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More information: https://www.jsdelivr.com/using-sri-with-dynamic-files\n */\n","/*\n * ATTENTION: The \"eval\" devtool has been used (maybe by default in mode: \"development\").\n * This devtool is neither made for production nor for readable output files.\n * It uses \"eval()\" calls to create a separate source file in the browser devtools.\n * If you are trying to read the output file, select a different devtool (https://webpack.js.org/configuration/devtool/)\n * or disable the default devtool with \"devtool: false\".\n * If you are looking for production-ready output files, see mode: \"production\" (https://webpack.js.org/configuration/mode/).\n */\n/******/ (() => { // webpackBootstrap\n/******/ \tvar __webpack_modules__ = ({\n\n/***/ \"./node_modules/bidi-js/dist/bidi.mjs\":\n/*!********************************************!*\\\n  !*** ./node_modules/bidi-js/dist/bidi.mjs ***!\n  \\********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   \\\"default\\\": () => (__WEBPACK_DEFAULT_EXPORT__)\\n/* harmony export */ });\\nfunction bidiFactory() {\\nvar bidi = (function (exports) {\\n\\n  // Bidi character types data, auto generated\\n  var DATA = {\\n    \\\"R\\\": \\\"13k,1a,2,3,3,2+1j,ch+16,a+1,5+2,2+n,5,a,4,6+16,4+3,h+1b,4mo,179q,2+9,2+11,2i9+7y,2+68,4,3+4,5+13,4+3,2+4k,3+29,8+cf,1t+7z,w+17,3+3m,1t+3z,16o1+5r,8+30,8+mc,29+1r,29+4v,75+73\\\",\\n    \\\"EN\\\": \\\"1c+9,3d+1,6,187+9,513,4+5,7+9,sf+j,175h+9,qw+q,161f+1d,4xt+a,25i+9\\\",\\n    \\\"ES\\\": \\\"17,2,6dp+1,f+1,av,16vr,mx+1,4o,2\\\",\\n    \\\"ET\\\": \\\"z+2,3h+3,b+1,ym,3e+1,2o,p4+1,8,6u,7c,g6,1wc,1n9+4,30+1b,2n,6d,qhx+1,h0m,a+1,49+2,63+1,4+1,6bb+3,12jj\\\",\\n    \\\"AN\\\": \\\"16o+5,2j+9,2+1,35,ed,1ff2+9,87+u\\\",\\n    \\\"CS\\\": \\\"18,2+1,b,2u,12k,55v,l,17v0,2,3,53,2+1,b\\\",\\n    \\\"B\\\": \\\"a,3,f+2,2v,690\\\",\\n    \\\"S\\\": \\\"9,2,k\\\",\\n    \\\"WS\\\": \\\"c,k,4f4,1vk+a,u,1j,335\\\",\\n    \\\"ON\\\": \\\"x+1,4+4,h+5,r+5,r+3,z,5+3,2+1,2+1,5,2+2,3+4,o,w,ci+1,8+d,3+d,6+8,2+g,39+1,9,6+1,2,33,b8,3+1,3c+1,7+1,5r,b,7h+3,sa+5,2,3i+6,jg+3,ur+9,2v,ij+1,9g+9,7+a,8m,4+1,49+x,14u,2+2,c+2,e+2,e+2,e+1,i+n,e+e,2+p,u+2,e+2,36+1,2+3,2+1,b,2+2,6+5,2,2,2,h+1,5+4,6+3,3+f,16+2,5+3l,3+81,1y+p,2+40,q+a,m+13,2r+ch,2+9e,75+hf,3+v,2+2w,6e+5,f+6,75+2a,1a+p,2+2g,d+5x,r+b,6+3,4+o,g,6+1,6+2,2k+1,4,2j,5h+z,1m+1,1e+f,t+2,1f+e,d+3,4o+3,2s+1,w,535+1r,h3l+1i,93+2,2s,b+1,3l+x,2v,4g+3,21+3,kz+1,g5v+1,5a,j+9,n+v,2,3,2+8,2+1,3+2,2,3,46+1,4+4,h+5,r+5,r+a,3h+2,4+6,b+4,78,1r+24,4+c,4,1hb,ey+6,103+j,16j+c,1ux+7,5+g,fsh,jdq+1t,4,57+2e,p1,1m,1m,1m,1m,4kt+1,7j+17,5+2r,d+e,3+e,2+e,2+10,m+4,w,1n+5,1q,4z+5,4b+rb,9+c,4+c,4+37,d+2g,8+b,l+b,5+1j,9+9,7+13,9+t,3+1,27+3c,2+29,2+3q,d+d,3+4,4+2,6+6,a+o,8+6,a+2,e+6,16+42,2+1i\\\",\\n    \\\"BN\\\": \\\"0+8,6+d,2s+5,2+p,e,4m9,1kt+2,2b+5,5+5,17q9+v,7k,6p+8,6+1,119d+3,440+7,96s+1,1ekf+1,1ekf+1,1ekf+1,1ekf+1,1ekf+1,1ekf+1,1ekf+1,1ekf+1,1ekf+1,1ekf+1,1ekf+1,1ekf+75,6p+2rz,1ben+1,1ekf+1,1ekf+1\\\",\\n    \\\"NSM\\\": \\\"lc+33,7o+6,7c+18,2,2+1,2+1,2,21+a,1d+k,h,2u+6,3+5,3+1,2+3,10,v+q,2k+a,1n+8,a,p+3,2+8,2+2,2+4,18+2,3c+e,2+v,1k,2,5+7,5,4+6,b+1,u,1n,5+3,9,l+1,r,3+1,1m,5+1,5+1,3+2,4,v+1,4,c+1,1m,5+4,2+1,5,l+1,n+5,2,1n,3,2+3,9,8+1,c+1,v,1q,d,1f,4,1m+2,6+2,2+3,8+1,c+1,u,1n,g+1,l+1,t+1,1m+1,5+3,9,l+1,u,21,8+2,2,2j,3+6,d+7,2r,3+8,c+5,23+1,s,2,2,1k+d,2+4,2+1,6+a,2+z,a,2v+3,2+5,2+1,3+1,q+1,5+2,h+3,e,3+1,7,g,jk+2,qb+2,u+2,u+1,v+1,1t+1,2+6,9,3+a,a,1a+2,3c+1,z,3b+2,5+1,a,7+2,64+1,3,1n,2+6,2,2,3+7,7+9,3,1d+g,1s+3,1d,2+4,2,6,15+8,d+1,x+3,3+1,2+2,1l,2+1,4,2+2,1n+7,3+1,49+2,2+c,2+6,5,7,4+1,5j+1l,2+4,k1+w,2db+2,3y,2p+v,ff+3,30+1,n9x+3,2+9,x+1,29+1,7l,4,5,q+1,6,48+1,r+h,e,13+7,q+a,1b+2,1d,3+3,3+1,14,1w+5,3+1,3+1,d,9,1c,1g,2+2,3+1,6+1,2,17+1,9,6n,3,5,fn5,ki+f,h+f,r2,6b,46+4,1af+2,2+1,6+3,15+2,5,4m+1,fy+3,as+1,4a+a,4x,1j+e,1l+2,1e+3,3+1,1y+2,11+4,2+7,1r,d+1,1h+8,b+3,3,2o+2,3,2+1,7,4h,4+7,m+1,1m+1,4,12+6,4+4,5g+7,3+2,2,o,2d+5,2,5+1,2+1,6n+3,7+1,2+1,s+1,2e+7,3,2+1,2z,2,3+5,2,2u+2,3+3,2+4,78+8,2+1,75+1,2,5,41+3,3+1,5,x+5,3+1,15+5,3+3,9,a+5,3+2,1b+c,2+1,bb+6,2+5,2d+l,3+6,2+1,2+1,3f+5,4,2+1,2+6,2,21+1,4,2,9o+1,f0c+4,1o+6,t5,1s+3,2a,f5l+1,43t+2,i+7,3+6,v+3,45+2,1j0+1i,5+1d,9,f,n+4,2+e,11t+6,2+g,3+6,2+1,2+4,7a+6,c6+3,15t+6,32+6,gzhy+6n\\\",\\n    \\\"AL\\\": \\\"16w,3,2,e+1b,z+2,2+2s,g+1,8+1,b+m,2+t,s+2i,c+e,4h+f,1d+1e,1bwe+dp,3+3z,x+c,2+1,35+3y,2rm+z,5+7,b+5,dt+l,c+u,17nl+27,1t+27,4x+6n,3+d\\\",\\n    \\\"LRO\\\": \\\"6ct\\\",\\n    \\\"RLO\\\": \\\"6cu\\\",\\n    \\\"LRE\\\": \\\"6cq\\\",\\n    \\\"RLE\\\": \\\"6cr\\\",\\n    \\\"PDF\\\": \\\"6cs\\\",\\n    \\\"LRI\\\": \\\"6ee\\\",\\n    \\\"RLI\\\": \\\"6ef\\\",\\n    \\\"FSI\\\": \\\"6eg\\\",\\n    \\\"PDI\\\": \\\"6eh\\\"\\n  };\\n\\n  var TYPES = {};\\n  var TYPES_TO_NAMES = {};\\n  TYPES.L = 1; //L is the default\\n  TYPES_TO_NAMES[1] = 'L';\\n  Object.keys(DATA).forEach(function (type, i) {\\n    TYPES[type] = 1 << (i + 1);\\n    TYPES_TO_NAMES[TYPES[type]] = type;\\n  });\\n  Object.freeze(TYPES);\\n\\n  var ISOLATE_INIT_TYPES = TYPES.LRI | TYPES.RLI | TYPES.FSI;\\n  var STRONG_TYPES = TYPES.L | TYPES.R | TYPES.AL;\\n  var NEUTRAL_ISOLATE_TYPES = TYPES.B | TYPES.S | TYPES.WS | TYPES.ON | TYPES.FSI | TYPES.LRI | TYPES.RLI | TYPES.PDI;\\n  var BN_LIKE_TYPES = TYPES.BN | TYPES.RLE | TYPES.LRE | TYPES.RLO | TYPES.LRO | TYPES.PDF;\\n  var TRAILING_TYPES = TYPES.S | TYPES.WS | TYPES.B | ISOLATE_INIT_TYPES | TYPES.PDI | BN_LIKE_TYPES;\\n\\n  var map = null;\\n\\n  function parseData () {\\n    if (!map) {\\n      //const start = performance.now()\\n      map = new Map();\\n      var loop = function ( type ) {\\n        if (DATA.hasOwnProperty(type)) {\\n          var lastCode = 0;\\n          DATA[type].split(',').forEach(function (range) {\\n            var ref = range.split('+');\\n            var skip = ref[0];\\n            var step = ref[1];\\n            skip = parseInt(skip, 36);\\n            step = step ? parseInt(step, 36) : 0;\\n            map.set(lastCode += skip, TYPES[type]);\\n            for (var i = 0; i < step; i++) {\\n              map.set(++lastCode, TYPES[type]);\\n            }\\n          });\\n        }\\n      };\\n\\n      for (var type in DATA) loop( type );\\n      //console.log(`char types parsed in ${performance.now() - start}ms`)\\n    }\\n  }\\n\\n  /**\\n   * @param {string} char\\n   * @return {number}\\n   */\\n  function getBidiCharType (char) {\\n    parseData();\\n    return map.get(char.codePointAt(0)) || TYPES.L\\n  }\\n\\n  function getBidiCharTypeName(char) {\\n    return TYPES_TO_NAMES[getBidiCharType(char)]\\n  }\\n\\n  // Bidi bracket pairs data, auto generated\\n  var data$1 = {\\n    \\\"pairs\\\": \\\"14>1,1e>2,u>2,2wt>1,1>1,1ge>1,1wp>1,1j>1,f>1,hm>1,1>1,u>1,u6>1,1>1,+5,28>1,w>1,1>1,+3,b8>1,1>1,+3,1>3,-1>-1,3>1,1>1,+2,1s>1,1>1,x>1,th>1,1>1,+2,db>1,1>1,+3,3>1,1>1,+2,14qm>1,1>1,+1,4q>1,1e>2,u>2,2>1,+1\\\",\\n    \\\"canonical\\\": \\\"6f1>-6dx,6dy>-6dx,6ec>-6ed,6ee>-6ed,6ww>2jj,-2ji>2jj,14r4>-1e7l,1e7m>-1e7l,1e7m>-1e5c,1e5d>-1e5b,1e5c>-14qx,14qy>-14qx,14vn>-1ecg,1ech>-1ecg,1edu>-1ecg,1eci>-1ecg,1eda>-1ecg,1eci>-1ecg,1eci>-168q,168r>-168q,168s>-14ye,14yf>-14ye\\\"\\n  };\\n\\n  /**\\n   * Parses an string that holds encoded codepoint mappings, e.g. for bracket pairs or\\n   * mirroring characters, as encoded by scripts/generateBidiData.js. Returns an object\\n   * holding the `map`, and optionally a `reverseMap` if `includeReverse:true`.\\n   * @param {string} encodedString\\n   * @param {boolean} includeReverse - true if you want reverseMap in the output\\n   * @return {{map: Map<number, number>, reverseMap?: Map<number, number>}}\\n   */\\n  function parseCharacterMap (encodedString, includeReverse) {\\n    var radix = 36;\\n    var lastCode = 0;\\n    var map = new Map();\\n    var reverseMap = includeReverse && new Map();\\n    var prevPair;\\n    encodedString.split(',').forEach(function visit(entry) {\\n      if (entry.indexOf('+') !== -1) {\\n        for (var i = +entry; i--;) {\\n          visit(prevPair);\\n        }\\n      } else {\\n        prevPair = entry;\\n        var ref = entry.split('>');\\n        var a = ref[0];\\n        var b = ref[1];\\n        a = String.fromCodePoint(lastCode += parseInt(a, radix));\\n        b = String.fromCodePoint(lastCode += parseInt(b, radix));\\n        map.set(a, b);\\n        includeReverse && reverseMap.set(b, a);\\n      }\\n    });\\n    return { map: map, reverseMap: reverseMap }\\n  }\\n\\n  var openToClose, closeToOpen, canonical;\\n\\n  function parse$1 () {\\n    if (!openToClose) {\\n      //const start = performance.now()\\n      var ref = parseCharacterMap(data$1.pairs, true);\\n      var map = ref.map;\\n      var reverseMap = ref.reverseMap;\\n      openToClose = map;\\n      closeToOpen = reverseMap;\\n      canonical = parseCharacterMap(data$1.canonical, false).map;\\n      //console.log(`brackets parsed in ${performance.now() - start}ms`)\\n    }\\n  }\\n\\n  function openingToClosingBracket (char) {\\n    parse$1();\\n    return openToClose.get(char) || null\\n  }\\n\\n  function closingToOpeningBracket (char) {\\n    parse$1();\\n    return closeToOpen.get(char) || null\\n  }\\n\\n  function getCanonicalBracket (char) {\\n    parse$1();\\n    return canonical.get(char) || null\\n  }\\n\\n  // Local type aliases\\n  var TYPE_L = TYPES.L;\\n  var TYPE_R = TYPES.R;\\n  var TYPE_EN = TYPES.EN;\\n  var TYPE_ES = TYPES.ES;\\n  var TYPE_ET = TYPES.ET;\\n  var TYPE_AN = TYPES.AN;\\n  var TYPE_CS = TYPES.CS;\\n  var TYPE_B = TYPES.B;\\n  var TYPE_S = TYPES.S;\\n  var TYPE_ON = TYPES.ON;\\n  var TYPE_BN = TYPES.BN;\\n  var TYPE_NSM = TYPES.NSM;\\n  var TYPE_AL = TYPES.AL;\\n  var TYPE_LRO = TYPES.LRO;\\n  var TYPE_RLO = TYPES.RLO;\\n  var TYPE_LRE = TYPES.LRE;\\n  var TYPE_RLE = TYPES.RLE;\\n  var TYPE_PDF = TYPES.PDF;\\n  var TYPE_LRI = TYPES.LRI;\\n  var TYPE_RLI = TYPES.RLI;\\n  var TYPE_FSI = TYPES.FSI;\\n  var TYPE_PDI = TYPES.PDI;\\n\\n  /**\\n   * @typedef {object} GetEmbeddingLevelsResult\\n   * @property {{start, end, level}[]} paragraphs\\n   * @property {Uint8Array} levels\\n   */\\n\\n  /**\\n   * This function applies the Bidirectional Algorithm to a string, returning the resolved embedding levels\\n   * in a single Uint8Array plus a list of objects holding each paragraph's start and end indices and resolved\\n   * base embedding level.\\n   *\\n   * @param {string} string - The input string\\n   * @param {\\\"ltr\\\"|\\\"rtl\\\"|\\\"auto\\\"} [baseDirection] - Use \\\"ltr\\\" or \\\"rtl\\\" to force a base paragraph direction,\\n   *        otherwise a direction will be chosen automatically from each paragraph's contents.\\n   * @return {GetEmbeddingLevelsResult}\\n   */\\n  function getEmbeddingLevels (string, baseDirection) {\\n    var MAX_DEPTH = 125;\\n\\n    // Start by mapping all characters to their unicode type, as a bitmask integer\\n    var charTypes = new Uint32Array(string.length);\\n    for (var i = 0; i < string.length; i++) {\\n      charTypes[i] = getBidiCharType(string[i]);\\n    }\\n\\n    var charTypeCounts = new Map(); //will be cleared at start of each paragraph\\n    function changeCharType(i, type) {\\n      var oldType = charTypes[i];\\n      charTypes[i] = type;\\n      charTypeCounts.set(oldType, charTypeCounts.get(oldType) - 1);\\n      if (oldType & NEUTRAL_ISOLATE_TYPES) {\\n        charTypeCounts.set(NEUTRAL_ISOLATE_TYPES, charTypeCounts.get(NEUTRAL_ISOLATE_TYPES) - 1);\\n      }\\n      charTypeCounts.set(type, (charTypeCounts.get(type) || 0) + 1);\\n      if (type & NEUTRAL_ISOLATE_TYPES) {\\n        charTypeCounts.set(NEUTRAL_ISOLATE_TYPES, (charTypeCounts.get(NEUTRAL_ISOLATE_TYPES) || 0) + 1);\\n      }\\n    }\\n\\n    var embedLevels = new Uint8Array(string.length);\\n    var isolationPairs = new Map(); //init->pdi and pdi->init\\n\\n    // === 3.3.1 The Paragraph Level ===\\n    // 3.3.1 P1: Split the text into paragraphs\\n    var paragraphs = []; // [{start, end, level}, ...]\\n    var paragraph = null;\\n    for (var i$1 = 0; i$1 < string.length; i$1++) {\\n      if (!paragraph) {\\n        paragraphs.push(paragraph = {\\n          start: i$1,\\n          end: string.length - 1,\\n          // 3.3.1 P2-P3: Determine the paragraph level\\n          level: baseDirection === 'rtl' ? 