches.length) return\r\n    if (!this._touch) return\r\n\r\n    if (event.touches.length === 1) {\r\n      const pos = this.touchToVector(event.touches[0])\r\n      const size = this.viewport.getSize()\r\n      const delta = pos\r\n        .clone()\r\n        .sub(this._touch)\r\n        .multiply(new THREE.Vector2(1 / size.x, 1 / size.y))\r\n\r\n      this._touch = pos\r\n      this.onDrag(delta)\r\n      return\r\n    }\r\n\r\n    if (!this._touch1 || !this._touch2) return\r\n    if (event.touches.length >= 2) {\r\n      const p1 = this.touchToVector(event.touches[0])\r\n      const p2 = this.touchToVector(event.touches[1])\r\n      const p = this.average(p1, p2)\r\n      const size = this.viewport.getSize()\r\n      const moveDelta = this._touch\r\n        .clone()\r\n        .sub(p)\r\n        .multiply(\r\n          // -1 to invert movement\r\n          new THREE.Vector2(-1 / size.x, -1 / size.y)\r\n        )\r\n\r\n      const zoom = p1.distanceTo(p2)\r\n      const prevZoom = this._touch1.distanceTo(this._touch2)\r\n      const min = Math.min(size.x, size.y)\r\n      // -1 to invert movement\r\n      const zoomDelta = (zoom - prevZoom) / -min\r\n\r\n      this._touch = p\r\n      this._touch1 = p1\r\n      this._touch2 = p2\r\n\r\n      if (moveDelta.length() > Math.abs(zoomDelta)) {\r\n        this.onDoubleDrag(moveDelta)\r\n      } else {\r\n        this.onPinchOrSpread(zoomDelta)\r\n      }\r\n    }\r\n  }\r\n\r\n  private onTouchEnd = (event: any) => {\r\n    if (this.isSingleTouch() && this._touchStart && this._touch) {\r\n      const touchDurationMs = Date.now() - this._touchStartTime!\r\n      const length = this._touch.distanceTo(this._touchStart)\r\n      if (\r\n        touchDurationMs < this.TAP_DURATION_MS &&\r\n        length < this.TAP_MAX_MOVE_PIXEL\r\n      ) {\r\n        this.onTap(this._touch!)\r\n      }\r\n    }\r\n    this.reset()\r\n  }\r\n\r\n  private isSingleTouch (): boolean {\r\n    return (\r\n      this._touch !== undefined &&\r\n      this._touchStartTime !== undefined &&\r\n      this._touch1 === undefined &&\r\n      this._touch2 === undefined\r\n    )\r\n  }\r\n\r\n  private touchToVector (touch: any) {\r\n    return new THREE.Vector2(touch.pageX, touch.pageY)\r\n  }\r\n\r\n  private average (p1: THREE.Vector2, p2: THREE.Vector2): THREE.Vector2 {\r\n    return p1.clone().lerp(p2, 0.5)\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/inputs\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { InputHandler } from './inputHandler'\r\nimport { InputAction } from '../raycaster'\r\nimport { Viewer } from '../viewer'\r\n\r\ntype Button = 'main' | 'middle' | 'right' | undefined\r\ntype Modifier = 'ctrl' | 'shift' | 'none'\r\n/**\r\n * Manages mouse user inputs\r\n */\r\nexport class MouseHandler extends InputHandler {\r\n  private readonly _idleDelayMs = 150\r\n\r\n  /**\r\n   * The speed factor for zoom movements using the scroll wheel.\r\n   * Range: [0.1, 10]\r\n   */\r\n  get scrollSpeed () {\r\n    return this._scrollSpeed\r\n  }\r\n\r\n  set scrollSpeed (value: number) {\r\n    this._scrollSpeed = Math.min(Math.max(0.1, value), 10)\r\n  }\r\n\r\n  private _scrollSpeed = 1.5\r\n\r\n  /**\r\n   * The speed factor for zoom movements when using zoom mode.\r\n   */\r\n  zoomSpeed = 1\r\n\r\n  /**\r\n   * The speed factor for rotations movements.\r\n   */\r\n  rotateSpeed = 1\r\n\r\n  /**\r\n   * The speed factor for orbit movements.\r\n   */\r\n  orbitSpeed = 1\r\n\r\n  // State\r\n  private _buttonDown: Button\r\n  private _hasMouseMoved: Boolean = false\r\n  private _hasCameraMoved: Boolean = false\r\n\r\n  private _idleTimeout: ReturnType<typeof setTimeout> | undefined\r\n  private _idlePosition: THREE.Vector2 | undefined\r\n\r\n  private _lastPosition: THREE.Vector2 | undefined\r\n  private _downPosition: THREE.Vector2 | undefined\r\n\r\n  constructor (viewer: Viewer) {\r\n    super(viewer)\r\n    this.rotateSpeed = viewer.settings.camera.controls.rotateSpeed\r\n    this.orbitSpeed = viewer.settings.camera.controls.orbitSpeed\r\n    this.scrollSpeed = viewer.settings.camera.controls.scrollSpeed\r\n  }\r\n\r\n  private get camera () {\r\n    return this._viewer.camera\r\n  }\r\n\r\n  private get viewport () {\r\n    return this._viewer.viewport\r\n  }\r\n\r\n  private get canvas () {\r\n    return this.viewport.canvas\r\n  }\r\n\r\n  private get raycaster () {\r\n    return this._viewer.raycaster\r\n  }\r\n\r\n  private get inputs () {\r\n    return this._viewer.inputs\r\n  }\r\n\r\n  private get gizmoRect () {\r\n    return this._viewer.gizmos.rectangle\r\n  }\r\n\r\n  protected override addListeners (): void {\r\n    // mouse\r\n    this.reg(this.canvas, 'mousedown', this.onMouseDown)\r\n    this.reg(this.canvas, 'wheel', this.onMouseWheel)\r\n    this.reg(this.canvas, 'mousemove', this.onMouseMove)\r\n    this.reg(this.canvas, 'mouseup', this.onMouseUp)\r\n    this.reg(this.canvas, 'mouseout', this.onMouseOut)\r\n    this.reg(this.canvas, 'dblclick', this.onDoubleClick)\r\n\r\n    // Disable right click menu\r\n    this.reg(this.canvas, 'contextmenu', (e) => e.preventDefault())\r\n    this._unregisters.push(\r\n      this.camera.onMoved.subscribe(() => this.onCameraMoved())\r\n    )\r\n  }\r\n\r\n  override reset = () => {\r\n    this._buttonDown = undefined\r\n    this._hasMouseMoved = false\r\n    this._lastPosition = this._downPosition = undefined\r\n    clearTimeout(this._idleTimeout)\r\n  }\r\n\r\n  private resetIdle () {\r\n    if (this._idlePosition) {\r\n      this._viewer.inputs.IdleAction(undefined)\r\n      this._idlePosition = undefined\r\n    }\r\n    clearTimeout(this._idleTimeout)\r\n    this._idleTimeout = setTimeout(() => {\r\n      this.onMouseIdle(this._lastPosition)\r\n    }, this._idleDelayMs)\r\n  }\r\n\r\n  private onMouseOut = (event: MouseEvent) => {\r\n    event.stopImmediatePropagation()\r\n    this._buttonDown = undefined\r\n    this._hasMouseMoved = false\r\n    this._lastPosition = undefined\r\n    this.resetIdle()\r\n  }\r\n\r\n  private onMouseIdle = (position: THREE.Vector2 | undefined) => {\r\n    if (this._buttonDown || !position) return\r\n    const action = new InputAction('idle', 'none', position, this.raycaster)\r\n    this._viewer.inputs.IdleAction(action)\r\n    this._idlePosition = position\r\n  }\r\n\r\n  private onCameraMoved = () => {\r\n    this.resetIdle()\r\n    this._hasCameraMoved = true\r\n    this.gizmoRect.visible = false\r\n  }\r\n\r\n  private onMouseMove = (event: any) => {\r\n    // We don't stop propagation, mouse move is harmless.\r\n    this._lastPosition = new THREE.Vector2(event.offsetX, event.offsetY)\r\n\r\n    if (\r\n      !this._idlePosition ||\r\n      this._lastPosition.distanceTo(this._idlePosition) > 5\r\n    ) {\r\n      this.resetIdle()\r\n    }\r\n\r\n    if (!this._buttonDown) return\r\n    this.onMouseDrag(event)\r\n  }\r\n\r\n  private onMouseDown = (event: MouseEvent) => {\r\n    event.stopImmediatePropagation()\r\n    event.preventDefault()\r\n    if (this._buttonDown) return\r\n    this.inputs.ContextMenu(undefined)\r\n    this._hasCameraMoved = false\r\n    this._downPosition = new THREE.Vector2(event.offsetX, event.offsetY)\r\n    this._hasMouseMoved = false\r\n\r\n    // Manually set the focus since calling preventDefault above\r\n    // prevents the browser from setting it automatically.\r\n    this.viewport.canvas.focus()\r\n    this._buttonDown = this.getButton(event)\r\n\r\n    const pointer =\r\n      this._buttonDown === 'middle'\r\n        ? 'pan'\r\n        : this._buttonDown === 'right'\r\n          ? 'look'\r\n          : undefined\r\n    this.inputs.pointerOverride = pointer\r\n  }\r\n\r\n  private onMouseDrag (event: any) {\r\n    event.stopImmediatePropagation()\r\n    event.preventDefault()\r\n    // https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/PointerLockControls.js\r\n    const deltaX =\r\n      event.movementX || event.mozMovementX || event.webkitMovementX || 0\r\n    const deltaY =\r\n      event.movementY || event.mozMovementY || event.webkitMovementY || 0\r\n    const size = this.viewport.getSize()\r\n    const delta = new THREE.Vector2(deltaX / size.x, deltaY / size.y)\r\n\r\n    const position = new THREE.Vector2(event.offsetX, event.offsetY)\r\n    this._hasMouseMoved =\r\n      this._hasMouseMoved ||\r\n      (this._downPosition && this._downPosition?.distanceTo(position) > 4)\r\n\r\n    switch (this._buttonDown) {\r\n      case 'main':\r\n        this.onMouseMainDrag(delta)\r\n        break\r\n      case 'middle':\r\n        this.onMouseMiddleDrag(delta)\r\n        break\r\n      case 'right':\r\n        this.onMouseRightDrag(delta)\r\n        break\r\n    }\r\n  }\r\n\r\n  private toRotation (delta: THREE.Vector2, speed: number) {\r\n    const rot = delta.clone()\r\n    rot.x = -delta.y\r\n    rot.y = -delta.x\r\n    rot.multiplyScalar(180 * speed)\r\n    return rot\r\n  }\r\n\r\n  private onMouseMainDrag (delta: THREE.Vector2) {\r\n    switch (this.inputs.pointerActive) {\r\n      case 'orbit':\r\n        this.camera.snap().orbit(this.toRotation(delta, this.orbitSpeed))\r\n        break\r\n      case 'look':\r\n        this.camera.snap().rotate(this.toRotation(delta, this.rotateSpeed))\r\n        break\r\n      case 'pan':\r\n        this.pan(delta)\r\n        break\r\n      case 'zoom':\r\n        this.camera.snap().zoom(1 + delta.y * this.zoomSpeed)\r\n        break\r\n      case 'rect':\r\n        if (!this._hasCameraMoved) {\r\n          this.updateRectangle()\r\n          this.gizmoRect.visible = true\r\n        }\r\n        break\r\n    }\r\n  }\r\n\r\n  private onMouseMiddleDrag (delta: THREE.Vector2) {\r\n    this.pan(delta)\r\n  }\r\n\r\n  private pan (delta: THREE.Vector2) {\r\n    const size = this.camera.frustrumSizeAt(this.camera.target)\r\n    size.multiply(delta)\r\n    this.camera.snap().move2(size, 'XY')\r\n  }\r\n\r\n  private onMouseRightDrag (delta: THREE.Vector2) {\r\n    this.camera.snap().rotate(this.toRotation(delta, this.rotateSpeed))\r\n  }\r\n\r\n  private onMouseWheel = (event: WheelEvent) => {\r\n    event.preventDefault()\r\n    event.stopImmediatePropagation()\r\n\r\n    // Value of event.deltaY will change from browser to browser\r\n    // https://stackoverflow.com/questions/38942821/wheel-event-javascript-give-inconsistent-values\r\n    // Thus we only use the direction of the value\r\n    const scrollValue = Math.sign(event.deltaY)\r\n\r\n    if (event.ctrlKey) {\r\n      this.camera.speed -= scrollValue\r\n    } else {\r\n      const zoom = Math.pow(this.scrollSpeed, scrollValue)\r\n      this.camera.lerp(0.75).zoom(zoom)\r\n    }\r\n  }\r\n\r\n  private getButton (event: MouseEvent) {\r\n    return event.buttons & 1\r\n      ? 'main'\r\n      : event.buttons & 2\r\n        ? 'right'\r\n        : event.buttons & 4\r\n          ? 'middle'\r\n          : undefined\r\n  }\r\n\r\n  private onMouseUp = (event: MouseEvent) => {\r\n    event.stopImmediatePropagation()\r\n    const btn = this.getButton(event)\r\n    if (btn === this._buttonDown) return // the active button is still down.\r\n\r\n    this._viewer.gizmos.rectangle.visible = false\r\n    event.preventDefault()\r\n    if (!this._buttonDown) return\r\n\r\n    if (\r\n      this.inputs.pointerActive === 'rect' &&\r\n      this._hasMouseMoved &&\r\n      !this._hasCameraMoved\r\n    ) {\r\n      this.onRectEnd()\r\n    } else if (event.button === 0 && !this._hasMouseMoved) {\r\n      this.onMouseClick(\r\n        new THREE.Vector2(event.offsetX, event.offsetY),\r\n        false,\r\n        this.getModifier(event)\r\n      )\r\n    } else if (event.button === 2 && !this._hasMouseMoved) {\r\n      this.inputs.ContextMenu(new THREE.Vector2(event.clientX, event.clientY))\r\n    }\r\n    this._buttonDown = undefined\r\n    this.inputs.pointerOverride = undefined\r\n  }\r\n\r\n  private onRectEnd () {\r\n    const box = this.gizmoRect.getBoundingBox()\r\n    if (!box) return\r\n\r\n    // Shrink box for better camera fit.\r\n    const center = box.getCenter(new THREE.Vector3())\r\n    const size = box.getSize(new THREE.Vector3())\r\n    size.multiplyScalar(0.5)\r\n    box.setFromCenterAndSize(center, size)\r\n\r\n    // Frame Camera\r\n    this._viewer.camera.lerp(1).frame(box)\r\n  }\r\n\r\n  private onDoubleClick = (event: MouseEvent) => {\r\n    event.stopImmediatePropagation()\r\n    this.onMouseClick(\r\n      new THREE.Vector2(event.offsetX, event.offsetY),\r\n      true,\r\n      this.getModifier(event)\r\n    )\r\n  }\r\n\r\n  private onMouseClick = (\r\n    position: THREE.Vector2,\r\n    doubleClick: boolean,\r\n    modifier: Modifier\r\n  ) => {\r\n    const action = new InputAction(\r\n      doubleClick ? 'double' : 'main',\r\n      modifier,\r\n      position,\r\n      this.raycaster\r\n    )\r\n    this._viewer.inputs.MainAction(action)\r\n  }\r\n\r\n  private getModifier (event: MouseEvent | WheelEvent) {\r\n    return event.ctrlKey ? 'ctrl' : event.shiftKey ? 'shift' : 'none'\r\n  }\r\n\r\n  private updateRectangle () {\r\n    if (this._downPosition && this._lastPosition) {\r\n      this.gizmoRect.setCorners(this._downPosition, this._lastPosition)\r\n    }\r\n  }\r\n}\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.SimpleEventDispatcher = void 0;\r\nconst ste_core_1 = require(\"ste-core\");\r\n/**\r\n * The dispatcher handles the storage of subsciptions and facilitates\r\n * subscription, unsubscription and dispatching of a simple event\r\n *\r\n * @export\r\n * @class SimpleEventDispatcher\r\n * @extends {DispatcherBase<ISimpleEventHandler<TArgs>>}\r\n * @implements {ISimpleEvent<TArgs>}\r\n * @template TArgs\r\n */\r\nclass SimpleEventDispatcher extends ste_core_1.DispatcherBase {\r\n    /**\r\n     * Creates an instance of SimpleEventDispatcher.\r\n     *\r\n     * @memberOf SimpleEventDispatcher\r\n     */\r\n    constructor() {\r\n        super();\r\n    }\r\n    /**\r\n     * Dispatches the event.\r\n     *\r\n     * @param {TArgs} args The arguments object.\r\n     * @returns {IPropagationStatus} The status of the event.\r\n     *\r\n     * @memberOf SimpleEventDispatcher\r\n     */\r\n    dispatch(args) {\r\n        const result = this._dispatch(false, this, arguments);\r\n        if (result == null) {\r\n            throw new ste_core_1.DispatchError(\"Got `null` back from dispatch.\");\r\n        }\r\n        return result;\r\n    }\r\n    /**\r\n     * Dispatches the event without waiting for the result.\r\n     *\r\n     * @param {TArgs} args The arguments object.\r\n     *\r\n     * @memberOf SimpleEventDispatcher\r\n     */\r\n    dispatchAsync(args) {\r\n        this._dispatch(true, this, arguments);\r\n    }\r\n    /**\r\n     * Creates an event from the dispatcher. Will return the dispatcher\r\n     * in a wrapper. This will prevent exposure of any dispatcher methods.\r\n     *\r\n     * @returns {ISimpleEvent<TArgs>} The event.\r\n     *\r\n     * @memberOf SimpleEventDispatcher\r\n     */\r\n    asEvent() {\r\n        return super.asEvent();\r\n    }\r\n}\r\nexports.SimpleEventDispatcher = SimpleEventDispatcher;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.SimpleEventList = void 0;\r\nconst ste_core_1 = require(\"ste-core\");\r\nconst SimpleEventDispatcher_1 = require(\"./SimpleEventDispatcher\");\r\n/**\r\n * Storage class for multiple simple events that are accessible by name.\r\n * Events dispatchers are automatically created.\r\n */\r\nclass SimpleEventList extends ste_core_1.EventListBase {\r\n    /**\r\n     * Creates a new SimpleEventList instance.\r\n     */\r\n    constructor() {\r\n        super();\r\n    }\r\n    /**\r\n     * Creates a new dispatcher instance.\r\n     */\r\n    createDispatcher() {\r\n        return new SimpleEventDispatcher_1.SimpleEventDispatcher();\r\n    }\r\n}\r\nexports.SimpleEventList = SimpleEventList;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.SimpleEventHandlingBase = void 0;\r\nconst ste_core_1 = require(\"ste-core\");\r\nconst SimpleEventList_1 = require(\"./SimpleEventList\");\r\n/**\r\n * Extends objects with signal event handling capabilities.\r\n */\r\nclass SimpleEventHandlingBase extends ste_core_1.HandlingBase {\r\n    constructor() {\r\n        super(new SimpleEventList_1.SimpleEventList());\r\n    }\r\n}\r\nexports.SimpleEventHandlingBase = SimpleEventHandlingBase;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.NonUniformSimpleEventList = void 0;\r\nconst SimpleEventDispatcher_1 = require(\"./SimpleEventDispatcher\");\r\n/**\r\n * Similar to EventList, but instead of TArgs, a map of event names ang argument types is provided with TArgsMap.\r\n */\r\nclass NonUniformSimpleEventList {\r\n    constructor() {\r\n        this._events = {};\r\n    }\r\n    /**\r\n     * Gets the dispatcher associated with the name.\r\n     * @param name The name of the event.\r\n     */\r\n    get(name) {\r\n        if (this._events[name]) {\r\n            // @TODO avoid typecasting. Not sure why TS thinks this._events[name] could still be undefined.\r\n            return this._events[name];\r\n        }\r\n        const event = this.createDispatcher();\r\n        this._events[name] = event;\r\n        return event;\r\n    }\r\n    /**\r\n     * Removes the dispatcher associated with the name.\r\n     * @param name The name of the event.\r\n     */\r\n    remove(name) {\r\n        delete this._events[name];\r\n    }\r\n    /**\r\n     * Creates a new dispatcher instance.\r\n     */\r\n    createDispatcher() {\r\n        return new SimpleEventDispatcher_1.SimpleEventDispatcher();\r\n    }\r\n}\r\nexports.NonUniformSimpleEventList = NonUniformSimpleEventList;\r\n","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.NonUniformSimpleEventList = exports.SimpleEventList = exports.SimpleEventHandlingBase = exports.SimpleEventDispatcher = void 0;\r\nconst SimpleEventDispatcher_1 = require(\"./SimpleEventDispatcher\");\r\nObject.defineProperty(exports, \"SimpleEventDispatcher\", { enumerable: true, get: function () { return SimpleEventDispatcher_1.SimpleEventDispatcher; } });\r\nconst SimpleEventHandlingBase_1 = require(\"./SimpleEventHandlingBase\");\r\nObject.defineProperty(exports, \"SimpleEventHandlingBase\", { enumerable: true, get: function () { return SimpleEventHandlingBase_1.SimpleEventHandlingBase; } });\r\nconst NonUniformSimpleEventList_1 = require(\"./NonUniformSimpleEventList\");\r\nObject.defineProperty(exports, \"NonUniformSimpleEventList\", { enumerable: true, get: function () { return NonUniformSimpleEventList_1.NonUniformSimpleEventList; } });\r\nconst SimpleEventList_1 = require(\"./SimpleEventList\");\r\nObject.defineProperty(exports, \"SimpleEventList\", { enumerable: true, get: function () { return SimpleEventList_1.SimpleEventList; } });\r\n","/**\r\n * @module viw-webgl-viewer/inputs\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { Viewer } from '../viewer'\r\nimport { KeyboardHandler, KEYS } from './keyboard'\r\nimport { TouchHandler } from './touch'\r\nimport { MouseHandler } from './mouse'\r\nimport { InputAction } from '../raycaster'\r\nimport { SignalDispatcher } from 'ste-signals'\r\nimport { SimpleEventDispatcher } from 'ste-simple-events'\r\nexport { KEYS } from './keyboard'\r\n\r\n/** Pointers mode supported by the viewer */\r\nexport type PointerMode = 'orbit' | 'look' | 'pan' | 'zoom' | 'rect'\r\n\r\n/**\r\n * Defines an input scheme for the viewer.\r\n */\r\nexport interface InputScheme {\r\n  /**\r\n   * Called when mouse clicked or mobile tap.\r\n   */\r\n  onMainAction(hit: InputAction): void\r\n\r\n  /**\r\n   * Called once when mouse and camera have been idle for some time with the position where it stopped.\r\n   * Called once when the mouse moves again with undefined\r\n   */\r\n  onIdleAction(hit: InputAction | undefined): void\r\n\r\n  /**\r\n   * Called when a key is pressed and released.\r\n   */\r\n  onKeyAction(key: number): boolean\r\n}\r\n\r\n/**\r\n * Vim viewer default input scheme\r\n */\r\nexport class DefaultInputScheme implements InputScheme {\r\n  private _viewer: Viewer\r\n\r\n  constructor (viewer: Viewer) {\r\n    this._viewer = viewer\r\n  }\r\n\r\n  onMainAction (action: InputAction): void {\r\n    const camera = this._viewer.camera\r\n    const selection = this._viewer.selection\r\n\r\n    if (!action?.object) {\r\n      selection.select(undefined)\r\n      if (action.type === 'double') {\r\n        camera.lerp(1).frame('all')\r\n      }\r\n      return\r\n    }\r\n\r\n    if (action.modifier !== 'none') {\r\n      selection.toggle(action.object)\r\n    } else {\r\n      selection.select(action.object)\r\n    }\r\n\r\n    if (action.type === 'double') {\r\n      camera.lerp(1).frame(action.object)\r\n    }\r\n  }\r\n\r\n  onIdleAction (hit: InputAction): void {\r\n    if (!this._viewer.gizmos.section.interactive) {\r\n      this._viewer.selection.focus(hit?.object)\r\n    }\r\n  }\r\n\r\n  onKeyAction (key: number): boolean {\r\n    const camera = this._viewer.camera\r\n    const selection = this._viewer.selection\r\n    switch (key) {\r\n      case KEYS.KEY_P:\r\n        camera.orthographic = !camera.orthographic\r\n        return true\r\n      case KEYS.KEY_ADD:\r\n      case KEYS.KEY_OEM_PLUS:\r\n        camera.speed += 1\r\n        return true\r\n      case KEYS.KEY_SUBTRACT:\r\n      case KEYS.KEY_OEM_MINUS:\r\n        camera.speed -= 1\r\n        return true\r\n      case KEYS.KEY_F8:\r\n      case KEYS.KEY_SPACE:\r\n        this._viewer.inputs.pointerActive = this._viewer.inputs.pointerFallback\r\n        return true\r\n      case KEYS.KEY_HOME:\r\n        camera.lerp(1).reset()\r\n        return true\r\n      // Selection\r\n      case KEYS.KEY_ESCAPE:\r\n        selection.clear()\r\n        return true\r\n      case KEYS.KEY_Z:\r\n      case KEYS.KEY_F:\r\n        if (selection.count > 0) {\r\n          camera.lerp(1).frame(selection.getBoundingBox())\r\n        } else {\r\n          camera.lerp(1).frame('all')\r\n        }\r\n        return true\r\n      default:\r\n        return false\r\n    }\r\n  }\r\n}\r\n\r\n/**\r\n * Manages and registers all viewer user inputs for mouse, keyboard and touch\r\n */\r\nexport class Input {\r\n  // Dependencies\r\n  private _viewer: Viewer\r\n\r\n  /**\r\n   * Touch input handler\r\n   */\r\n  touch: TouchHandler\r\n  /**\r\n   * Mouse input handler\r\n   */\r\n  mouse: MouseHandler\r\n  /**\r\n   * Keyboard input handler\r\n   */\r\n  keyboard: KeyboardHandler\r\n\r\n  private _pointerActive: PointerMode = 'orbit'\r\n  private _pointerFallback: PointerMode = 'look'\r\n  private _pointerOverride: PointerMode | undefined\r\n\r\n  constructor (viewer: Viewer) {\r\n    this._viewer = viewer\r\n\r\n    this.keyboard = new KeyboardHandler(viewer)\r\n    this.mouse = new MouseHandler(viewer)\r\n    this.touch = new TouchHandler(viewer)\r\n    this._scheme = new DefaultInputScheme(viewer)\r\n    this.pointerActive = viewer.settings.camera.controls.orbit\r\n      ? 'orbit'\r\n      : 'look'\r\n    this._pointerFallback = viewer.settings.camera.controls.orbit\r\n      ? 'look'\r\n      : 'orbit'\r\n  }\r\n\r\n  /**\r\n   * Returns the last main mode (orbit, look) that was active.\r\n   */\r\n  get pointerFallback () {\r\n    return this._pointerFallback\r\n  }\r\n\r\n  /**\r\n   * Returns current pointer mode.\r\n   */\r\n  get pointerActive () {\r\n    return this._pointerActive\r\n  }\r\n\r\n  /**\r\n   * A temporary pointer mode used for temporary icons.\r\n   */\r\n  get pointerOverride () {\r\n    return this._pointerOverride\r\n  }\r\n\r\n  set pointerOverride (value: PointerMode | undefined) {\r\n    if (value === this._pointerOverride) return\r\n    this._pointerOverride = value\r\n    this._onPointerOverrideChanged.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Changes pointer interaction mode. Look mode will set camera orbitMode to false.\r\n   */\r\n  set pointerActive (value: PointerMode) {\r\n    if (value === this._pointerActive) return\r\n\r\n    if (value === 'look') this._pointerFallback = 'orbit'\r\n    else if (value === 'orbit') this._pointerFallback = 'look'\r\n    this._viewer.gizmos.rectangle.visible = false\r\n\r\n    this._pointerActive = value\r\n    this._onPointerModeChanged.dispatch()\r\n  }\r\n\r\n  private _onPointerModeChanged = new SignalDispatcher()\r\n  /**\r\n   * Event called when pointer interaction mode changes.\r\n   */\r\n  get onPointerModeChanged () {\r\n    return this._onPointerModeChanged.asEvent()\r\n  }\r\n\r\n  private _onPointerOverrideChanged = new SignalDispatcher()\r\n  /**\r\n   * Event called when the pointer is temporarily overriden.\r\n   */\r\n  get onPointerOverrideChanged () {\r\n    return this._onPointerOverrideChanged.asEvent()\r\n  }\r\n\r\n  private _onContextMenu = new SimpleEventDispatcher<\r\n    THREE.Vector2 | undefined\r\n  >()\r\n\r\n  /**\r\n   * Event called when when context menu could be displayed\r\n   */\r\n  get onContextMenu () {\r\n    return this._onContextMenu.asEvent()\r\n  }\r\n\r\n  private _scheme: InputScheme\r\n\r\n  /**\r\n   * Get or set the current viewer input scheme, set undefined to revert to default.\r\n   */\r\n  get scheme () {\r\n    return this._scheme\r\n  }\r\n\r\n  set scheme (value: InputScheme | undefined) {\r\n    this._scheme = value ?? new DefaultInputScheme(this._viewer)\r\n  }\r\n\r\n  /**\r\n   * Calls main action on the current input scheme\r\n   */\r\n  MainAction (action: InputAction) {\r\n    this._scheme.onMainAction(action)\r\n  }\r\n\r\n  /**\r\n   * Calls idle action on the current input scheme\r\n   */\r\n  IdleAction (action: InputAction | undefined) {\r\n    this._scheme.onIdleAction(action)\r\n  }\r\n\r\n  /**\r\n   * Calls key action on the current input scheme\r\n   */\r\n  KeyAction (key: number) {\r\n    return this._scheme.onKeyAction(key)\r\n  }\r\n\r\n  /**\r\n   * Calls context menu action\r\n   */\r\n  ContextMenu (position: THREE.Vector2 | undefined) {\r\n    this._onContextMenu.dispatch(position)\r\n  }\r\n\r\n  /**\r\n   * Register inputs handlers for default viewer behavior\r\n   */\r\n  registerAll () {\r\n    this.keyboard.register()\r\n    this.mouse.register()\r\n    this.touch.register()\r\n  }\r\n\r\n  /**\r\n   * Unregisters all input handlers\r\n   */\r\n  unregisterAll = () => {\r\n    this.mouse.unregister()\r\n    this.keyboard.unregister()\r\n    this.touch.unregister()\r\n  }\r\n\r\n  /**\r\n   * Resets all input state\r\n   */\r\n  resetAll () {\r\n    this.mouse.reset()\r\n    this.keyboard.reset()\r\n    this.touch.reset()\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { Vim, ViewerMaterials } from '..'\r\nimport { SignalDispatcher } from 'ste-signals'\r\nimport { GizmoMarker } from './gizmos/markers/gizmoMarker'\r\nimport { Object3D } from '../vim-loader/object3D'\r\n\r\nexport type SelectableObject = Object3D | GizmoMarker\r\n\r\n/**\r\n * Provides selection behaviour for the viewer\r\n * Supports multi-selection as long as all objects are from the same vim.