1 : baseDirection === 'ltr' ? 0 : determineAutoEmbedLevel(i$1, false)\\n        });\\n      }\\n      if (charTypes[i$1] & TYPE_B) {\\n        paragraph.end = i$1;\\n        paragraph = null;\\n      }\\n    }\\n\\n    var FORMATTING_TYPES = TYPE_RLE | TYPE_LRE | TYPE_RLO | TYPE_LRO | ISOLATE_INIT_TYPES | TYPE_PDI | TYPE_PDF | TYPE_B;\\n    var nextEven = function (n) { return n + ((n & 1) ? 1 : 2); };\\n    var nextOdd = function (n) { return n + ((n & 1) ? 2 : 1); };\\n\\n    // Everything from here on will operate per paragraph.\\n    for (var paraIdx = 0; paraIdx < paragraphs.length; paraIdx++) {\\n      paragraph = paragraphs[paraIdx];\\n      var statusStack = [{\\n        _level: paragraph.level,\\n        _override: 0, //0=neutral, 1=L, 2=R\\n        _isolate: 0 //bool\\n      }];\\n      var stackTop = (void 0);\\n      var overflowIsolateCount = 0;\\n      var overflowEmbeddingCount = 0;\\n      var validIsolateCount = 0;\\n      charTypeCounts.clear();\\n\\n      // === 3.3.2 Explicit Levels and Directions ===\\n      for (var i$2 = paragraph.start; i$2 <= paragraph.end; i$2++) {\\n        var charType = charTypes[i$2];\\n        stackTop = statusStack[statusStack.length - 1];\\n\\n        // Set initial counts\\n        charTypeCounts.set(charType, (charTypeCounts.get(charType) || 0) + 1);\\n        if (charType & NEUTRAL_ISOLATE_TYPES) {\\n          charTypeCounts.set(NEUTRAL_ISOLATE_TYPES, (charTypeCounts.get(NEUTRAL_ISOLATE_TYPES) || 0) + 1);\\n        }\\n\\n        // Explicit Embeddings: 3.3.2 X2 - X3\\n        if (charType & FORMATTING_TYPES) { //prefilter all formatters\\n          if (charType & (TYPE_RLE | TYPE_LRE)) {\\n            embedLevels[i$2] = stackTop._level; // 5.2\\n            var level = (charType === TYPE_RLE ? nextOdd : nextEven)(stackTop._level);\\n            if (level <= MAX_DEPTH && !overflowIsolateCount && !overflowEmbeddingCount) {\\n              statusStack.push({\\n                _level: level,\\n                _override: 0,\\n                _isolate: 0\\n              });\\n            } else if (!overflowIsolateCount) {\\n              overflowEmbeddingCount++;\\n            }\\n          }\\n\\n          // Explicit Overrides: 3.3.2 X4 - X5\\n          else if (charType & (TYPE_RLO | TYPE_LRO)) {\\n            embedLevels[i$2] = stackTop._level; // 5.2\\n            var level$1 = (charType === TYPE_RLO ? nextOdd : nextEven)(stackTop._level);\\n            if (level$1 <= MAX_DEPTH && !overflowIsolateCount && !overflowEmbeddingCount) {\\n              statusStack.push({\\n                _level: level$1,\\n                _override: (charType & TYPE_RLO) ? TYPE_R : TYPE_L,\\n                _isolate: 0\\n              });\\n            } else if (!overflowIsolateCount) {\\n              overflowEmbeddingCount++;\\n            }\\n          }\\n\\n          // Isolates: 3.3.2 X5a - X5c\\n          else if (charType & ISOLATE_INIT_TYPES) {\\n            // X5c - FSI becomes either RLI or LRI\\n            if (charType & TYPE_FSI) {\\n              charType = determineAutoEmbedLevel(i$2 + 1, true) === 1 ? TYPE_RLI : TYPE_LRI;\\n            }\\n\\n            embedLevels[i$2] = stackTop._level;\\n            if (stackTop._override) {\\n              changeCharType(i$2, stackTop._override);\\n            }\\n            var level$2 = (charType === TYPE_RLI ? nextOdd : nextEven)(stackTop._level);\\n            if (level$2 <= MAX_DEPTH && overflowIsolateCount === 0 && overflowEmbeddingCount === 0) {\\n              validIsolateCount++;\\n              statusStack.push({\\n                _level: level$2,\\n                _override: 0,\\n                _isolate: 1,\\n                _isolInitIndex: i$2\\n              });\\n            } else {\\n              overflowIsolateCount++;\\n            }\\n          }\\n\\n          // Terminating Isolates: 3.3.2 X6a\\n          else if (charType & TYPE_PDI) {\\n            if (overflowIsolateCount > 0) {\\n              overflowIsolateCount--;\\n            } else if (validIsolateCount > 0) {\\n              overflowEmbeddingCount = 0;\\n              while (!statusStack[statusStack.length - 1]._isolate) {\\n                statusStack.pop();\\n              }\\n              // Add to isolation pairs bidirectional mapping:\\n              var isolInitIndex = statusStack[statusStack.length - 1]._isolInitIndex;\\n              if (isolInitIndex != null) {\\n                isolationPairs.set(isolInitIndex, i$2);\\n                isolationPairs.set(i$2, isolInitIndex);\\n              }\\n              statusStack.pop();\\n              validIsolateCount--;\\n            }\\n            stackTop = statusStack[statusStack.length - 1];\\n            embedLevels[i$2] = stackTop._level;\\n            if (stackTop._override) {\\n              changeCharType(i$2, stackTop._override);\\n            }\\n          }\\n\\n\\n          // Terminating Embeddings and Overrides: 3.3.2 X7\\n          else if (charType & TYPE_PDF) {\\n            if (overflowIsolateCount === 0) {\\n              if (overflowEmbeddingCount > 0) {\\n                overflowEmbeddingCount--;\\n              } else if (!stackTop._isolate && statusStack.length > 1) {\\n                statusStack.pop();\\n                stackTop = statusStack[statusStack.length - 1];\\n              }\\n            }\\n            embedLevels[i$2] = stackTop._level; // 5.2\\n          }\\n\\n          // End of Paragraph: 3.3.2 X8\\n          else if (charType & TYPE_B) {\\n            embedLevels[i$2] = paragraph.level;\\n          }\\n        }\\n\\n        // Non-formatting characters: 3.3.2 X6\\n        else {\\n          embedLevels[i$2] = stackTop._level;\\n          // NOTE: This exclusion of BN seems to go against what section 5.2 says, but is required for test passage\\n          if (stackTop._override && charType !== TYPE_BN) {\\n            changeCharType(i$2, stackTop._override);\\n          }\\n        }\\n      }\\n\\n      // === 3.3.3 Preparations for Implicit Processing ===\\n\\n      // Remove all RLE, LRE, RLO, LRO, PDF, and BN characters: 3.3.3 X9\\n      // Note: Due to section 5.2, we won't remove them, but we'll use the BN_LIKE_TYPES bitset to\\n      // easily ignore them all from here on out.