\r\n */\r\nexport class Selection {\r\n  // dependencies\r\n  private _materials: ViewerMaterials\r\n\r\n  // State\r\n  private _objects = new Set<SelectableObject>()\r\n  private _focusedObject: SelectableObject | undefined\r\n  private _vim: Vim | undefined\r\n  private _lastFocusTime: number = Date.now()\r\n\r\n  // Disposable State\r\n  private _onValueChanged = new SignalDispatcher()\r\n  private _unsub: (() => void)[] = []\r\n\r\n  constructor (materials: ViewerMaterials) {\r\n    this._materials = materials\r\n  }\r\n\r\n  /**\r\n   * Event called when selection changes or is cleared\r\n   */\r\n  get onValueChanged () {\r\n    return this._onValueChanged.asEvent()\r\n  }\r\n\r\n  /**\r\n   * Returns the Vim instance from which elements are selected.\r\n   * Cross-Vim selection is not supported.\r\n   */\r\n  get vim () {\r\n    return this._vim\r\n  }\r\n\r\n  /**\r\n   * Returns selected object as an iterator.\r\n   */\r\n  get objects () {\r\n    return this._objects.values()\r\n  }\r\n\r\n  /**\r\n   * Retrieves the bounding box of the selection. Returns `undefined` if there's no selection.\r\n   * @param {THREE.Box3} [target] Optional parameter to specify a box to use for the result.\r\n   * @returns {THREE.Box3 | undefined} The bounding box of the selection or `undefined` if no selection exists.\r\n   */\r\n  getBoundingBox (\r\n    target: THREE.Box3 = new THREE.Box3()\r\n  ): THREE.Box3 | undefined {\r\n    if (this._objects.size === 0) return\r\n    let initialized = false\r\n    for (const o of this._objects) {\r\n      const other = o.getBoundingBox()\r\n      if (!other) continue\r\n      if (!initialized) {\r\n        target.copy(other)\r\n      } else {\r\n        target.union(other)\r\n      }\r\n      initialized = true\r\n    }\r\n    if (!initialized) {\r\n      return\r\n    }\r\n    return target\r\n  }\r\n\r\n  /**\r\n   * Adds focus highlight to a single object. Pass `undefined` to remove the highlight.\r\n   * @param {IObject | undefined} object The object to focus on, or `undefined` to remove the highlight.\r\n   */\r\n  focus (object: SelectableObject | undefined) {\r\n    if (this._focusedObject === object) return\r\n\r\n    if (this._focusedObject) this._focusedObject.focused = false\r\n    if (object) object.focused = true\r\n    this._focusedObject = object\r\n    this._lastFocusTime = Date.now()\r\n    this._materials.focusIntensity = 0\r\n  }\r\n\r\n  /**\r\n   * Selects the given objects and unselects all other objects.\r\n   * Pass `null`, `undefined`, or an empty array as argument to clear selection.\r\n   * @param {IObject | IObject[] | undefined} object The object or array of objects to select,\r\n   *        or `null`, `undefined`, or an empty array to clear the selection.\r\n   */\r\n  select (object: SelectableObject | SelectableObject[] | undefined) {\r\n    object =\r\n      object === undefined ? [] : Array.isArray(object) ? object : [object]\r\n\r\n    object = object.filter((o) => o)\r\n    if (\r\n      object.length === this._objects.size &&\r\n      object.every((o) => this._objects.has(o))\r\n    ) {\r\n      // Value is unchanged, exit early.\r\n      return\r\n    }\r\n\r\n    this._objects.forEach((o) => (o.outline = false))\r\n    this._objects.clear()\r\n    this._vim = undefined\r\n\r\n    object?.forEach((o) => {\r\n      this.clearOnNewVim(o.vim)\r\n      this._objects.add(o)\r\n      o.outline = true\r\n    })\r\n    this._onValueChanged.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Returns true if the given object is currently selected.\r\n   * @param {IObject} object The object to check for selection.\r\n   * @returns {boolean} True if the object is selected, false otherwise.\r\n   */\r\n  has (object: SelectableObject) {\r\n    return this._objects.has(object)\r\n  }\r\n\r\n  /**\r\n   * Returns the current count of selected objects.\r\n   */\r\n  get count () {\r\n    return this._objects.size\r\n  }\r\n\r\n  /**\r\n   * Adds the given objects to the current selection.\r\n   * @param {...IObject[]} objects The objects to add to the selection.\r\n   */\r\n  add (...objects: SelectableObject[]) {\r\n    if (!objects) return\r\n    if (objects.length === 0) return\r\n    const count = this._objects.size\r\n    const oldVim = this._vim\r\n    objects.forEach((o) => {\r\n      this.clearOnNewVim(o.vim)\r\n      this._objects.add(o)\r\n      o.outline = true\r\n    })\r\n    if (oldVim === this._vim && this._objects.size === count) return\r\n\r\n    this._onValueChanged.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Removes the given objects from the current selection.\r\n   * @param {...IObject[]} objects The objects to remove from the selection.\r\n   */\r\n  remove (...objects: SelectableObject[]) {\r\n    if (!objects) return\r\n    if (objects.length === 0) return\r\n    const count = this._objects.size\r\n    objects.forEach((o) => {\r\n      o.outline = false\r\n      this._objects.delete(o)\r\n    })\r\n    if (this._objects.size === count) return\r\n    if (this._objects.size === 0) {\r\n      this._vim = undefined\r\n    }\r\n\r\n    this._onValueChanged.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Toggles the selection state of the given objects:\r\n   * - Adds unselected elements of the given objects to the selection.\r\n   * - Removes selected elements of the given objects from the selection.\r\n   * @param {...IObject[]} objects The objects to toggle selection for.\r\n   */\r\n  toggle (...objects: SelectableObject []) {\r\n    if (!objects) return\r\n    if (objects.length === 0) return\r\n    const count = this._objects.size\r\n    const oldVim = this.vim\r\n    objects.forEach((o) => {\r\n      if (this._objects.has(o)) {\r\n        this._objects.delete(o)\r\n        o.outline = false\r\n      } else {\r\n        this.clearOnNewVim(o.vim)\r\n        this._objects.add(o)\r\n        o.outline = true\r\n      }\r\n    })\r\n    if (oldVim === this._vim && this._objects.size === count) return\r\n    this._onValueChanged.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Clears the current selection.\r\n   */\r\n  clear () {\r\n    this._vim = undefined\r\n    if (this._objects.size === 0) return\r\n    this._objects.forEach((o) => (o.outline = false))\r\n    this._objects.clear()\r\n    this._onValueChanged.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Disposes of all resources and stops animations.\r\n   */\r\n  dispose () {\r\n    this._unsub.forEach((u) => u())\r\n    this._unsub.length = 0\r\n  }\r\n\r\n  private clearOnNewVim (vim: Vim) {\r\n    if (this._vim) {\r\n      if (this._vim !== vim) {\r\n        console.log('Cross vim selection. Clearing selection.')\r\n        this._objects.clear()\r\n        this._vim = vim\r\n      }\r\n    } else {\r\n      this._vim = vim\r\n    }\r\n  }\r\n\r\n  public update () {\r\n    if (!this._focusedObject) return\r\n    const time = Date.now()\r\n    const timeElapsed = time - this._lastFocusTime\r\n    const focus = Math.min(timeElapsed / 100, 1)\r\n    this._materials.focusIntensity = focus / 2\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { TextureEncoding, ViewerSettings } from '../settings/viewerSettings'\r\n\r\n/**\r\n * Manages the THREE.Mesh for the ground plane under the vims\r\n */\r\nexport class GroundPlane {\r\n  readonly mesh: THREE.Mesh\r\n\r\n  private _source: string | undefined\r\n  private _size: number = 1\r\n\r\n  /**\r\n   * Whether the ground plane is visible or not.\r\n   */\r\n  get visible () {\r\n    return this.mesh.visible\r\n  }\r\n\r\n  set visible (value: boolean) {\r\n    this.mesh.visible = value\r\n  }\r\n\r\n  // disposable\r\n  private _geometry: THREE.PlaneGeometry\r\n  private _material: THREE.MeshBasicMaterial\r\n  private _texture: THREE.Texture | undefined\r\n\r\n  constructor (settings : ViewerSettings) {\r\n    this._geometry = new THREE.PlaneGeometry()\r\n    this._material = new THREE.MeshBasicMaterial({\r\n      transparent: true,\r\n      depthTest: true,\r\n      depthWrite: false\r\n    })\r\n    this.mesh = new THREE.Mesh(this._geometry, this._material)\r\n    // Makes ground plane be drawn first so that isolation material is drawn on top.\r\n    this.mesh.renderOrder = -1\r\n\r\n    this._size = settings.groundPlane.size\r\n    // Visibily\r\n    this.mesh.visible = settings.groundPlane.visible\r\n\r\n    // Looks\r\n    this.applyTexture(\r\n      settings.groundPlane.encoding,\r\n      settings.groundPlane.texture\r\n    )\r\n    this._material.color.copy(settings.groundPlane.color)\r\n    this._material.opacity = settings.groundPlane.opacity\r\n  }\r\n\r\n  adaptToContent (box: THREE.Box3) {\r\n    // Position\r\n    const center = box.getCenter(new THREE.Vector3())\r\n    const position = new THREE.Vector3(\r\n      center.x,\r\n      box.min.y - Math.abs(box.min.y) * 0.01,\r\n      center.z\r\n    )\r\n    this.mesh.position.copy(position)\r\n    // Rotation\r\n    // Face up, rotate by 270 degrees around x\r\n    this.mesh.quaternion.copy(\r\n      new THREE.Quaternion().setFromEuler(new THREE.Euler(1.5 * Math.PI, 0, 0))\r\n    )\r\n\r\n    // Scale\r\n    const sphere = box?.getBoundingSphere(new THREE.Sphere())\r\n    const size = (sphere?.radius ?? 1) * this._size\r\n    const scale = new THREE.Vector3(1, 1, 1).multiplyScalar(size)\r\n    this.mesh.scale.copy(scale)\r\n  }\r\n\r\n  applyTexture (encoding: TextureEncoding, source: string) {\r\n    // Check for changes\r\n    if (source === this._source) return\r\n    this._source = source\r\n\r\n    // dispose previous texture\r\n    this._texture?.dispose()\r\n    this._texture = undefined\r\n    // Bail if new texture url, is no texture\r\n    if (!source || !encoding) return\r\n\r\n    if (encoding === 'url') {\r\n      // load texture\r\n      const loader = new THREE.TextureLoader()\r\n      this._texture = loader.load(source)\r\n    }\r\n    if (encoding === 'base64') {\r\n      const image = new Image()\r\n      image.src = source\r\n      const txt = new THREE.Texture()\r\n      this._texture = txt\r\n      this._texture.image = image\r\n      image.onload = () => {\r\n        txt.needsUpdate = true\r\n      }\r\n    }\r\n    if (!this._texture) {\r\n      console.error('Failed to load texture: ' + source)\r\n      return\r\n    }\r\n\r\n    // Apply texture\r\n    this._material.map = this._texture\r\n  }\r\n\r\n  dispose () {\r\n    this._geometry?.dispose()\r\n    this._material?.dispose()\r\n    this._texture?.dispose()\r\n\r\n    this._texture = undefined\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { ViewerSettings } from '../settings/viewerSettings'\r\nimport { ICamera } from '../camera/camera'\r\nimport { ViewerMaterials } from '../../vim-loader/materials/viewerMaterials'\r\nimport { SkyboxMaterial } from '../../vim-loader/materials/skyboxMaterial'\r\nimport { Renderer } from '../rendering/renderer'\r\n\r\nexport class Skybox {\r\n  readonly mesh : THREE.Mesh\r\n\r\n  /**\r\n   * Whether the skybox is enabled or not.\r\n   */\r\n  get enable () {\r\n    return this.mesh.visible\r\n  }\r\n\r\n  /**\r\n   * Whether the skybox is enabled or not.\r\n   */\r\n  set enable (value: boolean) {\r\n    this.mesh.visible = value\r\n    this._renderer.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * The color of the sky.\r\n   */\r\n  get skyColor () {\r\n    return this._material.skyColor\r\n  }\r\n\r\n  set skyColor (value: THREE.Color) {\r\n    this._material.skyColor = value\r\n    this._renderer.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * The color of the ground.\r\n   */\r\n  get groundColor () {\r\n    return this._material.groundColor\r\n  }\r\n\r\n  set groundColor (value: THREE.Color) {\r\n    this._material.groundColor = value\r\n    this._renderer.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * The sharpness of the gradient transition between the sky and the ground.\r\n   */\r\n  get sharpness () {\r\n    return this._material.sharpness\r\n  }\r\n\r\n  set sharpness (value: number) {\r\n    this._material.sharpness = value\r\n    this._renderer.needsUpdate = true\r\n  }\r\n\r\n  private readonly _plane : THREE.PlaneGeometry\r\n  private readonly _material : SkyboxMaterial\r\n  private readonly _renderer: Renderer\r\n\r\n  constructor (camera: ICamera, renderer : Renderer, materials: ViewerMaterials, settings: ViewerSettings) {\r\n    this._renderer = renderer\r\n    this._plane = new THREE.PlaneGeometry()\r\n    this._material = materials.skyBox\r\n    this.mesh = new THREE.Mesh(this._plane, materials.skyBox)\r\n\r\n    // Apply settings\r\n    this.enable = settings.skybox.enable\r\n    this.skyColor = settings.skybox.skyColor\r\n    this.groundColor = settings.skybox.groundColor\r\n    this.sharpness = settings.skybox.sharpness\r\n\r\n    camera.onMoved.subscribe(() => {\r\n      this.mesh.position.copy(camera.position).add(camera.forward)\r\n      this.mesh.quaternion.copy(camera.quaternion)\r\n      const size = camera.frustrumSizeAt(this.mesh.position)\r\n      this.mesh.scale.set(size.x, size.y, 1)\r\n    })\r\n  }\r\n\r\n  dispose () {\r\n    this._plane.dispose()\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { ICamera } from '../camera/camera'\r\n\r\nexport class CameraLight {\r\n  readonly light : THREE.DirectionalLight\r\n  private readonly _camera : ICamera\r\n  private _unsubscribe : (() => void) | undefined = undefined\r\n\r\n  /**\r\n   * The position of the light.\r\n   */\r\n  position: THREE.Vector3\r\n\r\n  /**\r\n   * The color of the light.\r\n   */\r\n  get color () {\r\n    return this.light.color\r\n  }\r\n\r\n  set color (value: THREE.Color) {\r\n    this.light.color = value\r\n  }\r\n\r\n  /**\r\n   * The intensity of the light.\r\n   */\r\n  get intensity () {\r\n    return this.light.intensity\r\n  }\r\n\r\n  set intensity (value: number) {\r\n    this.light.intensity = value\r\n  }\r\n\r\n  /**\r\n   * Whether the light follows the camera or not.\r\n   */\r\n  get followCamera () {\r\n    return this._unsubscribe !== undefined\r\n  }\r\n\r\n  set followCamera (value: boolean) {\r\n    if (this.followCamera === value) return\r\n\r\n    this._unsubscribe?.()\r\n    this._unsubscribe = undefined\r\n\r\n    if (value) {\r\n      this._unsubscribe = this._camera.onMoved.subscribe(() => this.updateLightPosition())\r\n      this.updateLightPosition()\r\n    }\r\n  }\r\n\r\n  constructor (\r\n    camera: ICamera,\r\n    options: {\r\n      followCamera: boolean,\r\n      position: THREE.Vector3,\r\n      color: THREE.Color,\r\n      intensity: number\r\n    }\r\n  ) {\r\n    this._camera = camera\r\n    this.position = options.position.clone()\r\n    this.light = new THREE.DirectionalLight(options.color, options.intensity)\r\n    this.followCamera = options.followCamera\r\n  }\r\n\r\n  /**\r\n   * Updates the light's position based on the camera's quaternion.\r\n   */\r\n  private updateLightPosition () {\r\n    this.light.position.copy(this.position).applyQuaternion(this._camera.quaternion)\r\n  }\r\n\r\n  /**\r\n   * Disposes of the camera light.\r\n   */\r\n  dispose () {\r\n    this._unsubscribe?.()\r\n    this._unsubscribe = undefined\r\n    this.light.dispose()\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { ViewerSettings } from '../settings/viewerSettings'\r\nimport { ICamera } from '../camera/camera'\r\nimport { ViewerMaterials } from '../../vim-loader/materials/viewerMaterials'\r\nimport { GroundPlane } from './groundPlane'\r\nimport { Skybox } from './skybox'\r\nimport { Renderer } from '../rendering/renderer'\r\nimport { CameraLight } from './cameraLight'\r\n/**\r\n * Manages ground plane and lights that are part of the THREE.Scene to render but not part of the Vims.\r\n */\r\nexport class Environment {\r\n  private readonly _renderer: Renderer\r\n  private readonly _camera: ICamera\r\n\r\n  /**\r\n   * The skylight in the scene.\r\n   */\r\n  readonly skyLight: THREE.HemisphereLight\r\n\r\n  /**\r\n   * The array of directional lights in the scene.\r\n   */\r\n  readonly sunLights: ReadonlyArray<CameraLight>\r\n\r\n  /**\r\n   * The ground plane under the model in the scene.\r\n   */\r\n  readonly groundPlane: GroundPlane\r\n\r\n  /*\r\n   * The skybox in the scene.\r\n   */\r\n  readonly skybox: Skybox\r\n\r\n  constructor (camera:ICamera, renderer: Renderer, viewerMaterials: ViewerMaterials, settings: ViewerSettings) {\r\n    this._camera = camera\r\n    this._renderer = renderer\r\n\r\n    this.groundPlane = new GroundPlane(settings)\r\n    this.skyLight = this.createSkyLight(settings)\r\n    this.skybox = new Skybox(camera, renderer, viewerMaterials, settings)\r\n    this.sunLights = this.createSunLights(settings)\r\n\r\n    this.setupRendererListeners()\r\n    this.addObjectsToRenderer()\r\n  }\r\n\r\n  /**\r\n   * Returns all three objects composing the environment\r\n   */\r\n  private getObjects (): ReadonlyArray<THREE.Object3D> {\r\n    return [this.groundPlane.mesh, this.skyLight, ...this.sunLights.map(l => l.light), this.skybox.mesh]\r\n  }\r\n\r\n  private createSkyLight (settings: ViewerSettings): THREE.HemisphereLight {\r\n    const { skyColor, groundColor, intensity } = settings.skylight\r\n    return new THREE.HemisphereLight(skyColor, groundColor, intensity)\r\n  }\r\n\r\n  private createSunLights (settings: ViewerSettings): ReadonlyArray<CameraLight> {\r\n    return settings.sunlights.map((s) =>\r\n      new CameraLight(this._camera, s)\r\n    )\r\n  }\r\n\r\n  private addObjectsToRenderer (): void {\r\n    this.getObjects().forEach((o) => this._renderer.add(o))\r\n  }\r\n\r\n  private setupRendererListeners (): void {\r\n    this._renderer.onBoxUpdated.subscribe(() => {\r\n      const box = this._renderer.getBoundingBox()\r\n      this.groundPlane.adaptToContent(box)\r\n    })\r\n  }\r\n\r\n  /**\r\n   * Dispose of all resources.\r\n   */\r\n  dispose (): void {\r\n    this.getObjects().forEach((o) => this._renderer.remove(o))\r\n    this.sunLights.forEach((s) => s.dispose())\r\n    this.skyLight.dispose()\r\n    this.groundPlane.dispose()\r\n    this.skybox.dispose()\r\n  }\r\n}\r\n","import {\n\tMatrix4,\n\tObject3D,\n\tVector3\n} from 'three';\n\nclass CSS2DObject extends Object3D {\n\n\tconstructor( element = document.createElement( 'div' ) ) {\n\n\t\tsuper();\n\n\t\tthis.isCSS2DObject = true;\n\n\t\tthis.element = element;\n\n\t\tthis.element.style.position = 'absolute';\n\t\tthis.element.style.userSelect = 'none';\n\n\t\tthis.element.setAttribute( 'draggable', false );\n\n\t\tthis.addEventListener( 'removed', function () {\n\n\t\t\tthis.traverse( function ( object ) {\n\n\t\t\t\tif ( object.element instanceof Element && object.element.parentNode !== null ) {\n\n\t\t\t\t\tobject.element.parentNode.removeChild( object.element );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.element = source.element.cloneNode( true );\n\n\t\treturn this;\n\n\t}\n\n}\n\n//\n\nconst _vector = new Vector3();\nconst _viewMatrix = new Matrix4();\nconst _viewProjectionMatrix = new Matrix4();\nconst _a = new Vector3();\nconst _b = new Vector3();\n\nclass CSS2DRenderer {\n\n\tconstructor( parameters = {} ) {\n\n\t\tconst _this = this;\n\n\t\tlet _width, _height;\n\t\tlet _widthHalf, _heightHalf;\n\n\t\tconst cache = {\n\t\t\tobjects: new WeakMap()\n\t\t};\n\n\t\tconst domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );\n\n\t\tdomElement.style.overflow = 'hidden';\n\n\t\tthis.domElement = domElement;\n\n\t\tthis.getSize = function () {\n\n\t\t\treturn {\n\t\t\t\twidth: _width,\n\t\t\t\theight: _height\n\t\t\t};\n\n\t\t};\n\n\t\tthis.render = function ( scene, camera ) {\n\n\t\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\t\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\t\t_viewMatrix.copy( camera.matrixWorldInverse );\n\t\t\t_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );\n\n\t\t\trenderObject( scene, scene, camera );\n\t\t\tzOrder( scene );\n\n\t\t};\n\n\t\tthis.setSize = function ( width, height ) {\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\t_widthHalf = _width / 2;\n\t\t\t_heightHalf = _height / 2;\n\n\t\t\tdomElement.style.width = width + 'px';\n\t\t\tdomElement.style.height = height + 'px';\n\n\t\t};\n\n\t\tfunction renderObject( object, scene, camera ) {\n\n\t\t\tif ( object.isCSS2DObject ) {\n\n\t\t\t\t_vector.setFromMatrixPosition( object.matrixWorld );\n\t\t\t\t_vector.applyMatrix4( _viewProjectionMatrix );\n\n\t\t\t\tconst visible = ( object.visible === true ) && ( _vector.z >= - 1 && _vector.z <= 1 ) && ( object.layers.test( camera.layers ) === true );\n\t\t\t\tobject.element.style.display = ( visible === true ) ? '' : 'none';\n\n\t\t\t\tif ( visible === true ) {\n\n\t\t\t\t\tobject.onBeforeRender( _this, scene, camera );\n\n\t\t\t\t\tconst element = object.element;\n\n\t\t\t\t\telement.style.transform = 'translate(-50%,-50%) translate(' + ( _vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - _vector.y * _heightHalf + _heightHalf ) + 'px)';\n\n\t\t\t\t\tif ( element.parentNode !== domElement ) {\n\n\t\t\t\t\t\tdomElement.appendChild( element );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobject.onAfterRender( _this, scene, camera );\n\n\t\t\t\t}\n\n\t\t\t\tconst objectData = {\n\t\t\t\t\tdistanceToCameraSquared: getDistanceToSquared( camera, object )\n\t\t\t\t};\n\n\t\t\t\tcache.objects.set( object, objectData );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = object.children.length; i < l; i ++ ) {\n\n\t\t\t\trenderObject( object.children[ i ], scene, camera );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction getDistanceToSquared( object1, object2 ) {\n\n\t\t\t_a.setFromMatrixPosition( object1.matrixWorld );\n\t\t\t_b.setFromMatrixPosition( object2.matrixWorld );\n\n\t\t\treturn _a.distanceToSquared( _b );\n\n\t\t}\n\n\t\tfunction filterAndFlatten( scene ) {\n\n\t\t\tconst result = [];\n\n\t\t\tscene.traverse( function ( object ) {\n\n\t\t\t\tif ( object.isCSS2DObject ) result.push( object );\n\n\t\t\t} );\n\n\t\t\treturn result;\n\n\t\t}\n\n\t\tfunction zOrder( scene ) {\n\n\t\t\tconst sorted = filterAndFlatten( scene ).sort( function ( a, b ) {\n\n\t\t\t\tif ( a.renderOrder !== b.renderOrder ) {\n\n\t\t\t\t\treturn b.renderOrder - a.renderOrder;\n\n\t\t\t\t}\n\n\t\t\t\tconst distanceA = cache.objects.get( a ).distanceToCameraSquared;\n\t\t\t\tconst distanceB = cache.objects.get( b ).distanceToCameraSquared;\n\n\t\t\t\treturn distanceA - distanceB;\n\n\t\t\t} );\n\n\t\t\tconst zMax = sorted.length;\n\n\t\t\tfor ( let i = 0, l = sorted.length; i < l; i ++ ) {\n\n\t\t\t\tsorted[ i ].element.style.zIndex = zMax - i;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nexport { CSS2DObject, CSS2DRenderer };\n","/**\r\n * @module viw-webgl-viewer/rendering\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { Scene } from '../../vim-loader/scene'\r\nimport { CSS2DObject } from 'three/examples/jsm/renderers/CSS2DRenderer'\r\n\r\n/**\r\n * Wrapper around the THREE scene that tracks bounding box and other information.\r\n */\r\nexport class RenderScene {\r\n  scene: THREE.Scene\r\n\r\n  // state\r\n  boxUpdated = false\r\n\r\n  private _vimScenes: Scene[] = []\r\n  private _boundingBox: THREE.Box3 | undefined\r\n  private _memory = 0\r\n  private _2dCount = 0\r\n\r\n  constructor () {\r\n    this.scene = new THREE.Scene()\r\n  }\r\n\r\n  get estimatedMemory () {\r\n    return this._memory\r\n  }\r\n\r\n  has2dObjects () {\r\n    return this._2dCount > 0\r\n  }\r\n\r\n  hasOutline () {\r\n    for (const s of this._vimScenes) {\r\n      if (s.hasOutline) return true\r\n    }\r\n    return false\r\n  }\r\n\r\n  /** Clears the scene updated flags */\r\n  clearUpdateFlags () {\r\n    this._vimScenes.forEach((s) => s.clearUpdateFlag())\r\n  }\r\n\r\n  /**\r\n   * Returns the bounding box encompasing all rendererd objects.\r\n   * @param target box in which to copy result, a new instance is created if undefined.\r\n   */\r\n  getBoundingBox (target: THREE.Box3 = new THREE.Box3()) {\r\n    return this._boundingBox\r\n      ? target.copy(this._boundingBox)\r\n      : target.set(new THREE.Vector3(-1, -1, -1), new THREE.Vector3(1, 1, 1))\r\n  }\r\n\r\n  /**\r\n   * Returns the bounding box of the average center of all meshes.\r\n   * Less precise but is more stable against outliers.\r\n   */\r\n  getAverageBoundingBox () {\r\n    if (this._vimScenes.length === 0) {\r\n      return new THREE.Box3()\r\n    }\r\n    const result = new THREE.Box3()\r\n    result.copy(this._vimScenes[0].getAverageBoundingBox())\r\n    for (let i = 1; i < this._vimScenes.length; i++) {\r\n      result.union(this._vimScenes[i].getAverageBoundingBox())\r\n    }\r\n    return result\r\n  }\r\n\r\n  /**\r\n   * Add object to be rendered\r\n   */\r\n  add (target: Scene | THREE.Object3D) {\r\n    if (target instanceof Scene) {\r\n      this.addScene(target)\r\n      return\r\n    }\r\n\r\n    this._2dCount += this.count2dObjects(target)\r\n    this.scene.add(target)\r\n  }\r\n\r\n  private count2dObjects (target : THREE.Object3D) {\r\n    if (target instanceof CSS2DObject) {\r\n      return 1\r\n    }\r\n    if (target instanceof THREE.Group) {\r\n      let result = 0\r\n      for (const child of target.children) {\r\n        if (child instanceof CSS2DObject) {\r\n          result++\r\n        }\r\n      }\r\n      return result\r\n    }\r\n    return 0\r\n  }\r\n\r\n  private unparent2dObjects (target : THREE.Object3D) {\r\n    // A quirk of css2d object is they need to be removed individually.\r\n    if (target instanceof THREE.Group) {\r\n      for (const child of target.children) {\r\n        if (child instanceof CSS2DObject) {\r\n          target.remove(child)\r\n        }\r\n      }\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Remove object from rendering\r\n   */\r\n  remove (target: Scene | THREE.Object3D) {\r\n    if (target instanceof Scene) {\r\n      this.removeScene(target)\r\n      return\r\n    }\r\n\r\n    this._2dCount -= this.count2dObjects(target)\r\n    this.unparent2dObjects(target)\r\n    this.scene.remove(target)\r\n  }\r\n\r\n  /**\r\n   * Removes all rendered objects\r\n   */\r\n  clear () {\r\n    this.scene.clear()\r\n    this._boundingBox = undefined\r\n    this._memory = 0\r\n  }\r\n\r\n  private addScene (scene: Scene) {\r\n    this._vimScenes.push(scene)\r\n    scene.meshes.forEach((m) => {\r\n      this.scene.add(m.mesh)\r\n    })\r\n\r\n    this.updateBox(scene.getBoundingBox())\r\n\r\n    // Memory\r\n    this._memory += scene.getMemory()\r\n  }\r\n\r\n  updateBox (box: THREE.Box3 | undefined) {\r\n    if (!box) return\r\n    this.boxUpdated = true\r\n    this._boundingBox = this._boundingBox ? this._boundingBox.union(box) : box\r\n  }\r\n\r\n  private removeScene (scene: Scene) {\r\n    // Remove from array\r\n    this._vimScenes = this._vimScenes.filter((f) => f !== scene)\r\n\r\n    // Remove all meshes from three scene\r\n    for (let i = 0; i < scene.meshes.length; i++) {\r\n      this.scene.remove(scene.meshes[i].mesh)\r\n    }\r\n\r\n    // Recompute bounding box\r\n    this._boundingBox =\r\n      this._vimScenes.length > 0\r\n        ? this._vimScenes\r\n          .map((s) => s.getBoundingBox())\r\n          .reduce((b1, b2) => b1.union(b2))\r\n        : undefined\r\n    this._memory -= scene.getMemory()\r\n  }\r\n}\r\n","/**\r\n @module viw-webgl-viewer\r\n*/\r\n\r\nimport { SignalDispatcher } from 'ste-signals'\r\nimport * as THREE from 'three'\r\nimport { CSS2DRenderer } from 'three/examples/jsm/renderers/CSS2DRenderer'\r\nimport { ViewerSettings } from './settings/viewerSettings'\r\n\r\nexport class Viewport {\r\n  /**\r\n   *  HTML Canvas on which the model is rendered\r\n   */\r\n  readonly canvas: HTMLCanvasElement\r\n  /** HTML Element in which text is rendered */\r\n  readonly textRenderer : CSS2DRenderer\r\n\r\n  get text () {\r\n    return this.textRenderer.domElement\r\n  }\r\n\r\n  private _unregisterResize: Function | undefined\r\n  private _ownedCanvas: boolean\r\n  private _onResize: SignalDispatcher = new SignalDispatcher()\r\n  private _onReparent: SignalDispatcher = new SignalDispatcher()\r\n\r\n  /**\r\n   * Signal dispatched when the canvas reparented.\r\n   */\r\n  get onReparent () {\r\n    return this._onReparent.asEvent()\r\n  }\r\n\r\n  /**\r\n   * Signal dispatched when the canvas is resized.\r\n   */\r\n  get onResize () {\r\n    return this._onResize.asEvent()\r\n  }\r\n\r\n  /**\r\n   * Constructs a new instance of the class with the provided settings.\r\n   * @param {ViewerSettings} settings The settings object defining viewer configurations.\r\n   */\r\n  constructor (settings: ViewerSettings) {\r\n    const { canvas, owned } = Viewport.getOrCreateCanvas(settings.canvas.id)\r\n    this.canvas = canvas\r\n    this.textRenderer = this.createTextRenderer()\r\n    this._ownedCanvas = owned\r\n    this.watchResize(settings.canvas.resizeDelay)\r\n  }\r\n\r\n  /**\r\n   * Either returns html canvas at provided Id or creates a canvas at root level\r\n   */\r\n  private static getOrCreateCanvas (canvasId?: string) {\r\n    const canvas = canvasId\r\n      ? (document.getElementById(canvasId) as HTMLCanvasElement)\r\n      : undefined\r\n\r\n    return canvas\r\n      ? { canvas, owned: false }\r\n      : { canvas: this.createCanvas(), owned: true }\r\n  }\r\n\r\n  private static createCanvas () {\r\n    const canvas = document.createElement('canvas')\r\n    canvas.className = 'vim-canvas'\r\n    canvas.tabIndex = 0\r\n    canvas.style.backgroundColor = 'black'\r\n    document.body.appendChild(canvas)\r\n    return canvas\r\n  }\r\n\r\n  /** Returns a text renderer that will render html in an html element sibbling to canvas */\r\n  private createTextRenderer () {\r\n    if (!this.canvas.parentElement) {\r\n      throw new Error('Cannot create text renderer without a canvas')\r\n    }\r\n\r\n    const size = this.getParentSize()\r\n    const renderer = new CSS2DRenderer()\r\n    renderer.setSize(size.x, size.y)\r\n    const text = renderer.domElement\r\n\r\n    text.className = 'vim-text-renderer'\r\n    text.style.position = 'absolute'\r\n    text.style.top = '0px'\r\n    text.style.pointerEvents = 'none'\r\n    this.canvas.parentElement.append(text)\r\n    return renderer\r\n  }\r\n\r\n  get parent () {\r\n    return this.canvas.parentElement\r\n  }\r\n\r\n  reparent (parent: HTMLElement) {\r\n    if (this.parent === parent) return\r\n    parent.appendChild(this.canvas)\r\n    parent.appendChild(this.text)\r\n    this._onReparent.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Removes the canvas if it's owned by the viewer.\r\n   */\r\n  dispose () {\r\n    this._unregisterResize?.()\r\n    this._unregisterResize = undefined\r\n\r\n    if (this._ownedCanvas) this.canvas.remove()\r\n  }\r\n\r\n  /**\r\n   * Returns the pixel size of the parent element.\r\n   * @returns {THREE.Vector2} The pixel size of the parent element.\r\n   */\r\n  getParentSize () {\r\n    return new THREE.Vector2(\r\n      this.getParentWidth(),\r\n      this.getParentHeight()\r\n    )\r\n  }\r\n\r\n  private getParentWidth () {\r\n    return this.canvas.parentElement?.clientWidth ?? this.canvas.clientWidth\r\n  }\r\n\r\n  private getParentHeight () {\r\n    return this.canvas.parentElement?.clientHeight ?? this.canvas.clientHeight\r\n  }\r\n\r\n  /**\r\n   * Returns the pixel size of the canvas.\r\n   * @returns {THREE.Vector2} The pixel size of the canvas.\r\n   */\r\n  getSize () {\r\n    return new THREE.Vector2(this.canvas.clientWidth, this.canvas.clientHeight)\r\n  }\r\n\r\n  /**\r\n   * Calculates and returns the aspect ratio of the parent element.\r\n   * @returns {number} The aspect ratio (width divided by height) of the parent element.\r\n   */\r\n  getAspectRatio () {\r\n    return this.getParentWidth() / this.getParentHeight()\r\n  }\r\n\r\n  /**\r\n   * Resizes the canvas and updates the camera to match new parent dimensions.\r\n   */\r\n  ResizeToParent () {\r\n    this._onResize.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Set a callback for canvas resize with debouncing\r\n   * https://stackoverflow.com/questions/5825447/javascript-event-for-canvas-resize/30688151\r\n   * @param callback code to be called\r\n   * @param timeout time after the last resize before code will be called\r\n   */\r\n  private watchResize (timeout: number) {\r\n    let timerId: ReturnType<typeof setTimeout> | undefined\r\n    const onResize = () => {\r\n      if (timerId !== undefined) {\r\n        clearTimeout(timerId)\r\n        timerId = undefined\r\n      }\r\n      timerId = setTimeout(() => {\r\n        timerId = undefined\r\n        this._onResize.dispatch()\r\n      }, timeout)\r\n    }\r\n    window.addEventListener('resize', onResize)\r\n\r\n    this._unregisterResize = () =>\r\n      window.removeEventListener('resize', onResize)\r\n  }\r\n}\r\n","import * as THREE from 'three'\r\nimport { AxesSettings } from './axesSettings'\r\n\r\nexport class Axis {\r\n  axis: string\r\n  direction: THREE.Vector3\r\n  size: number\r\n  color: string\r\n  colorSub: string\r\n  position: THREE.Vector3\r\n\r\n  // Optional\r\n  label: string | undefined\r\n  line: number | undefined\r\n\r\n  constructor (init: Axis) {\r\n    this.axis = init.axis\r\n    this.direction = init.direction\r\n    this.size = init.size\r\n    this.position = init.position\r\n    this.color = init.color\r\n    this.colorSub = init.colorSub\r\n\r\n    // Optional\r\n    this.line = init.line\r\n    this.label = init.label\r\n  }\r\n}\r\n\r\nexport function createAxes (settings : AxesSettings) {\r\n  return [\r\n    new Axis({\r\n      axis: 'x',\r\n      direction: new THREE.Vector3(1, 0, 0),\r\n      size: settings.bubbleSizePrimary,\r\n      color: settings.colorX,\r\n      colorSub: settings.colorXSub,\r\n      line: settings.lineWidth,\r\n      label: 'X',\r\n      position: new THREE.Vector3(0, 0, 0)\r\n    }),\r\n    new Axis({\r\n      axis: 'y',\r\n      direction: new THREE.Vector3(0, 1, 0),\r\n      size: settings.bubbleSizePrimary,\r\n      color: settings.colorY,\r\n      colorSub: settings.colorYSub,\r\n      line: settings.lineWidth,\r\n      label: 'Y',\r\n      position: new THREE.Vector3(0, 0, 0)\r\n    }),\r\n    new Axis({\r\n      axis: 'z',\r\n      direction: new THREE.Vector3(0, 0, 1),\r\n      size: settings.bubbleSizePrimary,\r\n      color: settings.colorZ,\r\n      colorSub: settings.colorZSub,\r\n      line: settings.lineWidth,\r\n      label: 'Z',\r\n      position: new THREE.Vector3(0, 0, 0)\r\n    }),\r\n    new Axis({\r\n      axis: '-x',\r\n      direction: new THREE.Vector3(-1, 0, 0),\r\n      size: settings.bubbleSizeSecondary,\r\n      color: settings.colorX,\r\n      colorSub: settings.colorXSub,\r\n      line: undefined,\r\n      label: undefined,\r\n      position: new THREE.Vector3(0, 0, 0)\r\n    }),\r\n    new Axis({\r\n      axis: '-y',\r\n      direction: new THREE.Vector3(0, -1, 0),\r\n      size: settings.bubbleSizeSecondary,\r\n      color: settings.colorY,\r\n      colorSub: settings.colorYSub,\r\n      line: undefined,\r\n      label: undefined,\r\n      position: new THREE.Vector3(0, 0, 0)\r\n    }),\r\n    new Axis({\r\n      axis: '-z',\r\n      // inverted Z\r\n      direction: new THREE.Vector3(0, 0, -1),\r\n      size: settings.bubbleSizeSecondary,\r\n      color: settings.colorZ,\r\n      colorSub: settings.colorZSub,\r\n      line: undefined,\r\n      label: undefined,\r\n      position: new THREE.Vector3(0, 0, 0)\r\n    })\r\n  ]\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/gizmos\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { Camera } from '../../camera/camera'\r\nimport { Viewport } from '../../viewport'\r\nimport { AxesSettings } from './axesSettings'\r\nimport { Axis, createAxes } from './axes'\r\n\r\n/**\r\n * The axis gizmos of the viewer.\r\n */\r\nexport class GizmoAxes {\r\n  // settings\r\n  private _initialOptions: AxesSettings\r\n  private _options: AxesSettings\r\n\r\n  // dependencies\r\n  private _camera: Camera\r\n  private _canvas: HTMLCanvasElement\r\n  private _context: CanvasRenderingContext2D\r\n\r\n  // setup\r\n  private _rect: DOMRect\r\n  private _reparentConnection: () => void\r\n  private _axes: Axis[]\r\n\r\n  // state\r\n  private _pointerInside = false\r\n  private _isDragging = false\r\n  private _isDragSignificant = false\r\n  private _dragStart = new THREE.Vector2()\r\n  private _dragLast = new THREE.Vector2()\r\n  private _pointer = new THREE.Vector3()\r\n  private _center: THREE.Vector3\r\n  private _invRotMat = new THREE.Matrix4()\r\n  private _selectedAxis: Axis | null = null\r\n\r\n  /**\r\n   * The canvas on which the axes are drawn.\r\n   */\r\n  get canvas () {\r\n    return this._canvas\r\n  }\r\n\r\n  constructor (camera: Camera, viewport: Viewport, options?: Partial<AxesSettings>) {\r\n    this._initialOptions = new AxesSettings(options)\r\n    this._options = new AxesSettings(options)\r\n    this._camera = camera\r\n    this._reparentConnection = viewport.onReparent.subscribe(() => this.reparent(viewport.parent))\r\n    this._canvas = this.createCanvas()\r\n\r\n    this._context = this._canvas.getContext('2d')!\r\n\r\n    this._context.imageSmoothingEnabled = true\r\n    this._context.imageSmoothingQuality = 'high'\r\n\r\n    this.resize(this._options.size)\r\n  }\r\n\r\n  reparent (parent: HTMLElement) {\r\n    parent.appendChild(this._canvas)\r\n  }\r\n\r\n  resize (size: number) {\r\n    const ratio = size / this._initialOptions.size\r\n    this._options.size = size\r\n    this._options.bubbleSizePrimary = ratio * this._initialOptions.bubbleSizePrimary\r\n    this._options.bubbleSizeSecondary = ratio * this._initialOptions.bubbleSizeSecondary\r\n    this._options.fontPxSize = ratio * this._initialOptions.fontPxSize\r\n\r\n    this._canvas.width = size\r\n    this._canvas.height = size\r\n    this._rect = this._canvas.getBoundingClientRect()\r\n\r\n    const margin = 24 * ratio\r\n    this._canvas.style.top = `${margin}px`\r\n    this._canvas.style.right = `${margin}px`\r\n\r\n    this._center = new THREE.Vector3(size / 2, size / 2, 0)\r\n    this._axes = createAxes(this._options)\r\n  }\r\n\r\n  private createCanvas () {\r\n    const canvas = document.createElement('canvas')\r\n    canvas.classList.add(this._options.className)\r\n    canvas.style.position = 'absolute'\r\n\r\n    canvas.addEventListener('pointerdown', this.onPointerDown, false)\r\n    canvas.addEventListener('pointerenter', this.onPointerEnter, false)\r\n    canvas.addEventListener('pointerleave', this.onPointerLeave, false)\r\n    canvas.addEventListener('pointermove', this.onPointerMove, false)\r\n    return canvas\r\n  }\r\n\r\n  private onTouchMove = (e: TouchEvent) => {\r\n    if (e.touches.length > 1) return\r\n    const touch = e.touches[0]\r\n    this.updateDrag(touch.clientX, touch.clientY)\r\n  }\r\n\r\n  private onTouchEnd = (e: TouchEvent) => {\r\n    e.preventDefault()\r\n    this.endDrag()\r\n    this._selectedAxis = null\r\n    window.removeEventListener('touchmove', this.onTouchMove, false)\r\n    window.removeEventListener('touchend', this.onTouchEnd, false)\r\n  }\r\n\r\n  private onPointerDown = (e: MouseEvent) => {\r\n    this.initDrag(e.clientX, e.clientY)\r\n\r\n    window.addEventListener('pointermove', this.onPointerDrag, false)\r\n    window.addEventListener('pointerup', this.onPointerUp, false)\r\n  }\r\n\r\n  private onPointerUp = (event: PointerEvent) => {\r\n    this.endDrag()\r\n    if (event.pointerType !== 'mouse') {\r\n      this._pointer.set(0, 0, 0)\r\n    }\r\n\r\n    window.removeEventListener('pointermove', this.onPointerDrag, false)\r\n    window.removeEventListener('pointerup', this.onPointerUp, false)\r\n  }\r\n\r\n  private onPointerEnter = () => {\r\n    this._pointerInside = true\r\n    this._rect = this._canvas.getBoundingClientRect()\r\n  }\r\n\r\n  private onPointerLeave = () => {\r\n    this._pointerInside = false\r\n    this._rect = this._canvas.getBoundingClientRect()\r\n  }\r\n\r\n  // Hover\r\n  private onPointerMove = (e: MouseEvent) => {\r\n    if (this._isDragging) return\r\n\r\n    if (e) {\r\n      this._pointer = this.toMouseVector(e, this._pointer)\r\n    }\r\n  }\r\n\r\n  private toMouseVector (e: MouseEvent, target: THREE.Vector3) {\r\n    return target.set(e.clientX - this._rect.left, e.clientY - this._rect.top, 0)\r\n  }\r\n\r\n  // Drag\r\n  private onPointerDrag = (e: MouseEvent) => {\r\n    this.updateDrag(e.clientX, e.clientY)\r\n  }\r\n\r\n  private initDrag (x: number, y: number) {\r\n    this._dragStart.set(x, y)\r\n    this._dragLast.set(x, y)\r\n    this._isDragging = true\r\n    this._isDragSignificant = false\r\n\r\n    if (!this._isDragging) {\r\n      this._canvas.classList.add('dragging')\r\n    }\r\n  }\r\n\r\n  private updateDrag (x: number, y: number) {\r\n    if (new THREE.Vector2(x, y).sub(this._dragStart).length() > 3) {\r\n      this._isDragSignificant = true\r\n    }\r\n\r\n    const drag = new THREE.Vector2(x, y).sub(this._dragLast)\r\n    this._dragLast.set(x, y)\r\n\r\n    const rotX = drag.y / this._canvas.height\r\n    const rotY = drag.x / this._canvas.width\r\n\r\n    this._camera.snap().orbit(new THREE.Vector2(rotX * -180, rotY * -180))\r\n  }\r\n\r\n  private endDrag () {\r\n    this._isDragging = false\r\n    if (!this._isDragSignificant) {\r\n      this.onMouseClick()\r\n      this._isDragSignificant = false\r\n    }\r\n\r\n    this._canvas.classList.remove('dragging')\r\n  }\r\n\r\n  private onMouseClick = () => {\r\n    if (this._isDragging || !this._selectedAxis) return\r\n    this._camera\r\n      .lerp(1)\r\n      .orbitTowards(this._selectedAxis.direction.clone().multiplyScalar(-1))\r\n    this._selectedAxis = null\r\n  }\r\n\r\n  public update = () => {\r\n    if (!this._camera.hasMoved && !this._pointerInside && !this._isDragging) {\r\n      return\r\n    }\r\n\r\n    this._invRotMat.extractRotation(this._camera.matrix).invert()\r\n\r\n    for (let i = 0, length = this._axes.length; i < length; i++) {\r\n      this.setAxisPosition(this._axes[i])\r\n    }\r\n\r\n    // Sort the layers where the +Z position is last so its drawn on top of anything below it\r\n    this._axes.sort((a, b) => (a.position.z > b.position.z ? 1 : -1))\r\n\r\n    // Draw the layers\r\n    this.drawLayers(true)\r\n\r\n    // Keep axis selected during drag.\r\n    if (!this._isDragging) {\r\n      this.pickAxes(this._pointer)\r\n    }\r\n  }\r\n\r\n  private drawLayers (clear: boolean) {\r\n    if (clear) {\r\n      this._context.clearRect(0, 0, this._canvas.width, this._canvas.height)\r\n    }\r\n\r\n    // For each layer, draw the axis\r\n    for (let i = 0, length = this._axes.length; i < length; i++) {\r\n      const axis = this._axes[i]\r\n\r\n      // Set the color\r\n      const highlight = this._selectedAxis === axis\r\n      const color = axis.position.z >= -0.01 ? axis.color : axis.colorSub\r\n\r\n      // Draw the line that connects it to the center if enabled\r\n      const center2 = new THREE.Vector2(this._center.x, this._center.y)\r\n      const pos2 = new THREE.Vector2(axis.position.x, axis.position.y)\r\n      if (axis.line) this.drawLine(center2, pos2, axis.line, color)\r\n\r\n      // Draw the circle for the axis\r\n      const circleColor = new THREE.Color(color)\r\n      circleColor.multiplyScalar(highlight ? 1.5 : 1)\r\n      this.drawCircle(axis.position, axis.size, `#${circleColor.getHexString()}`)\r\n\r\n      // Write the axis label (X,Y,Z) if provided\r\n      if (axis.label) {\r\n        this._context.font = [\r\n          this._options.fontWeight,\r\n          `${this._options.fontPxSize}px`,\r\n          this._options.fontFamily\r\n        ].join(' ')\r\n        this._context.fillStyle = this._options.fontColor\r\n        this._context.textBaseline = 'middle'\r\n        this._context.textAlign = 'center'\r\n        this._context.fillText(axis.label, axis.position.x, axis.position.y)\r\n      }\r\n    }\r\n  }\r\n\r\n  private drawCircle (pos: THREE.Vector3, radius = 10, color = '#FF0000') {\r\n    this._context.beginPath()\r\n    this._context.arc(pos.x, pos.y, radius, 0, 2 * Math.PI, false)\r\n    this._context.fillStyle = color\r\n    this._context.fill()\r\n    this._context.closePath()\r\n  }\r\n\r\n  private drawLine (\r\n    p1: THREE.Vector2,\r\n    p2: THREE.Vector2,\r\n    width: number = 1,\r\n    color = '#FF0000'\r\n  ) {\r\n    this._context.beginPath()\r\n    this._context.moveTo(p1.x, p1.y)\r\n    this._context.lineTo(p2.x, p2.y)\r\n    this._context.lineWidth = width\r\n    this._context.strokeStyle = color\r\n    this._context.stroke()\r\n    this._context.closePath()\r\n  }\r\n\r\n  private setAxisPosition (axis: Axis) {\r\n    const position = axis.direction.clone().applyMatrix4(this._invRotMat)\r\n    const size = axis.size\r\n    axis.position.set(\r\n      position.x * (this._center.x - size / 2 - this._options.padding) +\r\n        this._center.x,\r\n      this._center.y -\r\n        position.y * (this._center.y - size / 2 - this._options.padding),\r\n      position.z\r\n    )\r\n  }\r\n\r\n  private pickAxes (mouse: THREE.Vector3) {\r\n    const currentAxis = this._selectedAxis\r\n    this._selectedAxis = null\r\n\r\n    // Loop through each layer\r\n    for (let i = 0, length = this._axes.length; i < length; i++) {\r\n      const distance = mouse.distanceTo(this._axes[i].position)\r\n\r\n      if (distance < this._axes[i].size) this._selectedAxis = this._axes[i]\r\n    }\r\n\r\n    if (currentAxis !== this._selectedAxis) this.drawLayers(false)\r\n  }\r\n\r\n  /**\r\n   * Disposes of the gizmo, removing event listeners and cleaning up resources.\r\n   */\r\n  dispose () {\r\n    this._reparentConnection?.()\r\n    this._reparentConnection = undefined\r\n\r\n    this._canvas.removeEventListener('pointerdown', this.onPointerDown, false)\r\n    this._canvas.removeEventListener('pointerenter', this.onPointerEnter, false)\r\n    this._canvas.removeEventListener('pointermove', this.onPointerDrag, false)\r\n    window.removeEventListener('pointermove', this.onPointerDrag, false)\r\n    window.removeEventListener('pointerup', this.onPointerUp, false)\r\n    this._canvas.remove()\r\n  }\r\n}\r\n\r\nexport { GizmoAxes as OrbitControlsGizmo }\r\n","/**\r\n @module viw-webgl-viewer/gizmos/sectionBox\r\n*/\r\n\r\nimport { Viewer } from '../viewer'\r\n\r\n/**\r\n * The loading indicator gizmo.\r\n */\r\nexport class GizmoLoading {\r\n  // dependencies\r\n  private _viewer: Viewer\r\n  private _spinner: HTMLElement\r\n  private _visible: boolean\r\n\r\n  constructor (viewer: Viewer) {\r\n    this._viewer = viewer\r\n    this._spinner = this.createBar()\r\n    this._visible = false\r\n  }\r\n\r\n  private createBar () {\r\n    const div = document.createElement('span')\r\n    div.className = 'loader'\r\n    return div\r\n  }\r\n\r\n  /**\r\n   * Indicates whether the loading gizmo will be rendered.\r\n   */\r\n  get visible () {\r\n    return this._visible\r\n  }\r\n\r\n  set visible (value: boolean) {\r\n    if (!this._visible && value) {\r\n      this._viewer.viewport.canvas.parentElement.appendChild(this._spinner)\r\n      this._visible = true\r\n    }\r\n    if (this._visible && !value) {\r\n      this._spinner.parentElement.removeChild(this._spinner)\r\n      this._visible = false\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Disposes of all resources.\r\n   */\r\n  dispose () {\r\n    this.visible = false\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/gizmos\r\n */\r\nimport * as THREE from 'three'\r\nimport { Renderer } from '../rendering/renderer'\r\nimport { Camera } from '../camera/camera'\r\nimport { ViewerSettings } from '../settings/viewerSettings'\r\nimport { Input } from '../inputs/input'\r\n\r\n/**\r\n * Manages the camera target gizmo\r\n */\r\nexport class GizmoOrbit {\r\n  // Dependencies\r\n  private _renderer: Renderer\r\n  private _camera: Camera\r\n  private _inputs: Input\r\n\r\n  // Settings\r\n  private _size: number = 1\r\n  private _color: THREE.Color = new THREE.Color(0x000000)\r\n  private _opacity: number = 0.2\r\n  private _opacityAlways: number = 0.5\r\n  private _showDurationMs: number = 1000\r\n\r\n  // Resources\r\n  private _box: THREE.BufferGeometry | undefined\r\n  private _wireframe: THREE.BufferGeometry | undefined\r\n  private _material: THREE.LineBasicMaterial | undefined\r\n  private _materialAlways: THREE.LineBasicMaterial | undefined\r\n  private _gizmos: THREE.LineSegments | undefined\r\n  private _disconnectCamera: () => void\r\n\r\n  // State\r\n  private _timeout: ReturnType<typeof setTimeout> | undefined\r\n  private _active: boolean = true\r\n  private _animation: number = 0\r\n\r\n  constructor (\r\n    renderer: Renderer,\r\n    camera: Camera,\r\n    input: Input,\r\n    settings: ViewerSettings\r\n  ) {\r\n    this._renderer = renderer\r\n    this._camera = camera\r\n    this._inputs = input\r\n    this.applySettings(settings)\r\n    this.connect()\r\n  }\r\n\r\n  private connect () {\r\n    const onMode = this._inputs.onPointerModeChanged.subscribe(() =>\r\n      this.onUpdate()\r\n    )\r\n    const onMove = this._camera.onMoved.subscribe(() => this.onUpdate())\r\n    const onChange = this._camera.onSettingsChanged.subscribe(() =>\r\n      this.onUpdate()\r\n    )\r\n    this._disconnectCamera = () => {\r\n      onMode()\r\n      onMove()\r\n      onChange()\r\n    }\r\n  }\r\n\r\n  private onUpdate () {\r\n    this.updateScale()\r\n    this.setPosition(this._camera.target)\r\n    this.show(true)\r\n  }\r\n\r\n  /**\r\n   * Determines whether the orbit gizmo is enabled.\r\n   */\r\n  get enabled () {\r\n    return this._active\r\n  }\r\n\r\n  set enabled (value: boolean) {\r\n    this._active = value\r\n  }\r\n\r\n  /**\r\n   * Show or hide the gizmo for a brief delay if the gizmo is active.\r\n   * @param {boolean} [show=true] - Whether to show or hide the gizmo.\r\n   */\r\n  show (show: boolean = true) {\r\n    if (!this._active) return\r\n\r\n    if (!this._gizmos) {\r\n      this.createGizmo()\r\n    }\r\n\r\n    clearTimeout(this._timeout)\r\n    this._gizmos!.visible = show\r\n    // Hide after one second since last request\r\n    if (show) {\r\n      this._timeout = setTimeout(() => {\r\n        this._gizmos.visible = false\r\n        this._renderer.needsUpdate = true\r\n      }, this._showDurationMs)\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Updates the position of the orbit gizmo.\r\n   * @param {THREE.Vector3} position - The new position of the orbit gizmo.\r\n   */\r\n  setPosition (position: THREE.Vector3) {\r\n    this._gizmos?.position.copy(position)\r\n    this.updateScale()\r\n  }\r\n\r\n  /**\r\n   * Updates the size of the orbit gizmo.\r\n   * @param {number} size - The new size of the orbit gizmo.\r\n   */\r\n  setSize (size: number) {\r\n    this._size = size\r\n  }\r\n\r\n  /**\r\n   * Updates the opacity of the orbit gizmo.\r\n   * @param {number} opacity - The opacity of the non-occluded part.\r\n   * @param {number} opacityAlways - The opacity of the occluded part.\r\n   */\r\n  setOpacity (opacity: number, opacityAlways: number) {\r\n    this._opacity = opacity\r\n    this._opacityAlways = opacityAlways\r\n    if (!this._gizmos) return\r\n    this._material!.opacity = opacity\r\n    this._materialAlways!.opacity = opacityAlways\r\n  }\r\n\r\n  /**\r\n   * Updates the color of the orbit gizmo.\r\n   * @param {THREE.Color} color - The new color for the orbit gizmo.\r\n   */\r\n  setColor (color: THREE.Color) {\r\n    this._color = color\r\n    if (!this._gizmos) return\r\n    this._material!.color = color\r\n    this._materialAlways!.color = color\r\n  }\r\n\r\n  private applySettings (settings: ViewerSettings) {\r\n    this._active = settings.camera.gizmo.enable\r\n    this.setColor(settings.camera.gizmo.color)\r\n    this.setSize(settings.camera.gizmo.size)\r\n\r\n    this.setOpacity(\r\n      settings.camera.gizmo.opacity,\r\n      settings.camera.gizmo.opacityAlways\r\n    )\r\n  }\r\n\r\n  private updateScale () {\r\n    if (!this._gizmos) return\r\n\r\n    const frustrum = this._camera.frustrumSizeAt(this._gizmos.position)\r\n    const min = Math.min(frustrum.x, frustrum.y) / 2\r\n    const h = min * this._size\r\n    this._gizmos.scale.set(h, h, h)\r\n  }\r\n\r\n  private createGizmo () {\r\n    this._box = new THREE.SphereGeometry(1)\r\n    this._wireframe = new THREE.WireframeGeometry(this._box)\r\n    this._wireframe.addGroup(0, Infinity, 0)\r\n    this._wireframe.addGroup(0, Infinity, 1)\r\n\r\n    this._material = new THREE.LineBasicMaterial({\r\n      depthTest: true,\r\n      opacity: this._opacity,\r\n      color: this._color,\r\n      transparent: true\r\n    })\r\n    this._materialAlways = new THREE.LineBasicMaterial({\r\n      depthTest: false,\r\n      opacity: this._opacityAlways,\r\n      color: this._color,\r\n      transparent: true\r\n    })\r\n\r\n    // Add to scene as group\r\n    this._gizmos = new THREE.LineSegments(this._wireframe, [\r\n      this._material,\r\n      this._materialAlways\r\n    ])\r\n\r\n    this._renderer.add(this._gizmos)\r\n    this.updateScale()\r\n  }\r\n\r\n  /**\r\n   * Disposes of all resources.\r\n   */\r\n  dispose () {\r\n    cancelAnimationFrame(this._animation)\r\n    clearTimeout(this._timeout)\r\n    this._box?.dispose()\r\n    this._wireframe?.dispose()\r\n    this._material?.dispose()\r\n    this._materialAlways?.dispose()\r\n    this._disconnectCamera?.()\r\n    this._box = undefined\r\n    this._wireframe = undefined\r\n    this._material = undefined\r\n    this._materialAlways = undefined\r\n    this._disconnectCamera = undefined\r\n\r\n    if (this._gizmos) {\r\n      this._renderer.remove(this._gizmos)\r\n      this._gizmos = undefined\r\n    }\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/gizmos\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { Viewer } from '../viewer'\r\n\r\n/**\r\n * Rectangle Gizmo used for rectangle selection.\r\n */\r\nexport class GizmoRectangle {\r\n  private line: THREE.LineSegments\r\n  private viewer: Viewer\r\n  private points: THREE.Vector3[] | undefined\r\n\r\n  constructor (viewer: Viewer) {\r\n    this.viewer = viewer\r\n\r\n    const mat = new THREE.LineBasicMaterial({\r\n      depthTest: false,\r\n      color: new THREE.Color(0x00ff00),\r\n      // Transparent so it is drawn in the transparent pass, and always appear on top.\r\n      transparent: true,\r\n      opacity: 1\r\n    })\r\n\r\n    // prettier-ignore\r\n    const vertices = new Float32Array([\r\n      -0.5, -0.5, 0,\r\n      0.5, -0.5, 0,\r\n\r\n      0.5, -0.5, 0,\r\n      0.5, 0.5, 0,\r\n\r\n      0.5, 0.5, 0,\r\n      -0.5, 0.5, 0,\r\n\r\n      -0.5, 0.5, 0,\r\n      -0.5, -0.5, 0\r\n    ])\r\n\r\n    const geo = new THREE.BufferGeometry()\r\n    geo.setAttribute('position', new THREE.BufferAttribute(vertices, 3))\r\n\r\n    this.line = new THREE.LineSegments(geo, mat)\r\n    this.line.renderOrder = 1\r\n    this.line.name = 'GizmoSelection'\r\n    this.line.visible = false\r\n    this.viewer.renderer.add(this.line)\r\n  }\r\n\r\n  /**\r\n   * Removes the object from rendering and dispose resources from memory\r\n   */\r\n  dispose () {\r\n    this.viewer.renderer.remove(this.line)\r\n    this.line.geometry.dispose()\r\n    ;(this.line.material as THREE.Material).dispose()\r\n  }\r\n\r\n  /**\r\n   * Indicates whether the gizmo is visible.