\\n\\n      // 3.3.3 X10\\n      // Compute the set of isolating run sequences as specified by BD13\\n      var levelRuns = [];\\n      var currentRun = null;\\n      for (var i$3 = paragraph.start; i$3 <= paragraph.end; i$3++) {\\n        var charType$1 = charTypes[i$3];\\n        if (!(charType$1 & BN_LIKE_TYPES)) {\\n          var lvl = embedLevels[i$3];\\n          var isIsolInit = charType$1 & ISOLATE_INIT_TYPES;\\n          var isPDI = charType$1 === TYPE_PDI;\\n          if (currentRun && lvl === currentRun._level) {\\n            currentRun._end = i$3;\\n            currentRun._endsWithIsolInit = isIsolInit;\\n          } else {\\n            levelRuns.push(currentRun = {\\n              _start: i$3,\\n              _end: i$3,\\n              _level: lvl,\\n              _startsWithPDI: isPDI,\\n              _endsWithIsolInit: isIsolInit\\n            });\\n          }\\n        }\\n      }\\n      var isolatingRunSeqs = []; // [{seqIndices: [], sosType: L|R, eosType: L|R}]\\n      for (var runIdx = 0; runIdx < levelRuns.length; runIdx++) {\\n        var run = levelRuns[runIdx];\\n        if (!run._startsWithPDI || (run._startsWithPDI && !isolationPairs.has(run._start))) {\\n          var seqRuns = [currentRun = run];\\n          for (var pdiIndex = (void 0); currentRun && currentRun._endsWithIsolInit && (pdiIndex = isolationPairs.get(currentRun._end)) != null;) {\\n            for (var i$4 = runIdx + 1; i$4 < levelRuns.length; i$4++) {\\n              if (levelRuns[i$4]._start === pdiIndex) {\\n                seqRuns.push(currentRun = levelRuns[i$4]);\\n                break\\n              }\\n            }\\n          }\\n          // build flat list of indices across all runs:\\n          var seqIndices = [];\\n          for (var i$5 = 0; i$5 < seqRuns.length; i$5++) {\\n            var run$1 = seqRuns[i$5];\\n            for (var j = run$1._start; j <= run$1._end; j++) {\\n              seqIndices.push(j);\\n            }\\n          }\\n          // determine the sos/eos types:\\n          var firstLevel = embedLevels[seqIndices[0]];\\n          var prevLevel = paragraph.level;\\n          for (var i$6 = seqIndices[0] - 1; i$6 >= 0; i$6--) {\\n            if (!(charTypes[i$6] & BN_LIKE_TYPES)) { //5.2\\n              prevLevel = embedLevels[i$6];\\n              break\\n            }\\n          }\\n          var lastIndex = seqIndices[seqIndices.length - 1];\\n          var lastLevel = embedLevels[lastIndex];\\n          var nextLevel = paragraph.level;\\n          if (!(charTypes[lastIndex] & ISOLATE_INIT_TYPES)) {\\n            for (var i$7 = lastIndex + 1; i$7 <= paragraph.end; i$7++) {\\n              if (!