\r\n   */\r\n  get visible () {\r\n    return this.line.visible\r\n  }\r\n\r\n  set visible (value: boolean) {\r\n    if (value === this.line.visible) return\r\n    this.viewer.renderer.needsUpdate = true\r\n    this.line.visible = value\r\n  }\r\n\r\n  /**\r\n   * Sets the two corner points defining the rectangle.\r\n   * @param {THREE.Vector2} posA - The position of the first corner.\r\n   * @param {THREE.Vector2} posB - The position of the second corner.\r\n   */\r\n  setCorners (posA: THREE.Vector2, posB: THREE.Vector2) {\r\n    // Plane perpedicular to camera\r\n    const plane = new THREE.Plane().setFromNormalAndCoplanarPoint(\r\n      this.viewer.camera.forward,\r\n      this.viewer.camera.target\r\n    )\r\n\r\n    // Points intersections with plane\r\n    const A = this.getIntersection(plane, posA)\r\n    const B = this.getIntersection(plane, posB)\r\n    if (!A || !B) return\r\n\r\n    // Center is average of both points.\r\n    const center = A.clone().add(B).multiplyScalar(0.5)\r\n\r\n    const [dx, dy] = this.getBoxSize(A, B)\r\n    this.updateRect(center, dx, dy)\r\n\r\n    // Keep 4 corners and center for bounding box\r\n    const AB = this.getIntersection(plane, new THREE.Vector2(posA.x, posB.y))\r\n    const BA = this.getIntersection(plane, new THREE.Vector2(posB.x, posA.y))\r\n    if (!AB || !BA) return\r\n\r\n    this.points = [A, B, AB, BA, center]\r\n  }\r\n\r\n  private getIntersection (plane: THREE.Plane, position: THREE.Vector2) {\r\n    const raycaster = this.viewer.raycaster.fromPoint2(position)\r\n    return raycaster.ray.intersectPlane(plane, new THREE.Vector3()) ?? undefined\r\n  }\r\n\r\n  private updateRect (position: THREE.Vector3, dx: number, dy: number) {\r\n    // Update rectangle transform\r\n    this.line.quaternion.copy(this.viewer.camera.quaternion)\r\n    this.line.position.copy(position)\r\n    this.line.scale.set(dx, dy, 1)\r\n    this.line.updateMatrix()\r\n    this.viewer.renderer.needsUpdate = true\r\n  }\r\n\r\n  private getBoxSize (A: THREE.Vector3, B: THREE.Vector3) {\r\n    const cam = this.viewer.camera\r\n    // Compute the basis components of the projection plane.\r\n    const up = new THREE.Vector3(0, 1, 0).applyQuaternion(cam.quaternion)\r\n    const right = new THREE.Vector3(1, 0, 0).applyQuaternion(cam.quaternion)\r\n\r\n    // Transform the 3d positions to 2d on the projection plane.\r\n    const Ax = A.dot(right)\r\n    const Ay = A.dot(up)\r\n    const Bx = B.dot(right)\r\n    const By = B.dot(up)\r\n\r\n    // Compute rectangle size\r\n    const dx = Math.abs(Ax - Bx)\r\n    const dy = Math.abs(Ay - By)\r\n    return [dx, dy]\r\n  }\r\n\r\n  /**\r\n   * Returns the bounding box of the selection.\r\n   * The bounding box is the projection of the selection rectangle\r\n   * onto the plane coplanar to the closest hit of 5 raycasts: one in each corner and one in the center.\r\n   * X-----X\r\n   * |  X  |\r\n   * X-----X\r\n   * @returns {THREE.Box3} The bounding box of the selection.\r\n   */\r\n  getBoundingBox (target: THREE.Box3 = new THREE.Box3()) {\r\n    const position = this.getClosestHit()\r\n    const projections = position ? this.projectPoints(position) : this.points\r\n    if (!projections) return\r\n    return target.setFromPoints(projections)\r\n  }\r\n\r\n  /**\r\n   * Performs a raycast from the camera through the five interest points and returns the closest hit position.\r\n   * @returns {THREE.Vector3} The position of the closest hit.\r\n   */\r\n  getClosestHit () {\r\n    if (!this.points) return\r\n\r\n    const hits = this.points\r\n      .map((p) => this.viewer.raycaster.raycast3(p))\r\n      .filter((h) => h.isHit)\r\n\r\n    let position: THREE.Vector3 | undefined\r\n    let dist: number\r\n    hits.forEach((h) => {\r\n      if (\r\n        h.distance !== undefined &&\r\n        h.position !== undefined &&\r\n        (dist === undefined || h.distance < dist)\r\n      ) {\r\n        dist = h.distance\r\n        position = h.position\r\n      }\r\n    })\r\n    return position\r\n  }\r\n\r\n  /**\r\n   * Projects all points on a plane the coplanar to position.\r\n   */\r\n  private projectPoints (position: THREE.Vector3) {\r\n    const plane = new THREE.Plane().setFromNormalAndCoplanarPoint(\r\n      this.viewer.camera.forward,\r\n      position\r\n    )\r\n\r\n    return this.points?.map((p) => plane.projectPoint(p, new THREE.Vector3()))\r\n  }\r\n}\r\n","/**\r\n @module viw-webgl-viewer/gizmos/measure\r\n*/\r\n\r\nimport { InputScheme } from '../../inputs/input'\r\nimport { InputAction } from '../../raycaster'\r\nimport { Measure } from './measure'\r\n\r\nexport type MeasureStage = 'ready' | 'active' | 'done' | 'failed'\r\n\r\n/**\r\n * Inputs scheme for measuring as a small state machine.\r\n */\r\nexport class MeasureFlow implements InputScheme {\r\n  private readonly _gizmoMeasure: Measure\r\n  private _stage: MeasureStage | undefined\r\n  private removeMouseListener: (() => void) | undefined\r\n\r\n  constructor (gizmoMeasure: Measure) {\r\n    this._gizmoMeasure = gizmoMeasure\r\n    this._stage = 'ready'\r\n  }\r\n\r\n  onProgress: ((stage: MeasureStage) => void) | undefined\r\n  onComplete: ((success: boolean) => void) | undefined\r\n\r\n  get stage () {\r\n    return this._stage\r\n  }\r\n\r\n  private unregister () {\r\n    this.removeMouseListener?.()\r\n    this.removeMouseListener = undefined\r\n  }\r\n\r\n  /**\r\n   * Cancels current measuring flow.\r\n   */\r\n  abort () {\r\n    if (this.stage === 'active' || this.stage === 'ready') {\r\n      this._stage = undefined\r\n      this.onComplete?.(false)\r\n      this.unregister()\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Implementation for InputScheme onMainAction\r\n   */\r\n  onMainAction (action: InputAction) {\r\n    switch (this._stage) {\r\n      case 'ready':\r\n        if (!action.object) return\r\n        this._gizmoMeasure.onFirstClick(action)\r\n        this._stage = 'active'\r\n        this.onProgress?.(this._stage)\r\n        break\r\n      case 'active':\r\n        this._stage = this._gizmoMeasure.onSecondClick(action)\r\n          ? 'done'\r\n          : 'failed'\r\n        this.onProgress?.(this._stage)\r\n        this.onComplete?.(this._stage === 'done')\r\n        this.unregister()\r\n        break\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Implementation for InputScheme onIdleAction\r\n   */\r\n  onIdleAction (action: InputAction) {\r\n    if (this._stage === 'active') this._gizmoMeasure.onMouseIdle(action)\r\n  }\r\n\r\n  /**\r\n   * Implementation for InputScheme onKeyAction\r\n   */\r\n  onKeyAction (key: number) {\r\n    return false\r\n  }\r\n}\r\n","/**\r\n * https://github.com/spite/THREE.MeshLine\r\n * Changed to modern export.\r\n * Added three common chunk to vertex shader to fix logdepth issue.\r\n */\r\n\r\nimport * as THREE from 'three'\r\n\r\n/**\r\n * Mesh object to render lines\r\n */\r\nexport class MeshLine extends THREE.BufferGeometry {\r\n  constructor () {\r\n    super()\r\n    this.isMeshLine = true\r\n    this.type = 'MeshLine'\r\n\r\n    this.positions = []\r\n\r\n    this.previous = []\r\n    this.next = []\r\n    this.side = []\r\n    this.width = []\r\n    this.indices_array = []\r\n    this.uvs = []\r\n    this.counters = []\r\n    this._points = []\r\n    this._geom = null\r\n\r\n    this.widthCallback = null\r\n\r\n    // Used to raycast\r\n    this.matrixWorld = new THREE.Matrix4()\r\n\r\n    Object.defineProperties(this, {\r\n      // this is now a bufferGeometry\r\n      // add getter to support previous api\r\n      geometry: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this\r\n        }\r\n      },\r\n      geom: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this._geom\r\n        },\r\n        set: function (value) {\r\n          this.setGeometry(value, this.widthCallback)\r\n        }\r\n      },\r\n      // for declaritive architectures\r\n      // to return the same value that sets the points\r\n      // eg. this.points = points\r\n      // console.log(this.points) -> points\r\n      points: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this._points\r\n        },\r\n        set: function (value) {\r\n          this.setPoints(value, this.widthCallback)\r\n        }\r\n      }\r\n    })\r\n  }\r\n}\r\n\r\nMeshLine.prototype.setMatrixWorld = function (matrixWorld) {\r\n  this.matrixWorld = matrixWorld\r\n}\r\n\r\n// setting via a geometry is rather superfluous\r\n// as you're creating a unecessary geometry just to throw away\r\n// but exists to support previous api\r\nMeshLine.prototype.setGeometry = function (g, c) {\r\n  // as the input geometry are mutated we store them\r\n  // for later retreival when necessary (declaritive architectures)\r\n  this._geometry = g\r\n  this.setPoints(g.getAttribute('position').array, c)\r\n}\r\n\r\nMeshLine.prototype.setPoints = function (points, wcb) {\r\n  if (!(points instanceof Float32Array) && !(points instanceof Array)) {\r\n    console.error(\r\n      'ERROR: The BufferArray of points is not instancied correctly.'\r\n    )\r\n    return\r\n  }\r\n  // as the points are mutated we store them\r\n  // for later retreival when necessary (declaritive architectures)\r\n  this._points = points\r\n  this.widthCallback = wcb\r\n  this.positions = []\r\n  this.counters = []\r\n  if (points.length && points[0] instanceof THREE.Vector3) {\r\n    // could transform Vector3 array into the array used below\r\n    // but this approach will only loop through the array once\r\n    // and is more performant\r\n    for (let j = 0; j < points.length; j++) {\r\n      const p = points[j]\r\n      const c = j / points.length\r\n      this.positions.push(p.x, p.y, p.z)\r\n      this.positions.push(p.x, p.y, p.z)\r\n      this.counters.push(c)\r\n      this.counters.push(c)\r\n    }\r\n  } else {\r\n    for (let j = 0; j < points.length; j += 3) {\r\n      const c = j / points.length\r\n      this.positions.push(points[j], points[j + 1], points[j + 2])\r\n      this.positions.push(points[j], points[j + 1], points[j + 2])\r\n      this.counters.push(c)\r\n      this.counters.push(c)\r\n    }\r\n  }\r\n  this.process()\r\n}\r\n\r\nfunction MeshLineRaycast (raycaster, intersects) {\r\n  const inverseMatrix = new THREE.Matrix4()\r\n  const ray = new THREE.Ray()\r\n  const sphere = new THREE.Sphere()\r\n  const interRay = new THREE.Vector3()\r\n  const geometry = this.geometry\r\n  // Checking boundingSphere distance to ray\r\n\r\n  if (!geometry.boundingSphere) geometry.computeBoundingSphere()\r\n  sphere.copy(geometry.boundingSphere)\r\n  sphere.applyMatrix4(this.matrixWorld)\r\n\r\n  if (raycaster.ray.intersectSphere(sphere, interRay) === false) {\r\n    return\r\n  }\r\n\r\n  inverseMatrix.copy(this.matrixWorld).invert()\r\n  ray.copy(raycaster.ray).applyMatrix4(inverseMatrix)\r\n\r\n  const vStart = new THREE.Vector3()\r\n  const vEnd = new THREE.Vector3()\r\n  const interSegment = new THREE.Vector3()\r\n  const step = this instanceof THREE.LineSegments ? 2 : 1\r\n  const index = geometry.index\r\n  const attributes = geometry.attributes\r\n\r\n  if (index !== null) {\r\n    const indices = index.array\r\n    const positions = attributes.position.array\r\n    const widths = attributes.width.array\r\n\r\n    for (let i = 0, l = indices.length - 1; i < l; i += step) {\r\n      const a = indices[i]\r\n      const b = indices[i + 1]\r\n\r\n      vStart.fromArray(positions, a * 3)\r\n      vEnd.fromArray(positions, b * 3)\r\n      const width =\r\n        widths[Math.floor(i / 3)] !== undefined ? widths[Math.floor(i / 3)] : 1\r\n      const precision =\r\n        raycaster.params.Line.threshold + (this.material.lineWidth * width) / 2\r\n      const precisionSq = precision * precision\r\n\r\n      const distSq = ray.distanceSqToSegment(\r\n        vStart,\r\n        vEnd,\r\n        interRay,\r\n        interSegment\r\n      )\r\n\r\n      if (distSq > precisionSq) continue\r\n\r\n      interRay.applyMatrix4(this.matrixWorld) // Move back to world space for distance calculation\r\n\r\n      const distance = raycaster.ray.origin.distanceTo(interRay)\r\n\r\n      if (distance < raycaster.near || distance > raycaster.far) continue\r\n\r\n      intersects.push({\r\n        distance,\r\n        // What do we want? intersection point on the ray or on the segment??\r\n        // point: raycaster.ray.at( distance ),\r\n        point: interSegment.clone().applyMatrix4(this.matrixWorld),\r\n        index: i,\r\n        face: null,\r\n        faceIndex: null,\r\n        object: this\r\n      })\r\n      // make event only fire once\r\n      i = l\r\n    }\r\n  }\r\n}\r\nMeshLine.prototype.raycast = MeshLineRaycast\r\nMeshLine.prototype.compareV3 = function (a, b) {\r\n  const aa = a * 6\r\n  const ab = b * 6\r\n  return (\r\n    this.positions[aa] === this.positions[ab] &&\r\n    this.positions[aa + 1] === this.positions[ab + 1] &&\r\n    this.positions[aa + 2] === this.positions[ab + 2]\r\n  )\r\n}\r\n\r\nMeshLine.prototype.copyV3 = function (a) {\r\n  const aa = a * 6\r\n  return [this.positions[aa], this.positions[aa + 1], this.positions[aa + 2]]\r\n}\r\n\r\nMeshLine.prototype.process = function () {\r\n  const l = this.positions.length / 6\r\n\r\n  this.previous = []\r\n  this.next = []\r\n  this.side = []\r\n  this.width = []\r\n  this.indices_array = []\r\n  this.uvs = []\r\n\r\n  let w\r\n\r\n  let v\r\n  // initial previous points\r\n  if (this.compareV3(0, l - 1)) {\r\n    v = this.copyV3(l - 2)\r\n  } else {\r\n    v = this.copyV3(0)\r\n  }\r\n  this.previous.push(v[0], v[1], v[2])\r\n  this.previous.push(v[0], v[1], v[2])\r\n\r\n  for (let j = 0; j < l; j++) {\r\n    // sides\r\n    this.side.push(1)\r\n    this.side.push(-1)\r\n\r\n    // widths\r\n    if (this.widthCallback) w = this.widthCallback(j / (l - 1))\r\n    else w = 1\r\n    this.width.push(w)\r\n    this.width.push(w)\r\n\r\n    // uvs\r\n    this.uvs.push(j / (l - 1), 0)\r\n    this.uvs.push(j / (l - 1), 1)\r\n\r\n    if (j < l - 1) {\r\n      // points previous to poisitions\r\n      v = this.copyV3(j)\r\n      this.previous.push(v[0], v[1], v[2])\r\n      this.previous.push(v[0], v[1], v[2])\r\n\r\n      // indices\r\n      const n = j * 2\r\n      this.indices_array.push(n, n + 1, n + 2)\r\n      this.indices_array.push(n + 2, n + 1, n + 3)\r\n    }\r\n    if (j > 0) {\r\n      // points after poisitions\r\n      v = this.copyV3(j)\r\n      this.next.push(v[0], v[1], v[2])\r\n      this.next.push(v[0], v[1], v[2])\r\n    }\r\n  }\r\n\r\n  // last next point\r\n  if (this.compareV3(l - 1, 0)) {\r\n    v = this.copyV3(1)\r\n  } else {\r\n    v = this.copyV3(l - 1)\r\n  }\r\n  this.next.push(v[0], v[1], v[2])\r\n  this.next.push(v[0], v[1], v[2])\r\n\r\n  // redefining the attribute seems to prevent range errors\r\n  // if the user sets a differing number of vertices\r\n  if (\r\n    !this._attributes ||\r\n    this._attributes.position.count !== this.positions.length\r\n  ) {\r\n    this._attributes = {\r\n      position: new THREE.BufferAttribute(new Float32Array(this.positions), 3),\r\n      previous: new THREE.BufferAttribute(new Float32Array(this.previous), 3),\r\n      next: new THREE.BufferAttribute(new Float32Array(this.next), 3),\r\n      side: new THREE.BufferAttribute(new Float32Array(this.side), 1),\r\n      width: new THREE.BufferAttribute(new Float32Array(this.width), 1),\r\n      uv: new THREE.BufferAttribute(new Float32Array(this.uvs), 2),\r\n      index: new THREE.BufferAttribute(new Uint16Array(this.indices_array), 1),\r\n      counters: new THREE.BufferAttribute(new Float32Array(this.counters), 1)\r\n    }\r\n  } else {\r\n    this._attributes.position.copyArray(new Float32Array(this.positions))\r\n    this._attributes.position.needsUpdate = true\r\n    this._attributes.previous.copyArray(new Float32Array(this.previous))\r\n    this._attributes.previous.needsUpdate = true\r\n    this._attributes.next.copyArray(new Float32Array(this.next))\r\n    this._attributes.next.needsUpdate = true\r\n    this._attributes.side.copyArray(new Float32Array(this.side))\r\n    this._attributes.side.needsUpdate = true\r\n    this._attributes.width.copyArray(new Float32Array(this.width))\r\n    this._attributes.width.needsUpdate = true\r\n    this._attributes.uv.copyArray(new Float32Array(this.uvs))\r\n    this._attributes.uv.needsUpdate = true\r\n    this._attributes.index.copyArray(new Uint16Array(this.indices_array))\r\n    this._attributes.index.needsUpdate = true\r\n  }\r\n\r\n  this.setAttribute('position', this._attributes.position)\r\n  this.setAttribute('previous', this._attributes.previous)\r\n  this.setAttribute('next', this._attributes.next)\r\n  this.setAttribute('side', this._attributes.side)\r\n  this.setAttribute('width', this._attributes.width)\r\n  this.setAttribute('uv', this._attributes.uv)\r\n  this.setAttribute('counters', this._attributes.counters)\r\n\r\n  this.setIndex(this._attributes.index)\r\n\r\n  this.computeBoundingSphere()\r\n  this.computeBoundingBox()\r\n}\r\n\r\nfunction memcpy (src, srcOffset, dst, dstOffset, length) {\r\n  let i\r\n\r\n  src = src.subarray || src.slice ? src : src.buffer\r\n  dst = dst.subarray || dst.slice ? dst : dst.buffer\r\n\r\n  src = srcOffset\r\n    ? src.subarray\r\n      ? src.subarray(srcOffset, length && srcOffset + length)\r\n      : src.slice(srcOffset, length && srcOffset + length)\r\n    : src\r\n\r\n  if (dst.set) {\r\n    dst.set(src, dstOffset)\r\n  } else {\r\n    for (i = 0; i < src.length; i++) {\r\n      dst[i + dstOffset] = src[i]\r\n    }\r\n  }\r\n\r\n  return dst\r\n}\r\n\r\n/**\r\n * Fast method to advance the line by one position.  The oldest position is removed.\r\n * @param position\r\n */\r\nMeshLine.prototype.advance = function (position) {\r\n  const positions = this._attributes.position.array\r\n  const previous = this._attributes.previous.array\r\n  const next = this._attributes.next.array\r\n  const l = positions.length\r\n\r\n  // PREVIOUS\r\n  memcpy(positions, 0, previous, 0, l)\r\n\r\n  // POSITIONS\r\n  memcpy(positions, 6, positions, 0, l - 6)\r\n\r\n  positions[l - 6] = position.x\r\n  positions[l - 5] = position.y\r\n  positions[l - 4] = position.z\r\n  positions[l - 3] = position.x\r\n  positions[l - 2] = position.y\r\n  positions[l - 1] = position.z\r\n\r\n  // NEXT\r\n  memcpy(positions, 6, next, 0, l - 6)\r\n\r\n  next[l - 6] = position.x\r\n  next[l - 5] = position.y\r\n  next[l - 4] = position.z\r\n  next[l - 3] = position.x\r\n  next[l - 2] = position.y\r\n  next[l - 1] = position.z\r\n\r\n  this._attributes.position.needsUpdate = true\r\n  this._attributes.previous.needsUpdate = true\r\n  this._attributes.next.needsUpdate = true\r\n}\r\n\r\nTHREE.ShaderChunk.meshline_vert = [\r\n  '',\r\n  THREE.ShaderChunk.common,\r\n  THREE.ShaderChunk.logdepthbuf_pars_vertex,\r\n  THREE.ShaderChunk.fog_pars_vertex,\r\n  '',\r\n  'attribute vec3 previous;',\r\n  'attribute vec3 next;',\r\n  'attribute float side;',\r\n  'attribute float width;',\r\n  'attribute float counters;',\r\n  '',\r\n  'uniform vec2 resolution;',\r\n  'uniform float lineWidth;',\r\n  'uniform vec3 color;',\r\n  'uniform float opacity;',\r\n  'uniform float sizeAttenuation;',\r\n  '',\r\n  'varying vec2 vUV;',\r\n  'varying vec4 vColor;',\r\n  'varying float vCounters;',\r\n  '',\r\n  'vec2 fix( vec4 i, float aspect ) {',\r\n  '',\r\n  '    vec2 res = i.xy / i.w;',\r\n  '    res.x *= aspect;',\r\n  '    vCounters = counters;',\r\n  '    return res;',\r\n  '',\r\n  '}',\r\n  '',\r\n  'void main() {',\r\n  '',\r\n  '    float aspect = resolution.x / resolution.y;',\r\n  '',\r\n  '    vColor = vec4( color, opacity );',\r\n  '    vUV = uv;',\r\n  '',\r\n  '    mat4 m = projectionMatrix * modelViewMatrix;',\r\n  '    vec4 finalPosition = m * vec4( position, 1.0 );',\r\n  '    vec4 prevPos = m * vec4( previous, 1.0 );',\r\n  '    vec4 nextPos = m * vec4( next, 1.0 );',\r\n  '',\r\n  '    vec2 currentP = fix( finalPosition, aspect );',\r\n  '    vec2 prevP = fix( prevPos, aspect );',\r\n  '    vec2 nextP = fix( nextPos, aspect );',\r\n  '',\r\n  '    float w = lineWidth * width;',\r\n  '',\r\n  '    vec2 dir;',\r\n  '    if( nextP == currentP ) dir = normalize( currentP - prevP );',\r\n  '    else if( prevP == currentP ) dir = normalize( nextP - currentP );',\r\n  '    else {',\r\n  '        vec2 dir1 = normalize( currentP - prevP );',\r\n  '        vec2 dir2 = normalize( nextP - currentP );',\r\n  '        dir = normalize( dir1 + dir2 );',\r\n  '',\r\n  '        vec2 perp = vec2( -dir1.y, dir1.x );',\r\n  '        vec2 miter = vec2( -dir.y, dir.x );',\r\n  '        //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',\r\n  '',\r\n  '    }',\r\n  '',\r\n  '    //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;',\r\n  '    vec4 normal = vec4( -dir.y, dir.x, 0., 1. );',\r\n  '    normal.xy *= .5 * w;',\r\n  '    normal *= projectionMatrix;',\r\n  '    if( sizeAttenuation == 0. ) {',\r\n  '        normal.xy *= finalPosition.w;',\r\n  '        normal.xy /= ( vec4( resolution, 0., 1. ) * projectionMatrix ).xy;',\r\n  '    }',\r\n  '',\r\n  '    finalPosition.xy += normal.xy * side;',\r\n  '',\r\n  '    gl_Position = finalPosition;',\r\n  '',\r\n  THREE.ShaderChunk.logdepthbuf_vertex,\r\n  THREE.ShaderChunk.fog_vertex &&\r\n    '    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',\r\n  THREE.ShaderChunk.fog_vertex,\r\n  '}'\r\n].join('\\n')\r\n\r\nTHREE.ShaderChunk.meshline_frag = [\r\n  '',\r\n  THREE.ShaderChunk.fog_pars_fragment,\r\n  THREE.ShaderChunk.logdepthbuf_pars_fragment,\r\n  '',\r\n  'uniform sampler2D map;',\r\n  'uniform sampler2D alphaMap;',\r\n  'uniform float useMap;',\r\n  'uniform float useAlphaMap;',\r\n  'uniform float useDash;',\r\n  'uniform float dashArray;',\r\n  'uniform float dashOffset;',\r\n  'uniform float dashRatio;',\r\n  'uniform float visibility;',\r\n  'uniform float alphaTest;',\r\n  'uniform vec2 repeat;',\r\n  '',\r\n  'varying vec2 vUV;',\r\n  'varying vec4 vColor;',\r\n  'varying float vCounters;',\r\n  '',\r\n  'void main() {',\r\n  '',\r\n  THREE.ShaderChunk.logdepthbuf_fragment,\r\n  '',\r\n  '    vec4 c = vColor;',\r\n  '    if( useMap == 1. ) c *= texture2D( map, vUV * repeat );',\r\n  '    if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;',\r\n  '    if( c.a < alphaTest ) discard;',\r\n  '    if( useDash == 1. ){',\r\n  '        c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));',\r\n  '    }',\r\n  '    gl_FragColor = c;',\r\n  '    gl_FragColor.a *= step(vCounters, visibility);',\r\n  '',\r\n  THREE.ShaderChunk.fog_fragment,\r\n  '}'\r\n].join('\\n')\r\n\r\nexport class MeshLineMaterial extends THREE.ShaderMaterial {\r\n  constructor (parameters) {\r\n    super({\r\n      uniforms: Object.assign({}, THREE.UniformsLib.fog, {\r\n        lineWidth: { value: 1 },\r\n        map: { value: null },\r\n        useMap: { value: 0 },\r\n        alphaMap: { value: null },\r\n        useAlphaMap: { value: 0 },\r\n        color: { value: new THREE.Color(0xffffff) },\r\n        opacity: { value: 1 },\r\n        resolution: { value: new THREE.Vector2(1, 1) },\r\n        sizeAttenuation: { value: 1 },\r\n        dashArray: { value: 0 },\r\n        dashOffset: { value: 0 },\r\n        dashRatio: { value: 0.5 },\r\n        useDash: { value: 0 },\r\n        visibility: { value: 1 },\r\n        alphaTest: { value: 0 },\r\n        repeat: { value: new THREE.Vector2(1, 1) }\r\n      }),\r\n\r\n      vertexShader: THREE.ShaderChunk.meshline_vert,\r\n\r\n      fragmentShader: THREE.ShaderChunk.meshline_frag\r\n    })\r\n    this.isMeshLineMaterial = true\r\n    this.type = 'MeshLineMaterial'\r\n\r\n    Object.defineProperties(this, {\r\n      lineWidth: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.lineWidth.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.lineWidth.value = value\r\n        }\r\n      },\r\n      map: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.map.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.map.value = value\r\n        }\r\n      },\r\n      useMap: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.useMap.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.useMap.value = value\r\n        }\r\n      },\r\n      alphaMap: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.alphaMap.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.alphaMap.value = value\r\n        }\r\n      },\r\n      useAlphaMap: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.useAlphaMap.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.useAlphaMap.value = value\r\n        }\r\n      },\r\n      color: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.color.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.color.value = value\r\n        }\r\n      },\r\n      opacity: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.opacity.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.opacity.value = value\r\n        }\r\n      },\r\n      resolution: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.resolution.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.resolution.value.copy(value)\r\n        }\r\n      },\r\n      sizeAttenuation: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.sizeAttenuation.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.sizeAttenuation.value = value\r\n        }\r\n      },\r\n      dashArray: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.dashArray.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.dashArray.value = value\r\n          this.useDash = value !== 0 ? 1 : 0\r\n        }\r\n      },\r\n      dashOffset: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.dashOffset.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.dashOffset.value = value\r\n        }\r\n      },\r\n      dashRatio: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.dashRatio.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.dashRatio.value = value\r\n        }\r\n      },\r\n      useDash: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.useDash.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.useDash.value = value\r\n        }\r\n      },\r\n      visibility: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.visibility.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.visibility.value = value\r\n        }\r\n      },\r\n      alphaTest: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.alphaTest.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.alphaTest.value = value\r\n        }\r\n      },\r\n      repeat: {\r\n        enumerable: true,\r\n        get: function () {\r\n          return this.uniforms.repeat.value\r\n        },\r\n        set: function (value) {\r\n          this.uniforms.repeat.value.copy(value)\r\n        }\r\n      }\r\n    })\r\n\r\n    this.setValues(parameters)\r\n  }\r\n}\r\n\r\nMeshLineMaterial.prototype.copy = function (source) {\r\n  THREE.ShaderMaterial.prototype.copy.call(this, source)\r\n\r\n  this.lineWidth = source.lineWidth\r\n  this.map = source.map\r\n  this.useMap = source.useMap\r\n  this.alphaMap = source.alphaMap\r\n  this.useAlphaMap = source.useAlphaMap\r\n  this.color.copy(source.color)\r\n  this.opacity = source.opacity\r\n  this.resolution.copy(source.resolution)\r\n  this.sizeAttenuation = source.sizeAttenuation\r\n  this.dashArray.copy(source.dashArray)\r\n  this.dashOffset.copy(source.dashOffset)\r\n  this.dashRatio.copy(source.dashRatio)\r\n  this.useDash = source.useDash\r\n  this.visibility = source.visibility\r\n  this.alphaTest = source.alphaTest\r\n  this.repeat.copy(source.repeat)\r\n\r\n  return this\r\n}\r\n","/**\r\n @module viw-webgl-viewer/gizmos/measure\r\n*/\r\n\r\n/**\r\n * Different styles of measure display.\r\n */\r\nexport type MeasureStyle = 'all' | 'Dist' | 'X' | 'Y' | 'Z'\r\n\r\n/**\r\n * Structure of the html element used for measure.\r\n */\r\nexport type MeasureElement = {\r\n  div: HTMLElement\r\n  value: HTMLTableCellElement | undefined\r\n  values: {\r\n    dist: HTMLTableCellElement | undefined\r\n    x: HTMLTableCellElement | undefined\r\n    y: HTMLTableCellElement | undefined\r\n    z: HTMLTableCellElement | undefined\r\n  }\r\n}\r\n\r\n/**\r\n * Creates a html structure for measure value overlays\r\n * It either creates a single rows or all rows depending on style\r\n * Structure is a Table of Label:Value\r\n */\r\nexport function createMeasureElement (style: MeasureStyle): MeasureElement {\r\n  const div = document.createElement('div')\r\n  div.className = 'vim-measure'\r\n\r\n  const table = document.createElement('table')\r\n  div.appendChild(table)\r\n\r\n  let distValue: HTMLTableCellElement | undefined\r\n  let xValue: HTMLTableCellElement | undefined\r\n  let yValue: HTMLTableCellElement | undefined\r\n  let zValue: HTMLTableCellElement | undefined\r\n\r\n  if (style === 'all' || style === 'Dist') {\r\n    const trDist = document.createElement('tr')\r\n    const tdDistLabel = document.createElement('td')\r\n    const tdDistValue = document.createElement('td')\r\n\r\n    table.appendChild(trDist)\r\n    trDist.appendChild(tdDistLabel)\r\n    trDist.appendChild(tdDistValue)\r\n\r\n    tdDistLabel.className = 'vim-measure-label-d'\r\n    tdDistValue.className = 'vim-measure-value-d'\r\n\r\n    tdDistLabel.textContent = 'Dist'\r\n    distValue = tdDistValue\r\n  }\r\n\r\n  if (style === 'all' || style === 'X') {\r\n    const trX = document.createElement('tr')\r\n    const tdXLabel = document.createElement('td')\r\n    const tdXValue = document.createElement('td')\r\n\r\n    table.appendChild(trX)\r\n    trX.appendChild(tdXLabel)\r\n    trX.appendChild(tdXValue)\r\n\r\n    tdXLabel.className = 'vim-measure-label-x'\r\n    tdXValue.className = 'vim-measure-value-x'\r\n\r\n    tdXLabel.textContent = 'X'\r\n    xValue = tdXValue\r\n  }\r\n\r\n  if (style === 'all' || style === 'Y') {\r\n    const trY = document.createElement('tr')\r\n    const tdYLabel = document.createElement('td')\r\n    const tdYValue = document.createElement('td')\r\n\r\n    table.appendChild(trY)\r\n    trY.appendChild(tdYLabel)\r\n    trY.appendChild(tdYValue)\r\n\r\n    tdYLabel.className = 'vim-measure-label-y'\r\n    tdYValue.className = 'vim-measure-value-y'\r\n\r\n    tdYLabel.textContent = 'Y'\r\n    yValue = tdYValue\r\n  }\r\n\r\n  if (style === 'all' || style === 'Z') {\r\n    const trZ = document.createElement('tr')\r\n    const tdZLabel = document.createElement('td')\r\n    const tdZValue = document.createElement('td')\r\n\r\n    table.appendChild(trZ)\r\n    trZ.appendChild(tdZLabel)\r\n    trZ.appendChild(tdZValue)\r\n\r\n    tdZLabel.className = 'vim-measure-label-z'\r\n    tdZValue.className = 'vim-measure-value-z'\r\n    tdZLabel.textContent = 'Z'\r\n    zValue = tdZValue\r\n  }\r\n\r\n  return {\r\n    div,\r\n    value:\r\n      style === 'Dist'\r\n        ? distValue\r\n        : style === 'X'\r\n          ? xValue\r\n          : style === 'Y'\r\n            ? yValue\r\n            : style === 'Z'\r\n              ? zValue\r\n              : undefined,\r\n    values: { dist: distValue, x: xValue, y: yValue, z: zValue }\r\n  }\r\n}\r\n","/**\r\n @module viw-webgl-viewer/gizmos/measure\r\n*/\r\n\r\nimport * as THREE from 'three'\r\nimport { CSS2DObject } from 'three/examples/jsm/renderers/CSS2DRenderer'\r\nimport { MeshLine, MeshLineMaterial } from '../../../utils/meshLine'\r\nimport { Viewer } from '../../viewer'\r\nimport {\r\n  createMeasureElement,\r\n  MeasureStyle,\r\n  MeasureElement\r\n} from './measureHtml'\r\nimport { ICamera } from '../../camera/camera'\r\n\r\n/**\r\n * Wrapper for a two points line drawn using MeshLine\r\n */\r\nclass MeasureLine {\r\n  mesh: THREE.Mesh\r\n  label: CSS2DObject\r\n  position: THREE.Vector3 | undefined\r\n  length: number | undefined\r\n  private _meshLine: any\r\n  private _material: any\r\n  private _materialAlways: any\r\n  private _text: HTMLElement | undefined\r\n\r\n  constructor (\r\n    canvasSize: THREE.Vector2,\r\n    color: THREE.Color,\r\n    style: MeasureStyle\r\n  ) {\r\n    this._material = new MeshLineMaterial({\r\n      sizeAttenuation: 0,\r\n      lineWidth: 5,\r\n      resolution: canvasSize,\r\n      color\r\n    })\r\n\r\n    this._materialAlways = new MeshLineMaterial({\r\n      lineWidth: 5,\r\n      sizeAttenuation: 0,\r\n      depthTest: false,\r\n      transparent: true,\r\n      opacity: 0.5,\r\n      resolution: canvasSize,\r\n      color\r\n    })\r\n\r\n    this._meshLine = new MeshLine()\r\n    this.mesh = new THREE.Mesh(this._meshLine, [\r\n      this._material,\r\n      this._materialAlways\r\n    ])\r\n\r\n    const element = createMeasureElement(style)\r\n    if (element.value) this._text = element.value\r\n    this.label = new CSS2DObject(element.div)\r\n    this.label.visible = false\r\n\r\n    this._meshLine.geometry.addGroup(0, Infinity, 0)\r\n    this._meshLine.geometry.addGroup(0, Infinity, 1)\r\n    this.mesh.frustumCulled = false\r\n  }\r\n\r\n  setPoints (start: THREE.Vector3, end: THREE.Vector3) {\r\n    this.position = start.clone().add(end).multiplyScalar(0.5)\r\n\r\n    this._meshLine.setPoints([start, end])\r\n    this.label.position.copy(this.position)\r\n\r\n    this.length = start.distanceTo(end)\r\n    this.label.visible = this.length > 0\r\n    if (this._text) {\r\n      this._text.textContent = `~${start.distanceTo(end).toFixed(2)}`\r\n    }\r\n  }\r\n\r\n  dispose () {\r\n    this._meshLine.dispose()\r\n    this._material.dispose()\r\n    this._materialAlways.dispose()\r\n  }\r\n}\r\n\r\n/**\r\n * Markers meshes used for measure endpoints\r\n */\r\nclass MeasureMarker {\r\n  readonly MARKER_SIZE = 0.01\r\n  mesh: THREE.Mesh\r\n  private _material: THREE.Material\r\n  private _materialAlways: THREE.Material\r\n  private _camera: ICamera\r\n  private disconnect: () => void\r\n\r\n  constructor (color: THREE.Color, camera: ICamera) {\r\n    this._material = new THREE.MeshBasicMaterial({\r\n      color\r\n    })\r\n\r\n    this._materialAlways = new THREE.MeshBasicMaterial({\r\n      transparent: true,\r\n      opacity: 0.2,\r\n      depthTest: false,\r\n      color: new THREE.Color(0x00bfff)\r\n    })\r\n\r\n    const g = new THREE.SphereGeometry(1)\r\n    g.addGroup(0, Infinity, 0)\r\n    g.addGroup(0, Infinity, 1)\r\n    this.mesh = new THREE.Mesh(g, [this._material, this._materialAlways])\r\n    this.mesh.visible = false\r\n\r\n    this.disconnect = camera.onMoved.subscribe(() => this.updateScale())\r\n    this._camera = camera\r\n    this.updateScale()\r\n  }\r\n\r\n  updateScale () {\r\n    const scale =\r\n      this._camera.frustrumSizeAt(this.mesh.position).y / 2 * this.MARKER_SIZE\r\n    this.mesh.scale.set(scale, scale, scale)\r\n    this.mesh.updateMatrix()\r\n  }\r\n\r\n  setPosition (position: THREE.Vector3) {\r\n    this.mesh.position.copy(position)\r\n    this.updateScale()\r\n  }\r\n\r\n  dispose () {\r\n    this.mesh.geometry.dispose()\r\n    this._material.dispose()\r\n    this.disconnect()\r\n  }\r\n}\r\n\r\n/**\r\n * Reprents all graphical elements associated with a measure.\r\n */\r\nexport class MeasureGizmo {\r\n  private _viewer: Viewer\r\n  private _startMarker: MeasureMarker\r\n  private _endMarker: MeasureMarker\r\n  private _line: MeasureLine\r\n  private _lineX: MeasureLine\r\n  private _lineY: MeasureLine\r\n  private _lineZ: MeasureLine\r\n  private _group: THREE.Group\r\n  private _label: CSS2DObject\r\n  private _html: MeasureElement\r\n  private _animId: number | undefined\r\n\r\n  constructor (viewer: Viewer) {\r\n    this._viewer = viewer\r\n    const canvasSize = this._viewer.viewport.getSize()\r\n\r\n    this._startMarker = new MeasureMarker(\r\n      new THREE.Color(0xffb700),\r\n      viewer.camera\r\n    )\r\n    this._endMarker = new MeasureMarker(\r\n      new THREE.Color(0x0590cc),\r\n      viewer.camera\r\n    )\r\n\r\n    this._line = new MeasureLine(canvasSize, new THREE.Color(0x000000), 'Dist')\r\n    this._lineX = new MeasureLine(canvasSize, new THREE.Color(0xff0000), 'X')\r\n    this._lineY = new MeasureLine(canvasSize, new THREE.Color(0x00ff00), 'Y')\r\n    this._lineZ = new MeasureLine(canvasSize, new THREE.Color(0x0000ff), 'Z')\r\n\r\n    this._html = createMeasureElement('all')\r\n    this._label = new CSS2DObject(this._html.div)\r\n    this._label.visible = false\r\n\r\n    this._group = new THREE.Group()\r\n    this._group.name = 'GizmoMeasure'\r\n    this._group.add(\r\n      this._startMarker.mesh,\r\n      this._endMarker.mesh,\r\n      this._line.mesh,\r\n      this._line.label,\r\n      this._lineX.mesh,\r\n      this._lineX.label,\r\n      this._lineY.mesh,\r\n      this._lineY.label,\r\n      this._lineZ.mesh,\r\n      this._lineZ.label,\r\n      this._label\r\n    )\r\n\r\n    this._viewer.renderer.add(this._group)\r\n  }\r\n\r\n  private _animate () {\r\n    this._animId = requestAnimationFrame(() => this._animate())\r\n\r\n    const lx = this.screenDist(this._line.position, this._lineX.position)\r\n    const ly = this.screenDist(this._line.position, this._lineY.position)\r\n    const lz = this.screenDist(this._line.position, this._lineZ.position)\r\n    const xy = this.screenDist(this._lineX.position, this._lineY.position)\r\n    const xz = this.screenDist(this._lineX.position, this._lineZ.position)\r\n    const yz = this.screenDist(this._lineY.position, this._lineZ.position)\r\n\r\n    let conflicts = 0\r\n    if (lx !== undefined && lx < 0.1) conflicts++\r\n    if (ly !== undefined && ly < 0.1) conflicts++\r\n    if (lz !== undefined && lz < 0.1) conflicts++\r\n    if (xy !== undefined && xy < 0.1) conflicts++\r\n    if (xz !== undefined && xz < 0.1) conflicts++\r\n    if (yz !== undefined && yz < 0.1) conflicts++\r\n\r\n    const collapse = conflicts > 1\r\n    this._label.visible = collapse\r\n    this._line.label.visible = !collapse\r\n    this._lineX.label.visible = !collapse\r\n    this._lineY.label.visible = !collapse\r\n    this._lineZ.label.visible = !collapse\r\n  }\r\n\r\n  private screenDist (\r\n    first: THREE.Vector3 | undefined,\r\n    second: THREE.Vector3 | undefined\r\n  ) {\r\n    if (!first || !second) return\r\n    const length = first.distanceTo(second)\r\n    const ratio = length / (this._viewer.camera.frustrumSizeAt(first).y / 2)\r\n    return ratio\r\n  }\r\n\r\n  /**\r\n   * Sets up a new measure\r\n   */\r\n  start (start: THREE.Vector3) {\r\n    // Set start marker\r\n    this._startMarker.setPosition(start)\r\n    this._startMarker.mesh.visible = true\r\n    this._viewer.renderer.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * Hides existing measure.\r\n   */\r\n  hide () {\r\n    if (this._line) {\r\n      this._line.mesh.visible = false\r\n      this._line.label.visible = false\r\n    }\r\n    this._viewer.renderer.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * Updates current measure\r\n   */\r\n  update (start: THREE.Vector3, pos: THREE.Vector3) {\r\n    if (this._line) {\r\n      this._line.setPoints(start, pos)\r\n      this._line.mesh.visible = true\r\n    }\r\n    this._viewer.renderer.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * Finishes current measure.\r\n   */\r\n  finish (start: THREE.Vector3, end: THREE.Vector3) {\r\n    this._line.mesh.visible = true\r\n\r\n    // Set start marker\r\n    this._startMarker.setPosition(start)\r\n\r\n    // Set end marker\r\n    this._endMarker.setPosition(end)\r\n    this._endMarker.mesh.visible = true\r\n\r\n    // Compute measurement vector component\r\n    const delta = end.clone().sub(start)\r\n    const endX = start.clone().setX(start.x + delta.x)\r\n    const endY = endX.clone().setY(endX.y + delta.y)\r\n\r\n    // Add measurement lines meshes\r\n    this._line.setPoints(start, end)\r\n    this._lineX.setPoints(start, endX)\r\n    this._lineY.setPoints(endX, endY)\r\n    this._lineZ.setPoints(endY, end)\r\n\r\n    // Set Measurement labels in case of collapse\r\n    this._label.position.copy(this._line.label.position)\r\n    if (this._html.values.dist) {\r\n      this._html.values.dist.textContent = this._line.length?.toFixed(2) ?? ''\r\n    }\r\n    if (this._html.values.x) {\r\n      this._html.values.x.textContent = this._lineX.length?.toFixed(2) ?? ''\r\n    }\r\n    if (this._html.values.y) {\r\n      this._html.values.y.textContent = this._lineY.length?.toFixed(2) ?? ''\r\n    }\r\n    if (this._html.values.z) {\r\n      this._html.values.z.textContent = this._lineZ.length?.toFixed(2) ?? ''\r\n    }\r\n\r\n    // Start update of collapse.\r\n    this._animate()\r\n    this._viewer.renderer.needsUpdate = true\r\n    return true\r\n  }\r\n\r\n  /**\r\n   * Disposes all resources.\r\n   */\r\n  dispose () {\r\n    if (this._animId !== undefined) cancelAnimationFrame(this._animId)\r\n\r\n    this._viewer.renderer.remove(this._group)\r\n\r\n    this._startMarker.dispose()\r\n    this._endMarker.dispose()\r\n    this._line.dispose()\r\n    this._lineX.dispose()\r\n    this._lineY.dispose()\r\n    this._lineZ.dispose()\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/gizmos/measure\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { InputScheme } from '../../inputs/input'\r\nimport { InputAction } from '../../raycaster'\r\nimport { Viewer } from '../../viewer'\r\nimport { MeasureFlow, MeasureStage } from './measureFlow'\r\nimport { MeasureGizmo } from './measureGizmo'\r\n\r\n/**\r\n * Interacts with the measure tool.\r\n */\r\nexport interface IMeasure {\r\n  /**\r\n   * Start point of the current measure or undefined if no active measure.\r\n   */\r\n  get startPoint(): THREE.Vector3 | undefined\r\n\r\n  /**\r\n   * End point of the current measure or undefined if no active measure.\r\n   */\r\n  get endPoint(): THREE.Vector3 | undefined\r\n\r\n  /**\r\n   * Vector from start to end of the current measure or undefined if no active measure.\r\n   */\r\n  get measurement(): THREE.Vector3 | undefined\r\n\r\n  /**\r\n   * Stage of the current measure or undefined if no active measure.\r\n   */\r\n  get stage(): MeasureStage | undefined\r\n\r\n  /**\r\n   * Starts a new measure flow where the two next click are overriden.\r\n   * Currently running flow if any will be aborted.\r\n   * Promise is resolved if flow is succesfully completed, rejected otherwise.\r\n   * Do not override viewer.onMouseClick while this flow is active.\r\n   */\r\n  start(onProgress?: () => void): Promise<void>\r\n\r\n  /**\r\n   * Aborts the current measure flow, fails the related promise.\r\n   */\r\n  abort(): void\r\n\r\n  /**\r\n   * Clears meshes.\r\n   */\r\n  clear(): void\r\n}\r\n\r\n/**\r\n * Manages measure flow and gizmos\r\n */\r\nexport class Measure implements IMeasure {\r\n  // dependencies\r\n  private _viewer: Viewer\r\n\r\n  // resources\r\n  private _meshes: MeasureGizmo | undefined\r\n\r\n  // results\r\n  private _startPos: THREE.Vector3 | undefined\r\n\r\n  private _endPos: THREE.Vector3 | undefined\r\n  private _measurement: THREE.Vector3 | undefined\r\n  private _flow: MeasureFlow | undefined\r\n  private _previousScheme: InputScheme\r\n\r\n  /**\r\n   * Start point of the current measure or undefined if no active measure.\r\n   */\r\n  get startPoint () {\r\n    return this._startPos\r\n  }\r\n\r\n  /**\r\n   * End point of the current measure or undefined if no active measure.\r\n   */\r\n  get endPoint () {\r\n    return this._endPos\r\n  }\r\n\r\n  /**\r\n   * Vector from start to end of the current measure or undefined if no active measure.\r\n   */\r\n  get measurement () {\r\n    return this._measurement\r\n  }\r\n\r\n  /**\r\n   * Stage of the current measure or undefined if no active measure.\r\n   */\r\n  get stage (): MeasureStage | undefined {\r\n    return this._flow?.stage\r\n  }\r\n\r\n  constructor (viewer: Viewer) {\r\n    this._viewer = viewer\r\n  }\r\n\r\n  /**\r\n   * Starts a new measure flow where the two next click are overriden.\r\n   * Currently running flow if any will be aborted.\r\n   * Promise is resolved if flow is succesfully completed, rejected otherwise.\r\n   * Do not override viewer.onMouseClick while this flow is active.\r\n   */\r\n  async start (onProgress?: () => void) {\r\n    this.abort()\r\n\r\n    this._flow = new MeasureFlow(this)\r\n    this._previousScheme = this._viewer.inputs.scheme\r\n    this._viewer.inputs.scheme = this._flow\r\n    this._flow.onProgress = () => onProgress?.()\r\n\r\n    return new Promise<void>((resolve, reject) => {\r\n      if (this._flow) {\r\n        this._flow.onComplete = (success: boolean) => {\r\n          if (this._previousScheme) {\r\n            this._viewer.inputs.scheme = this._previousScheme\r\n            this._previousScheme = undefined\r\n          }\r\n          if (success) resolve()\r\n          else {\r\n            reject(new Error('Measurement Aborted'))\r\n          }\r\n        }\r\n      }\r\n    })\r\n  }\r\n\r\n  /**\r\n   * Should be private.\r\n   */\r\n  onFirstClick (action: InputAction) {\r\n    this.clear()\r\n    this._meshes = new MeasureGizmo(this._viewer)\r\n    this._startPos = action.raycast.position\r\n    if (this._startPos) {\r\n      this._meshes.start(this._startPos)\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Should be private.\r\n   */\r\n  onMouseMove () {\r\n    this._meshes?.hide()\r\n  }\r\n\r\n  /**\r\n   * Should be private.\r\n   */\r\n  onMouseIdle (action: InputAction) {\r\n    // Show markers and line on hit\r\n    if (!action) {\r\n      this._meshes?.hide()\r\n      return\r\n    }\r\n    const position = action.raycast.position\r\n    if (position && this._startPos) {\r\n      this._measurement = action.object\r\n        ? position.clone().sub(this._startPos)\r\n        : undefined\r\n    }\r\n\r\n    if (action.object && position && this._startPos) {\r\n      this._meshes?.update(this._startPos, position)\r\n    } else {\r\n      this._meshes?.hide()\r\n    }\r\n  }\r\n\r\n  /**\r\n   * Should be private.\r\n   */\r\n  onSecondClick (action: InputAction) {\r\n    if (!action.object || !this._startPos) {\r\n      return false\r\n    }\r\n\r\n    // Compute measurement vector component\r\n    this._endPos = action.raycast.position\r\n    if (!this._endPos) return false\r\n\r\n    this._measurement = this._endPos.clone().sub(this._startPos)\r\n    console.log(`Distance: ${this._measurement.length()}`)\r\n    console.log(\r\n      `\r\n      X: ${this._measurement.x},\r\n      Y: ${this._measurement.y},\r\n      Z: ${this._measurement.z} \r\n      `\r\n    )\r\n    this._meshes?.finish(this._startPos, this._endPos)\r\n\r\n    return true\r\n  }\r\n\r\n  /**\r\n   * Aborts the current measure flow, fails the related promise.\r\n   */\r\n  abort () {\r\n    this._flow?.abort()\r\n    this._flow = undefined\r\n\r\n    this._startPos = undefined\r\n    this._endPos = undefined\r\n    this._measurement = undefined\r\n  }\r\n\r\n  /**\r\n   * Clears meshes.\r\n   */\r\n  clear () {\r\n    this._meshes?.dispose()\r\n    this._meshes = undefined\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/gizmos/sectionBox\r\n */\r\n\r\nimport * as THREE from 'three'\r\n\r\n/**\r\n * Defines the thin outline on the edges of the section box.\r\n */\r\nexport class BoxOutline extends THREE.LineSegments {\r\n  constructor () {\r\n    // prettier-ignore\r\n    const vertices = new Float32Array([\r\n      -0.5, -0.5, -0.5,\r\n      0.5, -0.5, -0.5,\r\n      0.5, 0.5, -0.5,\r\n      -0.5, 0.5, -0.5,\r\n      -0.5, -0.5, 0.5,\r\n      0.5, -0.5, 0.5,\r\n      0.5, 0.5, 0.5,\r\n      -0.5, 0.5, 0.5\r\n    ])\r\n    // prettier-ignore\r\n    const indices = [\r\n\r\n      0.5, 1,\r\n      1, 2,\r\n      2, 3,\r\n      3, 0,\r\n\r\n      4, 5,\r\n      5, 6,\r\n      6, 7,\r\n      7, 4,\r\n\r\n      0, 4,\r\n      1, 5,\r\n      2, 6,\r\n      3, 7\r\n    ]\r\n    const geo = new THREE.BufferGeometry()\r\n    const mat = new THREE.LineBasicMaterial({\r\n      opacity: 1,\r\n      color: new THREE.Color(0x000000)\r\n    })\r\n    geo.setAttribute('position', new THREE.BufferAttribute(vertices, 3))\r\n    geo.setIndex(indices)\r\n    super(geo, mat)\r\n  }\r\n\r\n  /**\r\n   * Resize the outline to the given box.\r\n   */\r\n  fitBox (box: THREE.Box3) {\r\n    this.scale.set(\r\n      box.max.x - box.min.x,\r\n      box.max.y - box.min.y,\r\n      box.max.z - box.min.z\r\n    )\r\n    this.position.set(\r\n      (box.max.x + box.min.x) / 2,\r\n      (box.max.y + box.min.y) / 2,\r\n      (box.max.z + box.min.z) / 2\r\n    )\r\n  }\r\n\r\n  /**\r\n   * Disposes of all resources.\r\n   */\r\n  dispose () {\r\n    this.geometry.dispose()\r\n    ;(this.material as THREE.Material).dispose()\r\n  }\r\n}\r\n\r\n/**\r\n * Defines the box mesh for the section box.\r\n */\r\nexport class BoxMesh extends THREE.Mesh {\r\n  constructor () {\r\n    const geo = new THREE.BoxGeometry()\r\n    const mat = new THREE.MeshBasicMaterial({\r\n      opacity: 0.3,\r\n      transparent: true,\r\n      color: new THREE.Color(0x0050bb),\r\n      depthTest: false\r\n    })\r\n\r\n    super(geo, mat)\r\n  }\r\n\r\n  /**\r\n   * Resize the mesh to the given box.\r\n   */\r\n  fitBox (box: THREE.Box3) {\r\n    this.scale.set(\r\n      box.max.x - box.min.x,\r\n      box.max.y - box.min.y,\r\n      box.max.z - box.min.z\r\n    )\r\n    this.position.set(\r\n      (box.max.x + box.min.x) / 2,\r\n      (box.max.y + box.min.y) / 2,\r\n      (box.max.z + box.min.z) / 2\r\n    )\r\n  }\r\n\r\n  /**\r\n   * Disposes of all resources.\r\n   */\r\n  dispose () {\r\n    this.geometry.dispose()\r\n    ;(this.material as THREE.Material).dispose()\r\n  }\r\n}\r\n\r\n/**\r\n * Defines the face highlight on hover for the section box.\r\n */\r\nexport class BoxHighlight extends THREE.Mesh {\r\n  constructor () {\r\n    const geo = new THREE.BufferGeometry()\r\n    geo.setAttribute(\r\n      'position',\r\n      new THREE.BufferAttribute(new Float32Array(12), 3)\r\n    )\r\n    geo.setIndex([0, 1, 2, 0, 2, 3])\r\n\r\n    const mat = new THREE.MeshBasicMaterial({\r\n      opacity: 0.7,\r\n      transparent: true,\r\n      depthTest: false,\r\n      side: THREE.DoubleSide\r\n    })\r\n    super(geo, mat)\r\n    this.renderOrder = 1\r\n    // Because position is always (0,0,0)\r\n    this.frustumCulled = false\r\n  }\r\n\r\n  /**\r\n   * Sets the face to highlight\r\n   * @param normal a direction vector from theses options (X,-X, Y,-Y, Z,-Z)\r\n   */\r\n  highlight (box: THREE.Box3, normal: THREE.Vector3) {\r\n    this.visible = false\r\n    const positions = this.geometry.getAttribute('position')\r\n\r\n    if (normal.x > 0.1) {\r\n      positions.setXYZ(0, box.max.x, box.max.y, box.max.z)\r\n      positions.setXYZ(1, box.max.x, box.min.y, box.max.z)\r\n      positions.setXYZ(2, box.max.x, box.min.y, box.min.z)\r\n      positions.setXYZ(3, box.max.x, box.max.y, box.min.z)\r\n      this.visible = true\r\n    }\r\n    if (normal.x < -0.1) {\r\n      positions.setXYZ(0, box.min.x, box.max.y, box.max.z)\r\n      positions.setXYZ(1, box.min.x, box.min.y, box.max.z)\r\n      positions.setXYZ(2, box.min.x, box.min.y, box.min.z)\r\n      positions.setXYZ(3, box.min.x, box.max.y, box.min.z)\r\n      this.visible = true\r\n    }\r\n    if (normal.y > 0.1) {\r\n      positions.setXYZ(0, box.max.x, box.max.y, box.max.z)\r\n      positions.setXYZ(1, box.min.x, box.max.y, box.max.z)\r\n      positions.setXYZ(2, box.min.x, box.max.y, box.min.z)\r\n      positions.setXYZ(3, box.max.x, box.max.y, box.min.z)\r\n      this.visible = true\r\n    }\r\n    if (normal.y < -0.1) {\r\n      positions.setXYZ(0, box.max.x, box.min.y, box.max.z)\r\n      positions.setXYZ(1, box.min.x, box.min.y, box.max.z)\r\n      positions.setXYZ(2, box.min.x, box.min.y, box.min.z)\r\n      positions.setXYZ(3, box.max.x, box.min.y, box.min.z)\r\n      this.visible = true\r\n    }\r\n    if (normal.z > 0.1) {\r\n      positions.setXYZ(0, box.max.x, box.max.y, box.max.z)\r\n      positions.setXYZ(1, box.min.x, box.max.y, box.max.z)\r\n      positions.setXYZ(2, box.min.x, box.min.y, box.max.z)\r\n      positions.setXYZ(3, box.max.x, box.min.y, box.max.z)\r\n      this.visible = true\r\n    }\r\n    if (normal.z < -0.1) {\r\n      positions.setXYZ(0, box.max.x, box.max.y, box.min.z)\r\n      positions.setXYZ(1, box.min.x, box.max.y, box.min.z)\r\n      positions.setXYZ(2, box.min.x, box.min.y, box.min.z)\r\n      positions.setXYZ(3, box.max.x, box.min.y, box.min.z)\r\n      this.visible = true\r\n    }\r\n    positions.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * Disposes all resources.\r\n   */\r\n  dispose () {\r\n    this.geometry.dispose()\r\n    ;(this.material as THREE.Material).dispose()\r\n  }\r\n}\r\n","/**\r\n @module viw-webgl-viewer/gizmos/sectionBox\r\n*/\r\n\r\nimport { Viewer } from '../../viewer'\r\nimport * as THREE from 'three'\r\n\r\n/**\r\n * Defines user interactions with the section box.\r\n */\r\nexport class BoxInputs {\r\n  // dependencies\r\n  viewer: Viewer\r\n  cube: THREE.Object3D\r\n  sharedBox: THREE.Box3\r\n\r\n  // state\r\n  faceNormal: THREE.Vector3 = new THREE.Vector3()\r\n  dragOrigin: THREE.Vector3 = new THREE.Vector3()\r\n  dragpPlane: THREE.Plane = new THREE.Plane()\r\n  mouseDown: boolean | undefined\r\n  raycaster: THREE.Raycaster = new THREE.Raycaster()\r\n  lastBox: THREE.Box3 = new THREE.Box3()\r\n  unregisters: (() => void)[] = []\r\n  lastMouse : PointerEvent\r\n  ctrlDown: boolean = false\r\n  capturedId : number | undefined\r\n\r\n  // Called when mouse enters or leave a face\r\n  onFaceEnter: ((normal: THREE.Vector3) => void) | undefined\r\n  // Called the box is reshaped\r\n  onBoxStretch: ((box: THREE.Box3) => void) | undefined\r\n  // Called when the user is done reshaping the box\r\n  onBoxConfirm: ((box: THREE.Box3) => void) | undefined\r\n\r\n  constructor (viewer: Viewer, cube: THREE.Object3D, box: THREE.Box3) {\r\n    this.viewer = viewer\r\n    this.cube = cube\r\n    this.sharedBox = box\r\n  }\r\n\r\n  private reg = (\r\n    // eslint-disable-next-line no-undef\r\n    handler: HTMLElement | Window,\r\n    type: string,\r\n    listener: (event: any) => void\r\n  ) => {\r\n    handler.addEventListener(type, listener)\r\n    this.unregisters.push(() => handler.removeEventListener(type, listener))\r\n  }\r\n\r\n  register () {\r\n    if (this.unregister.length > 0) return\r\n    const canvas = this.viewer.viewport.canvas\r\n    this.reg(window, 'keydown', this.onKey.bind(this))\r\n    this.reg(window, 'keyup', this.onKey.bind(this))\r\n\r\n    this.reg(canvas, 'pointerdown', this.onMouseDown.bind(this))\r\n    this.reg(canvas, 'pointermove', this.onMouseMove.bind(this))\r\n    this.reg(canvas, 'pointerup', this.onMouseUp.bind(this))\r\n  }\r\n\r\n  capturePointer (pointerId: number) {\r\n    this.releasePointer()\r\n    this.viewer.viewport.canvas.setPointerCapture(pointerId)\r\n    this.capturedId = pointerId\r\n  }\r\n\r\n  releasePointer () {\r\n    if (this.capturedId === undefined) return\r\n    this.viewer.viewport.canvas.releasePointerCapture(this.capturedId)\r\n    this.capturedId = undefined\r\n  }\r\n\r\n  unregister () {\r\n    this.ctrlDown = false\r\n    this.mouseDown = false\r\n    this.releasePointer()\r\n    this.viewer.inputs.registerAll()\r\n    this.unregisters.forEach((unreg) => unreg())\r\n    this.unregisters.length = 0\r\n  }\r\n\r\n  onKey (event: KeyboardEvent) {\r\n    if (this.ctrlDown !== event.ctrlKey) {\r\n      this.ctrlDown = event.ctrlKey\r\n      this.onMouseMove(this.lastMouse)\r\n    }\r\n  }\r\n\r\n  onMouseMove (event: PointerEvent) {\r\n    this.lastMouse = event\r\n    if (this.mouseDown) {\r\n      this.onDrag(event)\r\n      return\r\n    }\r\n\r\n    const hits = this.raycast(\r\n      new THREE.Vector2(event.offsetX, event.offsetY),\r\n      this.ctrlDown\r\n    )\r\n    const hit = hits?.[0]\r\n    const norm = hit?.face?.normal\r\n    if (!norm) {\r\n      if (\r\n        this.faceNormal.x !== 0 ||\r\n        this.faceNormal.y !== 0 ||\r\n        this.faceNormal.z !== 0\r\n      ) {\r\n        this.faceNormal.set(0, 0, 0)\r\n        this.onFaceEnter?.(this.faceNormal)\r\n      }\r\n      return\r\n    }\r\n\r\n    if (this.faceNormal.equals(norm)) {\r\n      return\r\n    }\r\n\r\n    this.faceNormal = norm\r\n    this.onFaceEnter?.(this.faceNormal)\r\n  }\r\n\r\n  onMouseUp (event: PointerEvent) {\r\n    this.releasePointer()\r\n    if (this.mouseDown) {\r\n      this.mouseDown = false\r\n      this.viewer.inputs.registerAll()\r\n      if (event.pointerType === 'mouse') {\r\n        this.onMouseMove(event)\r\n      } else {\r\n        this.faceNormal = new THREE.Vector3()\r\n        this.onFaceEnter?.(this.faceNormal)\r\n      }\r\n      this.onBoxConfirm?.(this.sharedBox)\r\n    }\r\n  }\r\n\r\n  onMouseDown (event: PointerEvent) {\r\n    const hits = this.raycast(\r\n      new THREE.Vector2(event.offsetX, event.offsetY),\r\n      this.ctrlDown\r\n    )\r\n    const hit = hits?.[0]\r\n    if (!hit?.face?.normal) return\r\n\r\n    this.capturePointer(event.pointerId)\r\n\r\n    this.lastBox.copy(this.sharedBox)\r\n    this.faceNormal = hit.face.normal\r\n    this.dragOrigin.copy(hit.point)\r\n    const dist = hit.point.clone().dot(this.viewer.camera.forward)\r\n\r\n    this.dragpPlane.set(this.viewer.camera.forward, -dist)\r\n    this.mouseDown = true\r\n    this.viewer.inputs.unregisterAll()\r\n    this.onFaceEnter?.(this.faceNormal)\r\n  }\r\n\r\n  onDrag (event: any) {\r\n    this.raycaster = this.viewer.raycaster.fromPoint2(\r\n      new THREE.Vector2(event.offsetX, event.offsetY),\r\n      this.raycaster\r\n    )\r\n    // We get the mouse raycast intersection on the drag plane.\r\n    const point =\r\n      this.raycaster.ray.intersectPlane(this.dragpPlane, new THREE.Vector3()) ??\r\n      this.dragOrigin.clone()\r\n\r\n    // We compute the normal-aligned component of the delta between current drag point and origin drag point.\r\n    const delta = point.sub(this.dragOrigin)\r\n    const amount = delta.dot(this.faceNormal)\r\n    const box = this.stretch(this.faceNormal, amount)\r\n    this.onBoxStretch?.(box)\r\n  }\r\n\r\n  stretch (normal: THREE.Vector3, amount: number) {\r\n    const result = this.sharedBox.clone()\r\n    if (normal.x > 0.1) {\r\n      result.max.setX(Math.max(this.lastBox.max.x + amount, result.min.x - 1))\r\n    }\r\n    if (normal.x < -0.1) {\r\n      result.min.setX(Math.min(this.lastBox.min.x - amount, result.max.x + 1))\r\n    }\r\n\r\n    if (normal.y > 0.1) {\r\n      result.max.setY(Math.max(this.lastBox.max.y + amount, result.min.y - 1))\r\n    }\r\n    if (normal.y < -0.1) {\r\n      result.min.setY(Math.min(this.lastBox.min.y - amount, result.max.y + 1))\r\n    }\r\n\r\n    if (normal.z > 0.1) {\r\n      result.max.setZ(Math.max(this.lastBox.max.z + amount, result.min.z - 1))\r\n    }\r\n    if (normal.z < -0.1) {\r\n      result.min.setZ(Math.min(this.lastBox.min.z - amount, result.max.z + 1))\r\n    }\r\n    return result\r\n  }\r\n\r\n  raycast (position: THREE.Vector2, reverse: boolean) {\r\n    this.raycaster = this.viewer.raycaster.fromPoint2(position, this.raycaster)\r\n    if (reverse) {\r\n      this.raycaster.ray.set(\r\n        this.raycaster.ray.origin.clone().add(this.raycaster.ray.direction.clone().multiplyScalar(this.viewer.settings.camera.far)),\r\n        this.raycaster.ray.direction.negate())\r\n    }\r\n    return this.raycaster.intersectObject(this.cube)\r\n  }\r\n}\r\n","/**\r\n @module viw-webgl-viewer/gizmos/sectionBox\r\n*/\r\n\r\nimport { Viewer } from '../../viewer'\r\nimport * as THREE from 'three'\r\nimport { BoxMesh, BoxOutline, BoxHighlight } from './sectionBoxGizmo'\r\nimport { BoxInputs } from './sectionBoxInputs'\r\nimport { SignalDispatcher } from 'ste-signals'\r\nimport { SimpleEventDispatcher } from 'ste-simple-events'\r\n\r\n/**\r\n * Gizmo for section box, serving as a proxy between the renderer and the user.\r\n */\r\nexport class SectionBox {\r\n  // dependencies\r\n  private _viewer: Viewer\r\n\r\n  // resources\r\n  private _inputs: BoxInputs\r\n  private _cube: BoxMesh\r\n  private _outline: BoxOutline\r\n  private _highlight: BoxHighlight\r\n\r\n  // State\r\n  private _normal: THREE.Vector3\r\n  private _clip: boolean | undefined = undefined\r\n  private _visible: boolean | undefined = undefined\r\n  private _interactive: boolean | undefined = undefined\r\n\r\n  private _onStateChanged = new SignalDispatcher()\r\n  private _onBoxConfirm = new SimpleEventDispatcher<THREE.Box3>()\r\n  private _onHover = new SimpleEventDispatcher<boolean>()\r\n\r\n  /**\r\n   * Signal dispatched when clip, show, or interactive are updated.\r\n   */\r\n  get onStateChanged () {\r\n    return this._onStateChanged.asEvent()\r\n  }\r\n\r\n  /**\r\n   * Signal dispatched when user is done manipulating the box.\r\n   */\r\n  get onBoxConfirm () {\r\n    return this._onBoxConfirm.asEvent()\r\n  }\r\n\r\n  /**\r\n   * Signal dispatched with true when pointer enters box and false when pointer leaves.\r\n   */\r\n  get onHover () {\r\n    return this._onHover.asEvent()\r\n  }\r\n\r\n  private get renderer () {\r\n    return this._viewer.renderer\r\n  }\r\n\r\n  private get section () {\r\n    return this._viewer.renderer.section\r\n  }\r\n\r\n  constructor (viewer: Viewer) {\r\n    this._viewer = viewer\r\n\r\n    this._normal = new THREE.Vector3()\r\n\r\n    this._cube = new BoxMesh()\r\n    this._outline = new BoxOutline()\r\n    this._highlight = new BoxHighlight()\r\n\r\n    this.renderer.add(this._cube)\r\n    this.renderer.add(this._outline)\r\n    this.renderer.add(this._highlight)\r\n\r\n    this._inputs = new BoxInputs(\r\n      viewer,\r\n      this._cube,\r\n      this._viewer.renderer.section.box\r\n    )\r\n    this._inputs.onFaceEnter = (normal) => {\r\n      this._normal = normal\r\n      if (this.visible) this._highlight.highlight(this.section.box, normal)\r\n      this._onHover.dispatch(normal.x !== 0 || normal.y !== 0 || normal.z !== 0)\r\n      this.renderer.needsUpdate = true\r\n    }\r\n\r\n    this._inputs.onBoxStretch = (box) => {\r\n      this.renderer.section.fitBox(box)\r\n      this.update()\r\n    }\r\n    this._inputs.onBoxConfirm = (box) => this._onBoxConfirm.dispatch(box)\r\n\r\n    this.clip = false\r\n    this.visible = false\r\n    this.interactive = false\r\n    this.update()\r\n  }\r\n\r\n  /**\r\n   * Section bounding box, to update the box use fitBox.\r\n   */\r\n  get box () {\r\n    return this.section.box\r\n  }\r\n\r\n  /**\r\n   * Determines whether the section gizmo will section the model with clipping planes.\r\n   */\r\n  get clip () {\r\n    return this._clip ?? false\r\n  }\r\n\r\n  set clip (value: boolean) {\r\n    if (value === this._clip) return\r\n    this._clip = value\r\n    this.renderer.section.active = value\r\n    this._onStateChanged.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Determines whether the gizmo reacts to user inputs.\r\n   */\r\n  get interactive () {\r\n    return this._interactive ?? false\r\n  }\r\n\r\n  set interactive (value: boolean) {\r\n    if (value === this._interactive) return\r\n    if (!this._interactive && value) this._inputs.register()\r\n    if (this._interactive && !value) this._inputs.unregister()\r\n    this._interactive = value\r\n    this._highlight.visible = false\r\n    this.renderer.needsUpdate = true\r\n    this._onStateChanged.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Determines whether the gizmo will be rendered.\r\n   */\r\n  get visible () {\r\n    return this._visible ?? false\r\n  }\r\n\r\n  set visible (value: boolean) {\r\n    if (value === this._visible) return\r\n    this._visible = value\r\n    this._cube.visible = value\r\n    this._outline.visible = value\r\n    this._highlight.visible = value\r\n    if (value) this.update()\r\n    this.renderer.needsUpdate = true\r\n    this._onStateChanged.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Sets the section gizmo size to match the given box.\r\n   * @param {THREE.Box3} box - The box to match the section gizmo size to.\r\n   * @param {number} [padding=1] - The padding to apply to the box.\r\n   */\r\n  public fitBox (box: THREE.Box3, padding = 1) {\r\n    if (!box) return\r\n    const b = box.expandByScalar(padding)\r\n    this._cube.fitBox(b)\r\n    this._outline.fitBox(b)\r\n    this.renderer.section.fitBox(b)\r\n    this._onBoxConfirm.dispatch(this.box)\r\n    this.renderer.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * Call this if there were direct changes to renderer.section\r\n   */\r\n  update () {\r\n    this.fitBox(this.section.box, 0)\r\n    this._highlight.highlight(this.section.box, this._normal)\r\n    this.renderer.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * Removes gizmo from rendering and inputs and dispose all resources.\r\n   */\r\n  dispose () {\r\n    this.renderer.remove(this._cube)\r\n    this.renderer.remove(this._outline)\r\n    this.renderer.remove(this._highlight)\r\n\r\n    this._inputs.unregister()\r\n    this._cube.dispose()\r\n    this._outline.dispose()\r\n    this._highlight.dispose()\r\n  }\r\n}\r\n","import { Viewer } from '../viewer'\r\nimport { GizmoAxes } from './axes/gizmoAxes'\r\nimport { GizmoLoading } from './gizmoLoading'\r\nimport { GizmoOrbit } from './gizmoOrbit'\r\nimport { GizmoRectangle } from './gizmoRectangle'\r\nimport { IMeasure, Measure } from './measure/measure'\r\nimport { SectionBox } from './sectionBox/sectionBox'\r\nimport { GizmoMarkers } from './markers/gizmoMarkers'\r\nimport { Camera } from '../camera/camera'\r\n\r\n/**\r\n * Represents a collection of gizmos used for various visualization and interaction purposes within the viewer.\r\n */\r\nexport class Gizmos {\r\n  private readonly viewer: Viewer\r\n\r\n  /**\r\n   * The interface to start and manage measure tool interaction.\r\n   */\r\n  get measure () {\r\n    return this._measure as IMeasure\r\n  }\r\n\r\n  private readonly _measure: Measure\r\n\r\n  /**\r\n   * The section box gizmo.\r\n   */\r\n  readonly section: SectionBox\r\n\r\n  /**\r\n   * The loading indicator gizmo.\r\n   */\r\n  readonly loading: GizmoLoading\r\n\r\n  /**\r\n   * The camera orbit target gizmo.\r\n   */\r\n  readonly orbit: GizmoOrbit\r\n\r\n  /**\r\n   * Rectangle Gizmo used for rectangle selection.\r\n   */\r\n  readonly rectangle: GizmoRectangle\r\n\r\n  /**\r\n   * The axis gizmos of the viewer.\r\n   */\r\n  readonly axes: GizmoAxes\r\n\r\n  /**\r\n   * The interface for adding and managing sprite markers in the scene.\r\n   */\r\n  readonly markers: GizmoMarkers\r\n\r\n  constructor (viewer: Viewer, camera : Camera) {\r\n    this.viewer = viewer\r\n    this._measure = new Measure(viewer)\r\n    this.section = new SectionBox(viewer)\r\n    this.loading = new GizmoLoading(viewer)\r\n    this.orbit = new GizmoOrbit(\r\n      viewer.renderer,\r\n      camera,\r\n      viewer.inputs,\r\n      viewer.settings\r\n    )\r\n    this.rectangle = new GizmoRectangle(viewer)\r\n    this.axes = new GizmoAxes(camera, viewer.viewport, viewer.settings.axes)\r\n    this.markers = new GizmoMarkers(viewer)\r\n    viewer.viewport.canvas.parentElement?.prepend(this.axes.canvas)\r\n  }\r\n\r\n  updateAfterCamera () {\r\n    this.axes.update()\r\n  }\r\n\r\n  /**\r\n   * Disposes of all gizmos.\r\n   */\r\n  dispose () {\r\n    this.viewer.viewport.canvas.parentElement?.removeChild(this.axes.canvas)\r\n    this._measure.clear()\r\n    this.section.dispose()\r\n    this.loading.dispose()\r\n    this.orbit.dispose()\r\n    this.rectangle.dispose()\r\n    this.axes.dispose()\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/rendering\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { ViewerMaterials } from '../../vim-loader/materials/viewerMaterials'\r\nimport { Renderer } from './renderer'\r\n\r\n/**\r\n * Manages a section box from renderer clipping planes\r\n */\r\nexport class RenderingSection {\r\n  private _renderer: Renderer\r\n\r\n  private _materials: ViewerMaterials\r\n  private _active: boolean = true\r\n\r\n  /**\r\n   * Current section box. To update the box use fitbox.\r\n   */\r\n  readonly box: THREE.Box3 = new THREE.Box3(\r\n    new THREE.Vector3(-100, -100, -100),\r\n    new THREE.Vector3(100, 100, 100)\r\n  )\r\n\r\n  private maxX: THREE.Plane = new THREE.Plane(new THREE.Vector3(-1, 0, 0))\r\n  private minX: THREE.Plane = new THREE.Plane(new THREE.Vector3(1, 0, 0))\r\n  private maxY: THREE.Plane = new THREE.Plane(new THREE.Vector3(0, -1, 0))\r\n  private minY: THREE.Plane = new THREE.Plane(new THREE.Vector3(0, 1, 0))\r\n  private maxZ: THREE.Plane = new THREE.Plane(new THREE.Vector3(0, 0, -1))\r\n  private minZ: THREE.Plane = new THREE.Plane(new THREE.Vector3(0, 0, 1))\r\n  private planes: THREE.Plane[] = [\r\n    this.maxX,\r\n    this.minX,\r\n    this.maxY,\r\n    this.minY,\r\n    this.maxZ,\r\n    this.minZ\r\n  ]\r\n\r\n  constructor (renderer: Renderer, materials: ViewerMaterials) {\r\n    this._renderer = renderer\r\n    this._materials = materials\r\n  }\r\n\r\n  /**\r\n   * Resizes the section box to match the dimensions of the provided bounding box.\r\n   * @param box The bounding box to match the section box to.\r\n   */\r\n  fitBox (box: THREE.Box3) {\r\n    this.maxX.constant = box.max.x\r\n    this.minX.constant = -box.min.x\r\n    this.maxY.constant = box.max.y\r\n    this.minY.constant = -box.min.y\r\n    this.maxZ.constant = box.max.z\r\n    this.minZ.constant = -box.min.z\r\n    this.box.copy(box)\r\n    this._renderer.needsUpdate = true\r\n    this._renderer.skipAntialias = true\r\n  }\r\n\r\n  /**\r\n   * Determines whether objecets outside the section box will be culled or not.\r\n   */\r\n  set active (value: boolean) {\r\n    this._materials.clippingPlanes = this.planes\r\n    this._renderer.renderer.localClippingEnabled = value\r\n    this._active = value\r\n    this._renderer.needsUpdate = true\r\n  }\r\n\r\n  get active () {\r\n    return this._active\r\n  }\r\n}\r\n","/**\n * Full-screen textured quad shader\n */\n\nconst CopyShader = {\n\n\tuniforms: {\n\n\t\t'tDiffuse': { value: null },\n\t\t'opacity': { value: 1.0 }\n\n\t},\n\n\tvertexShader: /* glsl */`\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n\tfragmentShader: /* glsl */`\n\n\t\tuniform float opacity;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = texture2D( tDiffuse, vUv );\n\t\t\tgl_FragColor.a *= opacity;\n\n\n\t\t}`\n\n};\n\nexport { CopyShader };\n","import {\n\tBufferGeometry,\n\tFloat32BufferAttribute,\n\tOrthographicCamera,\n\tMesh\n} from 'three';\n\nclass Pass {\n\n\tconstructor() {\n\n\t\t// if set to true, the pass is processed by the composer\n\t\tthis.enabled = true;\n\n\t\t// if set to true, the pass indicates to swap read and write buffer after rendering\n\t\tthis.needsSwap = true;\n\n\t\t// if set to true, the pass clears its buffer before rendering\n\t\tthis.clear = false;\n\n\t\t// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n\t\tthis.renderToScreen = false;\n\n\t}\n\n\tsetSize( /* width, height */ ) {}\n\n\trender( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {\n\n\t\tconsole.error( 'THREE.Pass: .render() must be implemented in derived pass.' );\n\n\t}\n\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\n\nconst _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );\n\n// https://github.com/mrdoob/three.js/pull/21358\n\nconst _geometry = new BufferGeometry();\n_geometry.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );\n_geometry.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );\n\nclass FullScreenQuad {\n\n\tconstructor( material ) {\n\n\t\tthis._mesh = new Mesh( _geometry, material );\n\n\t}\n\n\tdispose() {\n\n\t\tthis._mesh.geometry.dispose();\n\n\t}\n\n\trender( renderer ) {\n\n\t\trenderer.render( this._mesh, _camera );\n\n\t}\n\n\tget material() {\n\n\t\treturn this._mesh.material;\n\n\t}\n\n\tset material( value ) {\n\n\t\tthis._mesh.material = value;\n\n\t}\n\n}\n\nexport { Pass, FullScreenQuad };\n","import {\n\tShaderMaterial,\n\tUniformsUtils\n} from 'three';\nimport { Pass, FullScreenQuad } from './Pass.js';\n\nclass ShaderPass extends Pass {\n\n\tconstructor( shader, textureID ) {\n\n\t\tsuper();\n\n\t\tthis.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';\n\n\t\tif ( shader instanceof ShaderMaterial ) {\n\n\t\t\tthis.uniforms = shader.uniforms;\n\n\t\t\tthis.material = shader;\n\n\t\t} else if ( shader ) {\n\n\t\t\tthis.uniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t\tthis.material = new ShaderMaterial( {\n\n\t\t\t\tdefines: Object.assign( {}, shader.defines ),\n\t\t\t\tuniforms: this.uniforms,\n\t\t\t\tvertexShader: shader.vertexShader,\n\t\t\t\tfragmentShader: shader.fragmentShader\n\n\t\t\t} );\n\n\t\t}\n\n\t\tthis.fsQuad = new FullScreenQuad( this.material );\n\n\t}\n\n\trender( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {\n\n\t\tif ( this.uniforms[ this.textureID ] ) {\n\n\t\t\tthis.uniforms[ this.textureID ].value = readBuffer.texture;\n\n\t\t}\n\n\t\tthis.fsQuad.material = this.material;\n\n\t\tif ( this.renderToScreen ) {\n\n\t\t\trenderer.setRenderTarget( null );\n\t\t\tthis.fsQuad.render( renderer );\n\n\t\t} else {\n\n\t\t\trenderer.setRenderTarget( writeBuffer );\n\t\t\t// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n\t\t\tif ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\t\t\tthis.fsQuad.render( renderer );\n\n\t\t}\n\n\t}\n\n}\n\nexport { ShaderPass };\n","import { Pass } from './Pass.js';\n\nclass MaskPass extends Pass {\n\n\tconstructor( scene, camera ) {\n\n\t\tsuper();\n\n\t\tthis.scene = scene;\n\t\tthis.camera = camera;\n\n\t\tthis.clear = true;\n\t\tthis.needsSwap = false;\n\n\t\tthis.inverse = false;\n\n\t}\n\n\trender( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {\n\n\t\tconst context = renderer.getContext();\n\t\tconst state = renderer.state;\n\n\t\t// don't update color or depth\n\n\t\tstate.buffers.color.setMask( false );\n\t\tstate.buffers.depth.setMask( false );\n\n\t\t// lock buffers\n\n\t\tstate.buffers.color.setLocked( true );\n\t\tstate.buffers.depth.setLocked( true );\n\n\t\t// set up stencil\n\n\t\tlet writeValue, clearValue;\n\n\t\tif ( this.inverse ) {\n\n\t\t\twriteValue = 0;\n\t\t\tclearValue = 1;\n\n\t\t} else {\n\n\t\t\twriteValue = 1;\n\t\t\tclearValue = 0;\n\n\t\t}\n\n\t\tstate.buffers.stencil.setTest( true );\n\t\tstate.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );\n\t\tstate.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );\n\t\tstate.buffers.stencil.setClear( clearValue );\n\t\tstate.buffers.stencil.setLocked( true );\n\n\t\t// draw into the stencil buffer\n\n\t\trenderer.setRenderTarget( readBuffer );\n\t\tif ( this.clear ) renderer.clear();\n\t\trenderer.render( this.scene, this.camera );\n\n\t\trenderer.setRenderTarget( writeBuffer );\n\t\tif ( this.clear ) renderer.clear();\n\t\trenderer.render( this.scene, this.camera );\n\n\t\t// unlock color and depth buffer for subsequent rendering\n\n\t\tstate.buffers.color.setLocked( false );\n\t\tstate.buffers.depth.setLocked( false );\n\n\t\t// only render where stencil is set to 1\n\n\t\tstate.buffers.stencil.setLocked( false );\n\t\tstate.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1\n\t\tstate.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );\n\t\tstate.buffers.stencil.setLocked( true );\n\n\t}\n\n}\n\nclass ClearMaskPass extends Pass {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.needsSwap = false;\n\n\t}\n\n\trender( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {\n\n\t\trenderer.state.buffers.stencil.setLocked( false );\n\t\trenderer.state.buffers.stencil.setTest( false );\n\n\t}\n\n}\n\nexport { MaskPass, ClearMaskPass };\n","import {\n\tBufferGeometry,\n\tClock,\n\tFloat32BufferAttribute,\n\tMesh,\n\tOrthographicCamera,\n\tVector2,\n\tWebGLRenderTarget\n} from 'three';\nimport { CopyShader } from '../shaders/CopyShader.js';\nimport { ShaderPass } from './ShaderPass.js';\nimport { MaskPass } from './MaskPass.js';\nimport { ClearMaskPass } from './MaskPass.js';\n\nclass EffectComposer {\n\n\tconstructor( renderer, renderTarget ) {\n\n\t\tthis.renderer = renderer;\n\n\t\tif ( renderTarget === undefined ) {\n\n\t\t\tconst size = renderer.getSize( new Vector2() );\n\t\t\tthis._pixelRatio = renderer.getPixelRatio();\n\t\t\tthis._width = size.width;\n\t\t\tthis._height = size.height;\n\n\t\t\trenderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio );\n\t\t\trenderTarget.texture.name = 'EffectComposer.rt1';\n\n\t\t} else {\n\n\t\t\tthis._pixelRatio = 1;\n\t\t\tthis._width = renderTarget.width;\n\t\t\tthis._height = renderTarget.height;\n\n\t\t}\n\n\t\tthis.renderTarget1 = renderTarget;\n\t\tthis.renderTarget2 = renderTarget.clone();\n\t\tthis.renderTarget2.texture.name = 'EffectComposer.rt2';\n\n\t\tthis.writeBuffer = this.renderTarget1;\n\t\tthis.readBuffer = this.renderTarget2;\n\n\t\tthis.renderToScreen = true;\n\n\t\tthis.passes = [];\n\n\t\t// dependencies\n\n\t\tif ( CopyShader === undefined ) {\n\n\t\t\tconsole.error( 'THREE.EffectComposer relies on CopyShader' );\n\n\t\t}\n\n\t\tif ( ShaderPass === undefined ) {\n\n\t\t\tconsole.error( 'THREE.EffectComposer relies on ShaderPass' );\n\n\t\t}\n\n\t\tthis.copyPass = new ShaderPass( CopyShader );\n\n\t\tthis.clock = new Clock();\n\n\t}\n\n\tswapBuffers() {\n\n\t\tconst tmp = this.readBuffer;\n\t\tthis.readBuffer = this.writeBuffer;\n\t\tthis.writeBuffer = tmp;\n\n\t}\n\n\taddPass( pass ) {\n\n\t\tthis.passes.push( pass );\n\t\tpass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );\n\n\t}\n\n\tinsertPass( pass, index ) {\n\n\t\tthis.passes.splice( index, 0, pass );\n\t\tpass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );\n\n\t}\n\n\tremovePass( pass ) {\n\n\t\tconst index = this.passes.indexOf( pass );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tthis.passes.splice( index, 1 );\n\n\t\t}\n\n\t}\n\n\tisLastEnabledPass( passIndex ) {\n\n\t\tfor ( let i = passIndex + 1; i < this.passes.length; i ++ ) {\n\n\t\t\tif ( this.passes[ i ].enabled ) {\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\trender( deltaTime ) {\n\n\t\t// deltaTime value is in seconds\n\n\t\tif ( deltaTime === undefined ) {\n\n\t\t\tdeltaTime = this.clock.getDelta();\n\n\t\t}\n\n\t\tconst currentRenderTarget = this.renderer.getRenderTarget();\n\n\t\tlet maskActive = false;\n\n\t\tfor ( let i = 0, il = this.passes.length; i < il; i ++ ) {\n\n\t\t\tconst pass = this.passes[ i ];\n\n\t\t\tif ( pass.enabled === false ) continue;\n\n\t\t\tpass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );\n\t\t\tpass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );\n\n\t\t\tif ( pass.needsSwap ) {\n\n\t\t\t\tif ( maskActive ) {\n\n\t\t\t\t\tconst context = this.renderer.getContext();\n\t\t\t\t\tconst stencil = this.renderer.state.buffers.stencil;\n\n\t\t\t\t\t//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );\n\t\t\t\t\tstencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );\n\n\t\t\t\t\tthis.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );\n\n\t\t\t\t\t//context.stencilFunc( context.EQUAL, 1, 0xffffffff );\n\t\t\t\t\tstencil.setFunc( context.EQUAL, 1, 0xffffffff );\n\n\t\t\t\t}\n\n\t\t\t\tthis.swapBuffers();\n\n\t\t\t}\n\n\t\t\tif ( MaskPass !== undefined ) {\n\n\t\t\t\tif ( pass instanceof MaskPass ) {\n\n\t\t\t\t\tmaskActive = true;\n\n\t\t\t\t} else if ( pass instanceof ClearMaskPass ) {\n\n\t\t\t\t\tmaskActive = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.renderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n\treset( renderTarget ) {\n\n\t\tif ( renderTarget === undefined ) {\n\n\t\t\tconst size = this.renderer.getSize( new Vector2() );\n\t\t\tthis._pixelRatio = this.renderer.getPixelRatio();\n\t\t\tthis._width = size.width;\n\t\t\tthis._height = size.height;\n\n\t\t\trenderTarget = this.renderTarget1.clone();\n\t\t\trenderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );\n\n\t\t}\n\n\t\tthis.renderTarget1.dispose();\n\t\tthis.renderTarget2.dispose();\n\t\tthis.renderTarget1 = renderTarget;\n\t\tthis.renderTarget2 = renderTarget.clone();\n\n\t\tthis.writeBuffer = this.renderTarget1;\n\t\tthis.readBuffer = this.renderTarget2;\n\n\t}\n\n\tsetSize( width, height ) {\n\n\t\tthis._width = width;\n\t\tthis._height = height;\n\n\t\tconst effectiveWidth = this._width * this._pixelRatio;\n\t\tconst effectiveHeight = this._height * this._pixelRatio;\n\n\t\tthis.renderTarget1.setSize( effectiveWidth, effectiveHeight );\n\t\tthis.renderTarget2.setSize( effectiveWidth, effectiveHeight );\n\n\t\tfor ( let i = 0; i < this.passes.length; i ++ ) {\n\n\t\t\tthis.passes[ i ].setSize( effectiveWidth, effectiveHeight );\n\n\t\t}\n\n\t}\n\n\tsetPixelRatio( pixelRatio ) {\n\n\t\tthis._pixelRatio = pixelRatio;\n\n\t\tthis.setSize( this._width, this._height );\n\n\t}\n\n}\n\n\nclass Pass {\n\n\tconstructor() {\n\n\t\t// if set to true, the pass is processed by the composer\n\t\tthis.enabled = true;\n\n\t\t// if set to true, the pass indicates to swap read and write buffer after rendering\n\t\tthis.needsSwap = true;\n\n\t\t// if set to true, the pass clears its buffer before rendering\n\t\tthis.clear = false;\n\n\t\t// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n\t\tthis.renderToScreen = false;\n\n\t}\n\n\tsetSize( /* width, height */ ) {}\n\n\trender( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {\n\n\t\tconsole.error( 'THREE.Pass: .render() must be implemented in derived pass.' );\n\n\t}\n\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\n\nconst _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );\n\n// https://github.com/mrdoob/three.js/pull/21358\n\nconst _geometry = new BufferGeometry();\n_geometry.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );\n_geometry.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );\n\nclass FullScreenQuad {\n\n\tconstructor( material ) {\n\n\t\tthis._mesh = new Mesh( _geometry, material );\n\n\t}\n\n\tdispose() {\n\n\t\tthis._mesh.geometry.dispose();\n\n\t}\n\n\trender( renderer ) {\n\n\t\trenderer.render( this._mesh, _camera );\n\n\t}\n\n\tget material() {\n\n\t\treturn this._mesh.material;\n\n\t}\n\n\tset material( value ) {\n\n\t\tthis._mesh.material = value;\n\n\t}\n\n}\n\nexport { EffectComposer, Pass, FullScreenQuad };\n","import {\n\tColor\n} from 'three';\nimport { Pass } from './Pass.js';\n\nclass RenderPass extends Pass {\n\n\tconstructor( scene, camera, overrideMaterial, clearColor, clearAlpha ) {\n\n\t\tsuper();\n\n\t\tthis.scene = scene;\n\t\tthis.camera = camera;\n\n\t\tthis.overrideMaterial = overrideMaterial;\n\n\t\tthis.clearColor = clearColor;\n\t\tthis.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;\n\n\t\tthis.clear = true;\n\t\tthis.clearDepth = false;\n\t\tthis.needsSwap = false;\n\t\tthis._oldClearColor = new Color();\n\n\t}\n\n\trender( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {\n\n\t\tconst oldAutoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tlet oldClearAlpha, oldOverrideMaterial;\n\n\t\tif ( this.overrideMaterial !== undefined ) {\n\n\t\t\toldOverrideMaterial = this.scene.overrideMaterial;\n\n\t\t\tthis.scene.overrideMaterial = this.overrideMaterial;\n\n\t\t}\n\n\t\tif ( this.clearColor ) {\n\n\t\t\trenderer.getClearColor( this._oldClearColor );\n\t\t\toldClearAlpha = renderer.getClearAlpha();\n\n\t\t\trenderer.setClearColor( this.clearColor, this.clearAlpha );\n\n\t\t}\n\n\t\tif ( this.clearDepth ) {\n\n\t\t\trenderer.clearDepth();\n\n\t\t}\n\n\t\trenderer.setRenderTarget( this.renderToScreen ? null : readBuffer );\n\n\t\t// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n\t\tif ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\t\trenderer.render( this.scene, this.camera );\n\n\t\tif ( this.clearColor ) {\n\n\t\t\trenderer.setClearColor( this._oldClearColor, oldClearAlpha );\n\n\t\t}\n\n\t\tif ( this.overrideMaterial !== undefined ) {\n\n\t\t\tthis.scene.overrideMaterial = oldOverrideMaterial;\n\n\t\t}\n\n\t\trenderer.autoClear = oldAutoClear;\n\n\t}\n\n}\n\nexport { RenderPass };\n","import {\n\tAdditiveBlending,\n\tColor,\n\tShaderMaterial,\n\tUniformsUtils,\n\tWebGLRenderTarget\n} from 'three';\nimport { Pass, FullScreenQuad } from './Pass.js';\nimport { CopyShader } from '../shaders/CopyShader.js';\n\n/**\n*\n* Supersample Anti-Aliasing Render Pass\n*\n* This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.\n*\n* References: https://en.wikipedia.org/wiki/Supersampling\n*\n*/\n\nclass SSAARenderPass extends Pass {\n\n\tconstructor( scene, camera, clearColor, clearAlpha ) {\n\n\t\tsuper();\n\n\t\tthis.scene = scene;\n\t\tthis.camera = camera;\n\n\t\tthis.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.\n\t\tthis.unbiased = true;\n\n\t\t// as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.\n\t\tthis.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;\n\t\tthis.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;\n\t\tthis._oldClearColor = new Color();\n\n\t\tif ( CopyShader === undefined ) console.error( 'THREE.SSAARenderPass relies on CopyShader' );\n\n\t\tconst copyShader = CopyShader;\n\t\tthis.copyUniforms = UniformsUtils.clone( copyShader.uniforms );\n\n\t\tthis.copyMaterial = new ShaderMaterial(\t{\n\t\t\tuniforms: this.copyUniforms,\n\t\t\tvertexShader: copyShader.vertexShader,\n\t\t\tfragmentShader: copyShader.fragmentShader,\n\t\t\ttransparent: true,\n\t\t\tblending: AdditiveBlending,\n\t\t\tdepthTest: false,\n\t\t\tdepthWrite: false\n\t\t} );\n\n\t\tthis.fsQuad = new FullScreenQuad( this.copyMaterial );\n\n\t}\n\n\tdispose() {\n\n\t\tif ( this.sampleRenderTarget ) {\n\n\t\t\tthis.sampleRenderTarget.dispose();\n\t\t\tthis.sampleRenderTarget = null;\n\n\t\t}\n\n\t}\n\n\tsetSize( width, height ) {\n\n\t\tif ( this.sampleRenderTarget )\tthis.sampleRenderTarget.setSize( width, height );\n\n\t}\n\n\trender( renderer, writeBuffer, readBuffer ) {\n\n\t\tif ( ! this.sampleRenderTarget ) {\n\n\t\t\tthis.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height );\n\t\t\tthis.sampleRenderTarget.texture.name = 'SSAARenderPass.sample';\n\n\t\t}\n\n\t\tconst jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];\n\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\trenderer.getClearColor( this._oldClearColor );\n\t\tconst oldClearAlpha = renderer.getClearAlpha();\n\n\t\tconst baseSampleWeight = 1.0 / jitterOffsets.length;\n\t\tconst roundingRange = 1 / 32;\n\t\tthis.copyUniforms[ 'tDiffuse' ].value = this.sampleRenderTarget.texture;\n\n\t\tconst viewOffset = {\n\n\t\t\tfullWidth: readBuffer.width,\n\t\t\tfullHeight: readBuffer.height,\n\t\t\toffsetX: 0,\n\t\t\toffsetY: 0,\n\t\t\twidth: readBuffer.width,\n\t\t\theight: readBuffer.height\n\n\t\t};\n\n\t\tconst originalViewOffset = Object.assign( {}, this.camera.view );\n\n\t\tif ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );\n\n\t\t// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.\n\t\tfor ( let i = 0; i < jitterOffsets.length; i ++ ) {\n\n\t\t\tconst jitterOffset = jitterOffsets[ i ];\n\n\t\t\tif ( this.camera.setViewOffset ) {\n\n\t\t\t\tthis.camera.setViewOffset(\n\n\t\t\t\t\tviewOffset.fullWidth, viewOffset.fullHeight,\n\n\t\t\t\t\tviewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16\n\n\t\t\t\t\tviewOffset.width, viewOffset.height\n\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tlet sampleWeight = baseSampleWeight;\n\n\t\t\tif ( this.unbiased ) {\n\n\t\t\t\t// the theory is that equal weights for each sample lead to an accumulation of rounding errors.\n\t\t\t\t// The following equation varies the sampleWeight per sample so that it is uniformly distributed\n\t\t\t\t// across a range of values whose rounding errors cancel each other out.\n\n\t\t\t\tconst uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );\n\t\t\t\tsampleWeight += roundingRange * uniformCenteredDistribution;\n\n\t\t\t}\n\n\t\t\tthis.copyUniforms[ 'opacity' ].value = sampleWeight;\n\t\t\trenderer.setClearColor( this.clearColor, this.clearAlpha );\n\t\t\trenderer.setRenderTarget( this.sampleRenderTarget );\n\t\t\trenderer.clear();\n\t\t\trenderer.render( this.scene, this.camera );\n\n\t\t\trenderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );\n\n\t\t\tif ( i === 0 ) {\n\n\t\t\t\trenderer.setClearColor( 0x000000, 0.0 );\n\t\t\t\trenderer.clear();\n\n\t\t\t}\n\n\t\t\tthis.fsQuad.render( renderer );\n\n\t\t}\n\n\t\tif ( this.camera.setViewOffset && originalViewOffset.enabled ) {\n\n\t\t\tthis.camera.setViewOffset(\n\n\t\t\t\toriginalViewOffset.fullWidth, originalViewOffset.fullHeight,\n\n\t\t\t\toriginalViewOffset.offsetX, originalViewOffset.offsetY,\n\n\t\t\t\toriginalViewOffset.width, originalViewOffset.height\n\n\t\t\t);\n\n\t\t} else if ( this.camera.clearViewOffset ) {\n\n\t\t\tthis.camera.clearViewOffset();\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\t\trenderer.setClearColor( this._oldClearColor, oldClearAlpha );\n\n\t}\n\n}\n\n\n// These jitter vectors are specified in integers because it is easier.\n// I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)\n// before being used, thus these integers need to be scaled by 1/16.\n//\n// Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396\nconst _JitterVectors = [\n\t[\n\t\t[ 0, 0 ]\n\t],\n\t[\n\t\t[ 4, 4 ], [ - 4, - 4 ]\n\t],\n\t[\n\t\t[ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]\n\t],\n\t[\n\t\t[ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],\n\t\t[ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]\n\t],\n\t[\n\t\t[ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],\n\t\t[ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],\n\t\t[ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],\n\t\t[ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]\n\t],\n\t[\n\t\t[ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],\n\t\t[ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],\n\t\t[ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],\n\t\t[ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],\n\t\t[ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],\n\t\t[ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],\n\t\t[ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],\n\t\t[ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]\n\t]\n];\n\nexport { SSAARenderPass };\n","import {\n\tVector2\n} from 'three';\n\n/**\n * NVIDIA FXAA by Timothy Lottes\n * https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf\n * - WebGL port by @supereggbert\n * http://www.glge.org/demos/fxaa/\n * Further improved by Daniel Sturk\n */\n\nconst FXAAShader = {\n\n\tuniforms: {\n\n\t\t'tDiffuse': { value: null },\n\t\t'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }\n\n\t},\n\n\tvertexShader: /* glsl */`\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n\tfragmentShader: `\n\tprecision highp float;\n\n\tuniform sampler2D tDiffuse;\n\n\tuniform vec2 resolution;\n\n\tvarying vec2 vUv;\n\n\t// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)\n\n\t//----------------------------------------------------------------------------------\n\t// File:        es3-kepler\\FXAA\\assets\\shaders/FXAA_DefaultES.frag\n\t// SDK Version: v3.00\n\t// Email:       gameworks@nvidia.com\n\t// Site:        http://developer.nvidia.com/\n\t//\n\t// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.\n\t//\n\t// Redistribution and use in source and binary forms, with or without\n\t// modification, are permitted provided that the following conditions\n\t// are met:\n\t//  * Redistributions of source code must retain the above copyright\n\t//    notice, this list of conditions and the following disclaimer.\n\t//  * Redistributions in binary form must reproduce the above copyright\n\t//    notice, this list of conditions and the following disclaimer in the\n\t//    documentation and/or other materials provided with the distribution.\n\t//  * Neither the name of NVIDIA CORPORATION nor the names of its\n\t//    contributors may be used to endorse or promote products derived\n\t//    from this software without specific prior written permission.\n\t//\n\t// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY\n\t// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n\t// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR\n\t// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR\n\t// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\t// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,\n\t// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR\n\t// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY\n\t// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n\t// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n\t// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\t//\n\t//----------------------------------------------------------------------------------\n\n\t#ifndef FXAA_DISCARD\n\t\t\t//\n\t\t\t// Only valid for PC OpenGL currently.\n\t\t\t// Probably will not work when FXAA_GREEN_AS_LUMA = 1.\n\t\t\t//\n\t\t\t// 1 = Use discard on pixels which don't need AA.\n\t\t\t//     For APIs which enable concurrent TEX+ROP from same surface.\n\t\t\t// 0 = Return unchanged color on pixels which don't need AA.\n\t\t\t//\n\t\t\t#define FXAA_DISCARD 0\n\t#endif\n\n\t/*--------------------------------------------------------------------------*/\n\t#define FxaaTexTop(t, p) texture2D(t, p, -100.0)\n\t#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)\n\t/*--------------------------------------------------------------------------*/\n\n\t#define NUM_SAMPLES 5\n\n\t// assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha\n\tfloat contrast( vec4 a, vec4 b ) {\n\t\t\tvec4 diff = abs( a - b );\n\t\t\treturn max( max( max( diff.r, diff.g ), diff.b ), diff.a );\n\t}\n\n\t/*============================================================================\n\n\t\t\t\t\t\t\t\t\tFXAA3 QUALITY - PC\n\n\t============================================================================*/\n\n\t/*--------------------------------------------------------------------------*/\n\tvec4 FxaaPixelShader(\n\t\t\tvec2 posM,\n\t\t\tsampler2D tex,\n\t\t\tvec2 fxaaQualityRcpFrame,\n\t\t\tfloat fxaaQualityEdgeThreshold,\n\t\t\tfloat fxaaQualityinvEdgeThreshold\n\t) {\n\t\t\tvec4 rgbaM = FxaaTexTop(tex, posM);\n\t\t\tvec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);\n\t\t\tvec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);\n\t\t\tvec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);\n\t\t\tvec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);\n\t\t\t// . S .\n\t\t\t// W M E\n\t\t\t// . N .\n\n\t\t\tbool earlyExit = max( max( max(\n\t\t\t\t\tcontrast( rgbaM, rgbaN ),\n\t\t\t\t\tcontrast( rgbaM, rgbaS ) ),\n\t\t\t\t\tcontrast( rgbaM, rgbaE ) ),\n\t\t\t\t\tcontrast( rgbaM, rgbaW ) )\n\t\t\t\t\t< fxaaQualityEdgeThreshold;\n\t\t\t// . 0 .\n\t\t\t// 0 0 0\n\t\t\t// . 0 .\n\n\t\t\t#if (FXAA_DISCARD == 1)\n\t\t\t\t\tif(earlyExit) FxaaDiscard;\n\t\t\t#else\n\t\t\t\t\tif(earlyExit) return rgbaM;\n\t\t\t#endif\n\n\t\t\tfloat contrastN = contrast( rgbaM, rgbaN );\n\t\t\tfloat contrastS = contrast( rgbaM, rgbaS );\n\t\t\tfloat contrastE = contrast( rgbaM, rgbaE );\n\t\t\tfloat contrastW = contrast( rgbaM, rgbaW );\n\n\t\t\tfloat relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );\n\t\t\trelativeVContrast *= fxaaQualityinvEdgeThreshold;\n\n\t\t\tbool horzSpan = relativeVContrast > 0.;\n\t\t\t// . 1 .\n\t\t\t// 0 0 0\n\t\t\t// . 1 .\n\n\t\t\t// 45 deg edge detection and corners of objects, aka V/H contrast is too similar\n\t\t\tif( abs( relativeVContrast ) < .3 ) {\n\t\t\t\t\t// locate the edge\n\t\t\t\t\tvec2 dirToEdge;\n\t\t\t\t\tdirToEdge.x = contrastE > contrastW ? 1. : -1.;\n\t\t\t\t\tdirToEdge.y = contrastS > contrastN ? 1. : -1.;\n\t\t\t\t\t// . 2 .      . 1 .\n\t\t\t\t\t// 1 0 2  ~=  0 0 1\n\t\t\t\t\t// . 1 .      . 0 .\n\n\t\t\t\t\t// tap 2 pixels and see which ones are \"outside\" the edge, to\n\t\t\t\t\t// determine if the edge is vertical or horizontal\n\n\t\t\t\t\tvec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);\n\t\t\t\t\tfloat matchAlongH = contrast( rgbaM, rgbaAlongH );\n\t\t\t\t\t// . 1 .\n\t\t\t\t\t// 0 0 1\n\t\t\t\t\t// . 0 H\n\n\t\t\t\t\tvec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);\n\t\t\t\t\tfloat matchAlongV = contrast( rgbaM, rgbaAlongV );\n\t\t\t\t\t// V 1 .\n\t\t\t\t\t// 0 0 1\n\t\t\t\t\t// . 0 .\n\n\t\t\t\t\trelativeVContrast = matchAlongV - matchAlongH;\n\t\t\t\t\trelativeVContrast *= fxaaQualityinvEdgeThreshold;\n\n\t\t\t\t\tif( abs( relativeVContrast ) < .3 ) { // 45 deg edge\n\t\t\t\t\t\t\t// 1 1 .\n\t\t\t\t\t\t\t// 0 0 1\n\t\t\t\t\t\t\t// . 0 1\n\n\t\t\t\t\t\t\t// do a simple blur\n\t\t\t\t\t\t\treturn mix(\n\t\t\t\t\t\t\t\t\trgbaM,\n\t\t\t\t\t\t\t\t\t(rgbaN + rgbaS + rgbaE + rgbaW) * .25,\n\t\t\t\t\t\t\t\t\t.4\n\t\t\t\t\t\t\t);\n\t\t\t\t\t}\n\n\t\t\t\t\thorzSpan = relativeVContrast > 0.;\n\t\t\t}\n\n\t\t\tif(!horzSpan) rgbaN = rgbaW;\n\t\t\tif(!horzSpan) rgbaS = rgbaE;\n\t\t\t// . 0 .      1\n\t\t\t// 1 0 1  ->  0\n\t\t\t// . 0 .      1\n\n\t\t\tbool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );\n\t\t\tif(!pairN) rgbaN = rgbaS;\n\n\t\t\tvec2 offNP;\n\t\t\toffNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;\n\t\t\toffNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;\n\n\t\t\tbool doneN = false;\n\t\t\tbool doneP = false;\n\n\t\t\tfloat nDist = 0.;\n\t\t\tfloat pDist = 0.;\n\n\t\t\tvec2 posN = posM;\n\t\t\tvec2 posP = posM;\n\n\t\t\tint iterationsUsed = 0;\n\t\t\tint iterationsUsedN = 0;\n\t\t\tint iterationsUsedP = 0;\n\t\t\tfor( int i = 0; i < NUM_SAMPLES; i++ ) {\n\t\t\t\t\titerationsUsed = i;\n\n\t\t\t\t\tfloat increment = float(i + 1);\n\n\t\t\t\t\tif(!doneN) {\n\t\t\t\t\t\t\tnDist += increment;\n\t\t\t\t\t\t\tposN = posM + offNP * nDist;\n\t\t\t\t\t\t\tvec4 rgbaEndN = FxaaTexTop(tex, posN.xy);\n\t\t\t\t\t\t\tdoneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );\n\t\t\t\t\t\t\titerationsUsedN = i;\n\t\t\t\t\t}\n\n\t\t\t\t\tif(!doneP) {\n\t\t\t\t\t\t\tpDist += increment;\n\t\t\t\t\t\t\tposP = posM - offNP * pDist;\n\t\t\t\t\t\t\tvec4 rgbaEndP = FxaaTexTop(tex, posP.xy);\n\t\t\t\t\t\t\tdoneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );\n\t\t\t\t\t\t\titerationsUsedP = i;\n\t\t\t\t\t}\n\n\t\t\t\t\tif(doneN || doneP) break;\n\t\t\t}\n\n\n\t\t\tif ( !doneP && !doneN ) return rgbaM; // failed to find end of edge\n\n\t\t\tfloat dist = min(\n\t\t\t\t\tdoneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,\n\t\t\t\t\tdoneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.\n\t\t\t);\n\n\t\t\t// hacky way of reduces blurriness of mostly diagonal edges\n\t\t\t// but reduces AA quality\n\t\t\tdist = pow(dist, .5);\n\n\t\t\tdist = 1. - dist;\n\n\t\t\treturn mix(\n\t\t\t\t\trgbaM,\n\t\t\t\t\trgbaN,\n\t\t\t\t\tdist * .5\n\t\t\t);\n\t}\n\n\tvoid main() {\n\t\t\tconst float edgeDetectionQuality = .2;\n\t\t\tconst float invEdgeDetectionQuality = 1. / edgeDetectionQuality;\n\n\t\t\tgl_FragColor = FxaaPixelShader(\n\t\t\t\t\tvUv,\n\t\t\t\t\ttDiffuse,\n\t\t\t\t\tresolution,\n\t\t\t\t\tedgeDetectionQuality, // [0,1] contrast needed, otherwise early discard\n\t\t\t\t\tinvEdgeDetectionQuality\n\t\t\t);\n\n\t}\n\t`\n\n};\n\nexport { FXAAShader };\n","/**\r\n * @module viw-webgl-viewer/rendering\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { Pass, FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js'\r\nimport { OutlineMaterial } from '../../vim-loader/materials/outlineMaterial'\r\n\r\n// Follows the structure of\r\n// https://github.com/mrdoob/three.js/blob/master/examples/jsm/postprocessing/OutlinePass.js\r\n// Based on https://github.com/OmarShehata/webgl-outlines/blob/cf81030d6f2bc20e6113fbf6cfd29170064dce48/threejs/src/CustomOutlinePass.js\r\n/**\r\n * Edge detection pass on the current readbuffer depth texture.\r\n */\r\nexport class OutlinePass extends Pass {\r\n  private _fsQuad: FullScreenQuad\r\n  material: OutlineMaterial\r\n\r\n  constructor (\r\n    sceneBuffer: THREE.Texture,\r\n    camera: THREE.PerspectiveCamera | THREE.OrthographicCamera,\r\n    material?: OutlineMaterial\r\n  ) {\r\n    super()\r\n\r\n    this.material = material ?? new OutlineMaterial()\r\n    this.material.sceneBuffer = sceneBuffer\r\n    this.material.camera = camera\r\n    this._fsQuad = new FullScreenQuad(this.material.material)\r\n  }\r\n\r\n  setSize (width: number, height: number) {\r\n    this.material.resolution = new THREE.Vector2(width, height)\r\n  }\r\n\r\n  get camera () {\r\n    return this.material.camera\r\n  }\r\n\r\n  set camera (value: THREE.PerspectiveCamera | THREE.OrthographicCamera) {\r\n    this.material.camera = value\r\n  }\r\n\r\n  dispose () {\r\n    this._fsQuad.dispose()\r\n    this.material.dispose()\r\n  }\r\n\r\n  render (\r\n    renderer: THREE.WebGLRenderer,\r\n    writeBuffer: THREE.WebGLRenderTarget,\r\n    readBuffer: THREE.WebGLRenderTarget\r\n  ) {\r\n    // Turn off writing to the depth buffer\r\n    // because we need to read from it in the subsequent passes.\r\n    const depthBufferValue = writeBuffer.depthBuffer\r\n    writeBuffer.depthBuffer = false\r\n    this.material.depthBuffer = readBuffer.depthTexture\r\n\r\n    // 2. Draw the outlines using the depth texture and normal texture\r\n    // and combine it with the scene color\r\n    if (this.renderToScreen) {\r\n      // If this is the last effect, then renderToScreen is true.\r\n      // So we should render to the screen by setting target null\r\n      // Otherwise, just render into the writeBuffer that the next effect will use as its read buffer.\r\n      renderer.setRenderTarget(null)\r\n      this._fsQuad.render(renderer)\r\n    } else {\r\n      renderer.setRenderTarget(writeBuffer)\r\n      this._fsQuad.render(renderer)\r\n    }\r\n\r\n    // Reset the depthBuffer value so we continue writing to it in the next render.\r\n    writeBuffer.depthBuffer = depthBufferValue\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/rendering\r\n */\r\n\r\nimport THREE from 'three'\r\nimport { FullScreenQuad, Pass } from 'three/examples/jsm/postprocessing/Pass'\r\nimport { ViewerMaterials } from '../../vim-loader/materials/viewerMaterials'\r\nimport { MergeMaterial } from '../../vim-loader/materials/mergeMaterial'\r\n\r\n/**\r\n * Merges a source buffer into the the current write buffer.\r\n */\r\nexport class MergePass extends Pass {\r\n  private _fsQuad: FullScreenQuad\r\n  private _material: MergeMaterial\r\n\r\n  constructor (source: THREE.Texture, materials?: ViewerMaterials) {\r\n    super()\r\n\r\n    this._fsQuad = new FullScreenQuad()\r\n    this._material = materials?.merge ?? new MergeMaterial()\r\n    this._fsQuad.material = this._material.material\r\n    this._material.sourceA = source\r\n  }\r\n\r\n  dispose () {\r\n    this._fsQuad.dispose()\r\n  }\r\n\r\n  render (\r\n    renderer: THREE.WebGLRenderer,\r\n    writeBuffer: THREE.WebGLRenderTarget,\r\n    readBuffer: THREE.WebGLRenderTarget\r\n  ) {\r\n    this._material.sourceB = readBuffer.texture\r\n    // 2. Draw the outlines using the depth texture and normal texture\r\n    // and combine it with the scene color\r\n    if (this.renderToScreen) {\r\n      // If this is the last effect, then renderToScreen is true.\r\n      // So we should render to the screen by setting target null\r\n      // Otherwise, just render into the writeBuffer that the next effect will use as its read buffer.\r\n      renderer.setRenderTarget(null)\r\n      this._fsQuad.render(renderer)\r\n    } else {\r\n      renderer.setRenderTarget(writeBuffer)\r\n      this._fsQuad.render(renderer)\r\n    }\r\n  }\r\n}\r\n","/**\r\n * @module vim-loader/materials\r\n */\r\n\r\nimport * as THREE from 'three'\r\n\r\n/**\r\n * This material simply sample and returns the value at each texel position of the texture.\r\n */\r\nexport function createTransferMaterial () {\r\n  return new THREE.ShaderMaterial({\r\n    uniforms: {\r\n      source: { value: null }\r\n    },\r\n    vertexShader: `\r\n      varying vec2 vUv;\r\n      void main() {\r\n        vUv = uv;\r\n        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n      }\r\n      `,\r\n    fragmentShader: `\r\n      uniform sampler2D source;\r\n      varying vec2 vUv;\r\n      \r\n      void main() {\r\n        gl_FragColor = texture2D(source, vUv);\r\n      }\r\n      `\r\n  })\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/rendering\r\n */\r\n\r\nimport THREE from 'three'\r\nimport { FullScreenQuad, Pass } from 'three/examples/jsm/postprocessing/Pass'\r\nimport { createTransferMaterial } from '../../vim-loader/materials/transferMaterial'\r\n\r\n/**\r\n * Copies a source buffer to the current write buffer.\r\n */\r\nexport class TransferPass extends Pass {\r\n  private _fsQuad: FullScreenQuad\r\n  private _uniforms: { [uniform: string]: THREE.IUniform<any> }\r\n\r\n  constructor (sceneTexture: THREE.Texture) {\r\n    super()\r\n\r\n    this._fsQuad = new FullScreenQuad()\r\n    const mat = createTransferMaterial()\r\n    this._fsQuad.material = mat\r\n    this._uniforms = mat.uniforms\r\n    this._uniforms.source.value = sceneTexture\r\n  }\r\n\r\n  dispose () {\r\n    this._fsQuad.dispose()\r\n  }\r\n\r\n  render (\r\n    renderer: THREE.WebGLRenderer,\r\n    writeBuffer: THREE.WebGLRenderTarget,\r\n    readBuffer: THREE.WebGLRenderTarget\r\n  ) {\r\n    // 2. Draw the outlines using the depth texture and normal texture\r\n    // and combine it with the scene color\r\n    if (this.renderToScreen) {\r\n      // If this is the last effect, then renderToScreen is true.\r\n      // So we should render to the screen by setting target null\r\n      // Otherwise, just render into the writeBuffer that the next effect will use as its read buffer.\r\n      renderer.setRenderTarget(null)\r\n      this._fsQuad.render(renderer)\r\n    } else {\r\n      renderer.setRenderTarget(writeBuffer)\r\n      this._fsQuad.render(renderer)\r\n    }\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/rendering\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js'\r\nimport { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js'\r\nimport { SSAARenderPass } from 'three/examples/jsm/postprocessing/SSAARenderPass.js'\r\nimport { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js'\r\nimport { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js'\r\n\r\nimport { Viewport } from '../viewport'\r\nimport { RenderScene } from './renderScene'\r\nimport { ViewerMaterials } from '../../vim-loader/materials/viewerMaterials'\r\nimport { OutlinePass } from './outlinePass'\r\nimport { MergePass } from './mergePass'\r\nimport { TransferPass } from './transferPass'\r\nimport { Camera } from '../camera/camera'\r\n\r\n/*\r\n  *---------------------*\r\n  | Regular/SSAA Render | ---------------------------------------\r\n  *---------------------*                                       |\r\n                                                                |\r\n  *-----------------*     *----------*      *------*     *----------------*     *--------*\r\n  |Render Selection | --- | Outlines | ---  | FXAA | --- | Merge/Transfer | --- | Screen |\r\n  *-----------------*     *----------*      *------*     *----------------*     *--------*\r\n*/\r\n\r\n/**\r\n * Composer for AA and Outline effects.\r\n */\r\nexport class RenderingComposer {\r\n  private _renderer: THREE.WebGLRenderer\r\n  private _scene: RenderScene\r\n  private _materials: ViewerMaterials\r\n  private _camera: THREE.PerspectiveCamera | THREE.OrthographicCamera\r\n  private _samples: number = 4\r\n  private _size: THREE.Vector2\r\n\r\n  private _composer: EffectComposer\r\n  private _renderPass: RenderPass\r\n  private _ssaaRenderPass: SSAARenderPass\r\n  private _selectionRenderPass: RenderPass\r\n  private _transferPass: TransferPass\r\n  private _outlines: boolean\r\n  private _clock: THREE.Clock\r\n  private _nextAATime: number\r\n  onDemand: boolean\r\n\r\n  // Disposables\r\n  private _outlinePass: OutlinePass\r\n  private _fxaaPass: ShaderPass\r\n  private _mergePass: MergePass\r\n  private _outlineTarget: THREE.WebGLRenderTarget\r\n  private _sceneTarget: THREE.WebGLRenderTarget\r\n\r\n  constructor (\r\n    renderer: THREE.WebGLRenderer,\r\n    scene: RenderScene,\r\n    viewport: Viewport,\r\n    materials: ViewerMaterials,\r\n    camera: Camera\r\n  ) {\r\n    this._samples = renderer.capabilities.isWebGL2\r\n      ? 8 // ? renderer.capabilities.maxSamples until we can update three.\r\n      : 0\r\n    this._renderer = renderer\r\n    this._scene = scene\r\n    this._materials = materials\r\n    this._size = viewport.getSize()\r\n\r\n    this._camera = camera.three\r\n    this.setup()\r\n\r\n    this._clock = new THREE.Clock()\r\n  }\r\n\r\n  private setup () {\r\n    this.setupRendering()\r\n    this.setupOutline()\r\n  }\r\n\r\n  private setupRendering () {\r\n    // Create render texture\r\n    this._sceneTarget = new THREE.WebGLRenderTarget(\r\n      this._size.x,\r\n      this._size.y,\r\n      {\r\n        samples: this._samples\r\n      }\r\n    )\r\n    this._sceneTarget.texture.name = 'sceneTarget'\r\n\r\n    // Render pass when camera is moving\r\n    this._renderPass = new RenderPass(this._scene.scene, this._camera)\r\n    this._renderPass.renderToScreen = false\r\n    this._renderPass.clearColor = new THREE.Color(0x000000)\r\n    this._renderPass.clearAlpha = 0\r\n\r\n    // SSAA Render pass when camera is idle\r\n    this._ssaaRenderPass = new SSAARenderPass(\r\n      this._scene.scene,\r\n      this._camera,\r\n      new THREE.Color(0x000000),\r\n      0\r\n    )\r\n    this._ssaaRenderPass.renderToScreen = false\r\n    this._ssaaRenderPass.sampleRenderTarget = this._sceneTarget.clone()\r\n    this._ssaaRenderPass.sampleLevel = 2\r\n    this._ssaaRenderPass.unbiased = true\r\n  }\r\n\r\n  private setupOutline () {\r\n    // Create textures\r\n    this._outlineTarget = new THREE.WebGLRenderTarget(\r\n      this._size.x,\r\n      this._size.y,\r\n      {\r\n        depthTexture: new THREE.DepthTexture(this._size.x, this._size.y),\r\n        samples: this._samples\r\n      }\r\n    )\r\n    this._outlineTarget.texture.name = 'selectionTarget'\r\n    this._composer = new EffectComposer(this._renderer, this._outlineTarget)\r\n\r\n    // Render only selected objects\r\n    this._selectionRenderPass = new RenderPass(\r\n      this._scene.scene,\r\n      this._camera,\r\n      this._materials.mask\r\n    )\r\n\r\n    this._composer.addPass(this._selectionRenderPass)\r\n\r\n    // Draw Outline\r\n    this._outlinePass = new OutlinePass(\r\n      this._sceneTarget.texture,\r\n      this._camera,\r\n      this._materials.outline\r\n    )\r\n    this._composer.addPass(this._outlinePass)\r\n\r\n    // Apply FXAA\r\n    this._fxaaPass = new ShaderPass(FXAAShader)\r\n    this._composer.addPass(this._fxaaPass)\r\n\r\n    // Merge Outline with scene\r\n    this._mergePass = new MergePass(this._sceneTarget.texture, this._materials)\r\n    this._mergePass.needsSwap = false\r\n    this._composer.addPass(this._mergePass)\r\n\r\n    // When no outlines, just copy the scene to screen.\r\n    this._transferPass = new TransferPass(this._sceneTarget.texture)\r\n    this._transferPass.needsSwap = false\r\n    this._transferPass.enabled = true\r\n    this._composer.addPass(this._transferPass)\r\n  }\r\n\r\n  get outlines () {\r\n    return this._outlines\r\n  }\r\n\r\n  set outlines (value: boolean) {\r\n    this._outlines = value\r\n    this._selectionRenderPass.enabled = this.outlines\r\n    this._outlinePass.enabled = this.outlines\r\n    this._fxaaPass.enabled = this.outlines\r\n    this._mergePass.enabled = this.outlines\r\n    this._transferPass.enabled = !this.outlines\r\n  }\r\n\r\n  get camera () {\r\n    return this._camera\r\n  }\r\n\r\n  set camera (value: THREE.PerspectiveCamera | THREE.OrthographicCamera) {\r\n    this._renderPass.camera = value\r\n    this._ssaaRenderPass.camera = value\r\n    this._selectionRenderPass.camera = value\r\n    this._outlinePass.material.camera = value\r\n    this._camera = value\r\n  }\r\n\r\n  setSize (width: number, height: number) {\r\n    this._size = new THREE.Vector2(width, height)\r\n    this._sceneTarget.setSize(width, height)\r\n    this._renderPass.setSize(width, height)\r\n    this._ssaaRenderPass.setSize(width, height)\r\n    this._composer.setSize(width, height)\r\n    this._fxaaPass.uniforms.resolution.value.set(1 / width, 1 / height)\r\n  }\r\n\r\n  //\r\n  get samples () {\r\n    return this._samples\r\n  }\r\n\r\n  set samples (value: number) {\r\n    this.dispose()\r\n    this._samples = value\r\n    this.setup()\r\n  }\r\n\r\n  render (updated: boolean, antialias: boolean) {\r\n    const time = Date.now()\r\n    if (updated) {\r\n      this._nextAATime = time + 20\r\n    }\r\n\r\n    if (updated && !antialias) {\r\n      this._renderPass.render(\r\n        this._renderer,\r\n        undefined,\r\n        this._sceneTarget,\r\n        this._clock.getDelta(),\r\n        false\r\n      )\r\n      this._composer.render()\r\n    } else if (!this.onDemand || time > this._nextAATime) {\r\n      this._ssaaRenderPass.render(\r\n        this._renderer,\r\n        this._sceneTarget,\r\n        this._ssaaRenderPass.sampleRenderTarget,\r\n        this._clock.getDelta(),\r\n        false\r\n      )\r\n      this._nextAATime = Number.MAX_VALUE\r\n      this._composer.render()\r\n    }\r\n  }\r\n\r\n  dispose () {\r\n    this._sceneTarget.dispose()\r\n    this._outlineTarget.dispose()\r\n    this._outlinePass.dispose()\r\n\r\n    // Not defined in THREE 0.143.0\r\n    // this._ssaaRenderPass.dispose()\r\n    // this._fxaaPass.dispose()\r\n  }\r\n}\r\n","/**\r\n * @module viw-webgl-viewer/rendering\r\n */\r\n\r\nimport * as THREE from 'three'\r\nimport { IRenderer, Scene } from '../../vim-loader/scene'\r\nimport { Viewport } from '../viewport'\r\nimport { RenderScene } from './renderScene'\r\nimport { ViewerMaterials } from '../../vim-loader/materials/viewerMaterials'\r\nimport { CSS2DRenderer } from 'three/examples/jsm/renderers/CSS2DRenderer'\r\n\r\nimport { Camera } from '../camera/camera'\r\nimport { RenderingSection } from './renderingSection'\r\nimport { RenderingComposer } from './renderingComposer'\r\nimport { ViewerSettings } from '../settings/viewerSettings'\r\nimport { SignalDispatcher } from 'ste-signals'\r\n\r\n/**\r\n * Manages how vim objects are added and removed from the THREE.Scene to be rendered\r\n */\r\nexport class Renderer implements IRenderer {\r\n  /**\r\n   * The THREE WebGL renderer.\r\n   */\r\n  readonly renderer: THREE.WebGLRenderer\r\n\r\n  /**\r\n   * The THREE sample ui renderer\r\n   */\r\n  readonly textRenderer: CSS2DRenderer\r\n\r\n  /**\r\n   * Interface to interact with section box directly without using the gizmo.\r\n   */\r\n  readonly section: RenderingSection\r\n\r\n  /**\r\n   * Determines whether antialias will be applied to rendering or not.\r\n   */\r\n  antialias: boolean = true\r\n\r\n  private _scene: RenderScene\r\n  private _viewport: Viewport\r\n  private _camera: Camera\r\n  private _composer: RenderingComposer\r\n  private _materials: ViewerMaterials\r\n  private _renderText: boolean | undefined\r\n\r\n  private _skipAntialias: boolean\r\n\r\n  private _needsUpdate: boolean\r\n  private _onSceneUpdate = new SignalDispatcher()\r\n  private _onBoxUpdated = new SignalDispatcher()\r\n  private _sceneUpdated = false\r\n\r\n  // 3GB\r\n  private maxMemory = 3 * Math.pow(10, 9)\r\n\r\n  /**\r\n   * Indicates whether the scene needs to be re-rendered.\r\n   * Can only be set to true. Cleared on each render.\r\n   */\r\n  get needsUpdate () {\r\n    return this._needsUpdate\r\n  }\r\n\r\n  set needsUpdate (value: boolean) {\r\n    this._needsUpdate = this._needsUpdate || value\r\n  }\r\n\r\n  /**\r\n * Indicates whether the next render should skip antialiasing.\r\n * Useful for expensive operations such as the section box.\r\n * Can only be set to true. Cleared on each render.\r\n */\r\n  get skipAntialias () {\r\n    return this._skipAntialias\r\n  }\r\n\r\n  set skipAntialias (value: boolean) {\r\n    this._skipAntialias = this._skipAntialias || value\r\n  }\r\n\r\n  constructor (\r\n    scene: RenderScene,\r\n    viewport: Viewport,\r\n    materials: ViewerMaterials,\r\n    camera: Camera,\r\n    settings: ViewerSettings\r\n  ) {\r\n    this._viewport = viewport\r\n    this._scene = scene\r\n    this._materials = materials\r\n    this._camera = camera\r\n\r\n    this.renderer = new THREE.WebGLRenderer({\r\n      canvas: viewport.canvas,\r\n      antialias: true,\r\n      precision: 'highp', // 'lowp', 'mediump', 'highp'\r\n      alpha: true,\r\n      stencil: false,\r\n      powerPreference: 'high-performance',\r\n      logarithmicDepthBuffer: true\r\n    })\r\n\r\n    this.textRenderer = this._viewport.textRenderer\r\n    this.textEnabled = true\r\n\r\n    this._composer = new RenderingComposer(\r\n      this.renderer,\r\n      scene,\r\n      viewport,\r\n      materials,\r\n      camera\r\n    )\r\n    this._composer.onDemand = settings.rendering.onDemand\r\n\r\n    this.section = new RenderingSection(this, this._materials)\r\n\r\n    this.fitViewport()\r\n    this._viewport.onResize.subscribe(() => this.fitViewport())\r\n    this._camera.onSettingsChanged.sub(() => {\r\n      this._composer.camera = this._camera.three\r\n      this.needsUpdate = true\r\n    })\r\n    this._materials.onUpdate.sub(() => (this.needsUpdate = true))\r\n    this.background = settings.background.color\r\n  }\r\n\r\n  /**\r\n   * Removes all objects from rendering and disposes the WebGL context.\r\n   */\r\n  dispose () {\r\n    this.clear()\r\n\r\n    this.renderer.clear()\r\n    this.renderer.forceContextLoss()\r\n    this.renderer.dispose()\r\n    this._composer.dispose()\r\n  }\r\n\r\n  /**\r\n   * Gets or sets the background color or texture of the scene.\r\n   */\r\n  get background () {\r\n    return this._scene.scene.background\r\n  }\r\n\r\n  set background (color: THREE.Color | THREE.Texture) {\r\n    this._scene.scene.background = color\r\n    this.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * Signal dispatched at the end of each frame if the scene was updated, such as visibility changes.\r\n   */\r\n  get onSceneUpdated () {\r\n    return this._onSceneUpdate.asEvent()\r\n  }\r\n\r\n  /**\r\n   * Signal dispatched when bounding box is updated.\r\n   */\r\n  get onBoxUpdated () {\r\n    return this._onBoxUpdated.asEvent()\r\n  }\r\n\r\n  /**\r\n   * Determines whether text rendering is enabled or not.\r\n   */\r\n  get textEnabled () {\r\n    return this._renderText ?? false\r\n  }\r\n\r\n  set textEnabled (value: boolean) {\r\n    if (value === this._renderText) return\r\n    this.needsUpdate = true\r\n    this._renderText = value\r\n    this.textRenderer.domElement.style.display = value ? 'block' : 'none'\r\n  }\r\n\r\n  /**\r\n   * Returns the bounding box encompassing all rendered objects.\r\n   * @param target - Box in which to copy the result. A new instance is created if undefined.\r\n   * @returns The bounding box encompassing all rendered objects.\r\n   */\r\n  getBoundingBox (target: THREE.Box3 = new THREE.Box3()) {\r\n    return this._scene.getBoundingBox(target)\r\n  }\r\n\r\n  /**\r\n   * Updates the global rendering bounding box.\r\n   * @param box - The new bounding box.\r\n   */\r\n  updateBox (box: THREE.Box3) {\r\n    this._scene.updateBox(box)\r\n  }\r\n\r\n  /**\r\n   * Notifies that a scene was updated this frame.\r\n   */\r\n  notifySceneUpdate () {\r\n    this._sceneUpdated = true\r\n    this.needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * Renders what is in the camera's view.\r\n   */\r\n  render () {\r\n    if (this._scene.boxUpdated) {\r\n      this._onBoxUpdated.dispatch()\r\n      this._scene.boxUpdated = false\r\n    }\r\n\r\n    if (this._sceneUpdated) {\r\n      this._onSceneUpdate.dispatch()\r\n      this._sceneUpdated = false\r\n    }\r\n\r\n    this._composer.outlines = this._scene.hasOutline()\r\n    this._composer.render(\r\n      this.needsUpdate,\r\n      this.antialias && !this.skipAntialias && !this._camera.hasMoved\r\n    )\r\n\r\n    this._needsUpdate = false\r\n    this.skipAntialias = false\r\n\r\n    if (this.textEnabled && this._scene.has2dObjects()) {\r\n      this.textRenderer.render(this._scene.scene, this._camera.three)\r\n    }\r\n\r\n    this._scene.clearUpdateFlags()\r\n  }\r\n\r\n  /**\r\n   * Adds an object to be rendered.\r\n   * @param target The object or scene to add for rendering.\r\n   */\r\n  add (target: Scene | THREE.Object3D) {\r\n    if (target instanceof Scene) {\r\n      const mem = target.getMemory()\r\n      const remaining = this.maxMemory - this.estimatedMemory\r\n      if (mem > remaining) {\r\n        return false\r\n      }\r\n      target.renderer = this\r\n      this._sceneUpdated = true\r\n    }\r\n\r\n    this._scene.add(target)\r\n    this.notifySceneUpdate()\r\n    return true\r\n  }\r\n\r\n  /**\r\n   * Removes an object from rendering.\r\n   * @param target The object or scene to remove from rendering.\r\n   */\r\n  remove (target: Scene | THREE.Object3D) {\r\n    this._scene.remove(target)\r\n    this.notifySceneUpdate()\r\n  }\r\n\r\n  /**\r\n   * Clears all objects from rendering.\r\n   */\r\n  clear () {\r\n    this._scene.clear()\r\n    this._needsUpdate = true\r\n  }\r\n\r\n  /**\r\n   * Returns an estimate of the memory used by the renderer.\r\n   */\r\n  get estimatedMemory () {\r\n    return this._scene.estimatedMemory\r\n  }\r\n\r\n  /**\r\n   * Determines the target sample count on the rendering target.\r\n   * Higher number increases quality.\r\n   */\r\n  get samples () {\r\n    return this._composer.samples\r\n  }\r\n\r\n  set samples (value: number) {\r\n    this._composer.samples = value\r\n  }\r\n\r\n  private fitViewport = () => {\r\n    const size = this._viewport.getParentSize()\r\n    this.renderer.setPixelRatio(window.devicePixelRatio)\r\n    this.renderer.setSize(size.x, size.y)\r\n    this._composer.setSize(size.x, size.y)\r\n    this.textRenderer.setSize(size.x, size.y)\r\n    this.needsUpdate = true\r\n  }\r\n}\r\n","/**\r\n @module viw-webgl-viewer\r\n*/\r\n\r\nimport * as THREE from 'three'\r\n\r\n// internal\r\nimport { ViewerSettings, getViewerSettings, PartialViewerSettings } from './settings/viewerSettings'\r\nimport { Camera, ICamera } from './camera/camera'\r\nimport { Input } from './inputs/input'\r\nimport { Selection } from './selection'\r\nimport { Environment } from './environment/environment'\r\nimport { Raycaster } from './raycaster'\r\nimport { RenderScene } from './rendering/renderScene'\r\nimport { Viewport } from './viewport'\r\nimport { Gizmos } from './gizmos/gizmos'\r\n\r\n// loader\r\nimport { Renderer } from './rendering/renderer'\r\nimport { ISignal, SignalDispatcher } from 'ste-signals'\r\nimport { ViewerMaterials } from '../vim-loader/materials/viewerMaterials'\r\nimport { Vim } from '../vim-loader/vim'\r\n\r\n/**\r\n * Viewer and loader for vim files.\r\n */\r\nexport class Viewer {\r\n  /**\r\n   * The settings configuration used by the viewer.\r\n   */\r\n  readonly settings: ViewerSettings\r\n\r\n  /**\r\n   * The renderer used by the viewer for rendering scenes.\r\n   */\r\n  readonly renderer: Renderer\r\n\r\n  /**\r\n   * The interface for managing the HTML canvas viewport.\r\n   */\r\n\r\n  readonly viewport: Viewport\r\n\r\n  /**\r\n   * The interface for managing viewer selection.\r\n   */\r\n  readonly selection: Selection\r\n\r\n  /**\r\n   * The interface for manipulating default viewer inputs.\r\n   */\r\n  readonly inputs: Input\r\n\r\n  /**\r\n   * The interface for performing raycasting into the scene to find objects.\r\n   */\r\n  readonly raycaster: Raycaster\r\n\r\n  /**\r\n   * The materials used by the viewer to render the vims.\r\n   */\r\n  readonly materials: ViewerMaterials\r\n\r\n  /**\r\n   * The environment of the viewer, including the ground plane and lights.\r\n   */\r\n  readonly environment: Environment\r\n\r\n  /**\r\n   * The interface for manipulating the viewer's camera.\r\n   */\r\n  get camera () {\r\n    return this._camera as ICamera\r\n  }\r\n\r\n  /**\r\n   * The collection of gizmos available for visualization and interaction within the viewer.\r\n   */\r\n  gizmos: Gizmos\r\n\r\n  /**\r\n   * A signal that is dispatched when a new Vim object is loaded or unloaded.\r\n   */\r\n  get onVimLoaded () : ISignal {\r\n    return this._onVimLoaded.asEvent()\r\n  }\r\n\r\n  private _camera: Camera\r\n  private _clock = new THREE.Clock()\r\n\r\n  // State\r\n  private _vims = new Set<Vim>()\r\n  private _onVimLoaded = new SignalDispatcher()\r\n  private _updateId: number\r\n\r\n  constructor (settings?: PartialViewerSettings) {\r\n    this.settings = getViewerSettings(settings)\r\n\r\n    this.materials = ViewerMaterials.getInstance()\r\n\r\n    const scene = new RenderScene()\r\n    this.viewport = new Viewport(this.settings)\r\n    this._camera = new Camera(scene, this.viewport, this.settings)\r\n    this.renderer = new Renderer(\r\n      scene,\r\n      this.viewport,\r\n      this.materials,\r\n      this._camera,\r\n      this.settings\r\n    )\r\n\r\n    this.inputs = new Input(this)\r\n    this.gizmos = new Gizmos(this, this._camera)\r\n    this.materials.applySettings(this.settings)\r\n\r\n    // Ground plane and lights\r\n    this.environment = new Environment(this.camera, this.renderer, this.materials, this.settings)\r\n\r\n    // Input and Selection\r\n    this.selection = new Selection(this.materials)\r\n    this.raycaster = new Raycaster(\r\n      this.viewport,\r\n      this._camera,\r\n      scene,\r\n      this.renderer\r\n    )\r\n\r\n    this.inputs.registerAll()\r\n\r\n    // Start Loop\r\n    this.animate()\r\n  }\r\n\r\n  // Calls render, and asks the framework to prepare the next frame\r\n  private animate () {\r\n    const deltaTime = this._clock.getDelta()\r\n    this._updateId = requestAnimationFrame(() => this.animate())\r\n\r\n    // Camera\r\n    this.renderer.needsUpdate = this._camera.update(deltaTime)\r\n\r\n    // Gizmos\r\n    this.selection.update()\r\n    this.gizmos.updateAfterCamera()\r\n\r\n    // Rendering\r\n    this.renderer.render()\r\n  }\r\n\r\n  /**\r\n   * Retrieves an array containing all currently loaded Vim objects.\r\n   * @returns {Vim[]} An array of all Vim objects currently loaded in the viewer.\r\n   */\r\n  get vims () {\r\n    return [...this._vims]\r\n  }\r\n\r\n  /**\r\n   * The number of Vim objects currently loaded in the viewer.\r\n   */\r\n  get vimCount () {\r\n    return this._vims.size\r\n  }\r\n\r\n  /**\r\n   * Adds a Vim object to the renderer, triggering the appropriate actions and dispatching events upon successful addition.\r\n   * @param {Vim} vim - The Vim object to add to the renderer.\r\n   * @throws {Error} If the Vim object is already added or if loading the Vim would exceed maximum geometry memory.\r\n   */\r\n  add (vim: Vim) {\r\n    if (this._vims.has(vim)) {\r\n      throw new Error('Vim cannot be added again, unless removed first.')\r\n    }\r\n\r\n    const success = this.renderer.add(vim.scene)\r\n    if (!success) {\r\n      throw new Error('Could not load vim. Max geometry memory reached.')\r\n    }\r\n\r\n    this._vims.add(vim)\r\n    this._onVimLoaded.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Unloads the given Vim object from the viewer, updating the scene and triggering necessary actions.\r\n   * @param {Vim} vim - The Vim object to remove from the viewer.\r\n   * @throws {Error} If attempting to remove a Vim object that is not present in the viewer.\r\n   */\r\n  remove (vim: Vim) {\r\n    if (!this._vims.has(vim)) {\r\n      throw new Error('Cannot remove missing vim from viewer.')\r\n    }\r\n    this._vims.delete(vim)\r\n    this.renderer.remove(vim.scene)\r\n    if (this.selection.vim === vim) {\r\n      this.selection.clear()\r\n    }\r\n    this._onVimLoaded.dispatch()\r\n  }\r\n\r\n  /**\r\n   * Removes all Vim objects from the viewer, clearing the scene.\r\n   */\r\n  clear () {\r\n    this.vims.forEach((v) => this.remove(v))\r\n  }\r\n\r\n  /**\r\n   * Cleans up and releases resources associated with the viewer.\r\n   */\r\n  dispose () {\r\n    cancelAnimationFrame(this._updateId)\r\n    this.selection.dispose()\r\n    this.environment.dispose()\r\n    this.selection.clear()\r\n    this.viewport.dispose()\r\n    this.renderer.dispose()\r\n    this.inputs.unregisterAll()\r\n    this._vims.forEach((v) => v?.dispose())\r\n    this.materials.dispose()\r\n    this.gizmos.dispose()\r\n  }\r\n}\r\n","import * as THREE from 'three'\r\nimport { PartialViewerSettings, ViewerSettings } from './viewerSettings'\r\nimport deepmerge from 'deepmerge'\r\n\r\n/**\r\n * Parses the url for settings and merges the result with the optional provided settings.\r\n * URL settings have priority\r\n * @param settings Settings to use if not defined in the url.\r\n * @param url URL string with standard parameters.\r\n * @returns A PartialSettings object that can further be merged with default values.\r\n */\r\nexport function getViewerSettingsFromUrl (url?: string, settings?: PartialViewerSettings) {\r\n  const urlSettings = parseSettingsFromUrl(url)\r\n  return deepmerge(settings, urlSettings ?? {}) as PartialViewerSettings\r\n}\r\n\r\nfunction parseSettingsFromUrl (url: string) {\r\n  const params = new URLSearchParams(url)\r\n  function get<T> (key: string, parse? :(str: string) => T) {\r\n    const p = params.get(key) ?? params.get(key.toLowerCase())\r\n    if (p) {\r\n      try {\r\n        return parse?.(p)\r\n      } catch {}\r\n    }\r\n  }\r\n\r\n  const parsed = {\r\n    canvas: {\r\n      id: get('canvas.id'),\r\n      resizeDelay: get('canvas.resizeDelay', Number.parseInt)\r\n    },\r\n    camera: {\r\n      orthographic: get('camera.orthographic', strToBool),\r\n      allowedMovement: get('camera.allowedMovement', strToVector3),\r\n      allowedRotation: get('camera.allowedRotation', strToVector2),\r\n      near: get('camera.near', Number.parseFloat),\r\n      far: get('camera.far', Number.parseFloat),\r\n      fov: get('camera.fov', Number.parseInt),\r\n      zoom: get('camera.zoom', Number.parseFloat),\r\n      forward: get('camera.forward', strToVector3),\r\n      controls: {\r\n        orbit: get('camera.controls.orbit', strToBool),\r\n        rotateSpeed: get('camera.controls.rotateSpeed', Number.parseFloat),\r\n        orbitSpeed: get('camera.controls.orbitSpeed', Number.parseFloat),\r\n        moveSpeed: get('camera.controls.moveSpeed', Number.parseFloat),\r\n        scrollSpeed: get('camera.controls.scrollSpeed', Number.parseFloat)\r\n      },\r\n      gizmo: {\r\n        enable: get('camera.gizmo.enable', strToBool),\r\n        size: get('camera.gizmo.size', Number.parseFloat),\r\n        color: get('camera.gizmo.color', strToColor),\r\n        opacity: get('camera.gizmo.opacity', Number.parseFloat),\r\n        opacityAlways: get('camera.gizmo.opacityAlways', Number.parseFloat)\r\n      }\r\n    },\r\n    background: {\r\n      color: get('background.color', strToColor)\r\n    },\r\n    skybox: {\r\n      skyColor: get('skybox.skyColor', strToColor),\r\n      groundColor: get('skybox.groundColor', strToColor),\r\n      sharpness: get('skybox.sharpness', Number.parseFloat)\r\n    },\r\n    groundPlane: {\r\n      visible: get('groundPlane.visible', strToBool),\r\n      encoding: get('groundPlane.encoding'),\r\n      texture: get('groundPlane.texture'),\r\n      opacity: get('groundPlane.opacity', Number.parseFloat),\r\n      color: get('groundPlane.color', strToColor),\r\n      size: get('groundPlane.size', Number.parseFloat)\r\n    },\r\n    skylight: {\r\n      skyColor: get('skylight.skyColor', strToColor),\r\n      groundColor: get('skylight.groundColor', strToColor),\r\n      intensity: get('skylight.intensity', Number.parseFloat)\r\n    },\r\n    sunlights: [\r\n      {\r\n        followCamera: get('sunlights.0.followCamera', strToBool),\r\n        color: get('sunlights.0.color', strToColor),\r\n        intensity: get('sunlights.0.intensity', Number.parseFloat),\r\n        position: get('sunlights.0.position', strToVector3)\r\n      },\r\n      {\r\n        followCamera: get('sunlights.1.followCamera', strToBool),\r\n        color: get('sunlights.1.color', strToColor),\r\n        intensity: get('sunlights.1.intensity', Number.parseFloat),\r\n        position: get('sunlights.1.position', strToVector3)\r\n      }\r\n    ],\r\n    materials: {\r\n      standard: {\r\n        color: get('materials.standard.color', strToColor)\r\n      },\r\n      highlight: {\r\n        color: get('materials.highlight.color', strToColor),\r\n        opacity: get('materials.highlight.opacity', Number.parseFloat)\r\n      },\r\n      isolation: {\r\n        color: get('materials.isolation.color', strToColor),\r\n        opacity: get('materials.isolation.opacity', Number.parseFloat)\r\n      },\r\n      section: {\r\n        strokeWidth: get('materials.section.strokeWidth', Number.parseFloat),\r\n        strokeFalloff: get('materials.section.strokeFalloff', Number.parseFloat),\r\n        strokeColor: get('materials.section.strokeColor', strToColor)\r\n      },\r\n      outline: {\r\n        intensity: get('materials.outline.intensity', Number.parseFloat),\r\n        falloff: get('materials.outline.falloff', Number.parseFloat),\r\n        blur: get('materials.outline.blur', Number.parseFloat),\r\n        color: get('materials.outline.color', strToColor)\r\n      }\r\n    },\r\n    axes: undefined,\r\n    rendering: {\r\n      onDemand: get('rendering.onDemand', strToBool)\r\n    }\r\n  } as ViewerSettings\r\n\r\n  // We remove undefined propertes because deepmerge only writes properties that not declared.\r\n  const result = removeUndefinedProperties(parsed) as PartialViewerSettings\r\n  return result\r\n}\r\n\r\nfunction strToBool (str: string): boolean {\r\n  return JSON.parse(str.toLowerCase()) as boolean\r\n}\r\n\r\nfunction strToVector3 (str: string) {\r\n  if (str[0] !== '(') return\r\n  if (str[str.length - 1] !== ')') return\r\n  const split = str.slice(1, -1).split(',')\r\n  if (split.length !== 3) return\r\n  try {\r\n    const x = Number.parseFloat(split[0])\r\n    const y = Number.parseFloat(split[1])\r\n    const z = Number.parseFloat(split[2])\r\n    return new THREE.Vector3(x, y, z)\r\n  } catch {}\r\n}\r\n\r\nfunction strToVector2 (str: string) {\r\n  if (str[0] !== '(') return\r\n  if (str[str.length - 1] !== ')') return\r\n  const split = str.split(',')\r\n  if (split.length !== 2) return\r\n  try {\r\n    const x = Number.parseFloat(split[0])\r\n    const y = Number.parseFloat(split[1])\r\n    return new THREE.Vector2(x, y)\r\n  } catch {}\r\n}\r\n\r\nfunction strToColor (str: string) {\r\n  if (str.startsWith('0x')) {\r\n    return new THREE.Color(parseInt(str))\r\n  }\r\n  return new THREE.Color(str)\r\n}\r\n\r\nfunction removeUndefinedProperties (obj) {\r\n  if (typeof obj !== 'object' || obj === null) {\r\n    return obj\r\n  }\r\n\r\n  if (Array.isArray(obj)) {\r\n    const array = obj.map(removeUndefinedProperties).filter((value) => value !== undefined)\r\n    return array.length === 0 ? undefined : array\r\n  }\r\n\r\n  const result = {}\r\n  for (const key in obj) {\r\n    if (Object.prototype.hasOwnProperty.call(obj, key)) {\r\n      const value = removeUndefinedProperties(obj[key])\r\n      if (value !== undefined) {\r\n        result[key] = value\r\n      }\r\n    }\r\n  }\r\n\r\n  // reject empty objects\r\n  if (Object.keys(result).length === 0) {\r\n    return undefined\r\n  }\r\n\r\n  return result\r\n}\r\n","/**\r\n * @module utils\r\n */\r\n\r\nimport * as THREE from 'three'\r\n\r\nexport function createBoxes (boxes: THREE.Box3[]) {\r\n  const center = new THREE.Vector3()\r\n  const size = new THREE.Vector3()\r\n  const quaternion = new THREE.Quaternion()\r\n\r\n  const matrices = boxes.map((b) => {\r\n    b.getCenter(center)\r\n    b.getSize(size)\r\n    return new THREE.Matrix4().compose(center, quaternion, size)\r\n  })\r\n\r\n  const cube = new THREE.BoxBufferGeometry(1, 1, 1)\r\n  const mat = new THREE.MeshBasicMaterial({\r\n    transparent: true,\r\n    opacity: 0.2,\r\n    color: new THREE.Color(0x00ffff),\r\n    depthTest: false\r\n  })\r\n  const mesh = new THREE.InstancedMesh(cube, mat, matrices.length)\r\n  matrices.forEach((m, i) => mesh.setMatrixAt(i, m))\r\n\r\n  return 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