(charTypes[i$7] & BN_LIKE_TYPES)) { //5.2\\n                nextLevel = embedLevels[i$7];\\n                break\\n              }\\n            }\\n          }\\n          isolatingRunSeqs.push({\\n            _seqIndices: seqIndices,\\n            _sosType: Math.max(prevLevel, firstLevel) % 2 ? TYPE_R : TYPE_L,\\n            _eosType: Math.max(nextLevel, lastLevel) % 2 ? TYPE_R : TYPE_L\\n          });\\n        }\\n      }\\n\\n      // The next steps are done per isolating run sequence\\n      for (var seqIdx = 0; seqIdx < isolatingRunSeqs.length; seqIdx++) {\\n        var ref = isolatingRunSeqs[seqIdx];\\n        var seqIndices$1 = ref._seqIndices;\\n        var sosType = ref._sosType;\\n        var eosType = ref._eosType;\\n        /**\\n         * All the level runs in an isolating run sequence have the same embedding level.\\n         * \\n         * DO NOT change any `embedLevels[i]` within the current scope.\\n         */\\n        var embedDirection = ((embedLevels[seqIndices$1[0]]) & 1) ? TYPE_R : TYPE_L;\\n\\n        // === 3.3.4 Resolving Weak Types ===\\n\\n        // W1 + 5.2. Search backward from each NSM to the first character in the isolating run sequence whose\\n        // bidirectional type is not BN, and set the NSM to ON if it is an isolate initiator or PDI, and to its\\n        // type otherwise. If the NSM is the first non-BN character, change the NSM to the type of sos.\\n        if (charTypeCounts.get(TYPE_NSM)) {\\n          for (var si = 0; si < seqIndices$1.length; si++) {\\n            var i$8 = seqIndices$1[si];\\n            if (charTypes[i$8] & TYPE_NSM) {\\n              var prevType = sosType;\\n              for (var sj = si - 1; sj >= 0; sj--) {\\n                if (!(charTypes[seqIndices$1[sj]] & BN_LIKE_TYPES)) { //5.2 scan back to first non-BN\\n                  prevType = charTypes[seqIndices$1[sj]];\\n                  break\\n                }\\n              }\\n              changeCharType(i$8, (prevType & (ISOLATE_INIT_TYPES | TYPE_PDI)) ? TYPE_ON : prevType);\\n            }\\n          }\\n        }\\n\\n        // W2. Search backward from each instance of a European number until the first strong type (R, L, AL, or sos)\\n        // is found. If an AL is found, change the type of the European number to Arabic number.\\n        if (charTypeCounts.get(TYPE_EN)) {\\n          for (var si$1 = 0; si$1 < seqIndices$1.length; si$1++) {\\n            var i$9 = seqIndices$1[si$1];\\n            if (charTypes[i$9] & TYPE_EN) {\\n              for (var sj$1 = si$1 - 1; sj$1 >= -1; sj$1--) {\\n                var prevCharType = sj$1 === -1 ? sosType : charTypes[seqIndices$1[sj$1]];\\n                if (prevCharType & STRONG_TYPES) {\\n                  if (prevCharType === TYPE_AL) {\\n                    changeCharType(i$9, TYPE_AN);\\n                  }\\n                  break\\n                }\\n              }\\n            }\\n          }\\n        }\\n\\n        // W3. Change all ALs to R\\n        if (charTypeCounts.get(TYPE_AL)) {\\n          for (var si$2 = 0; si$2 < seqIndices$1.length; si$2++) {\\n            var i$10 = seqIndices$1[si$2];\\n            if (charTypes[i$10] & TYPE_AL) {\\n              changeCharType(i$10, TYPE_R);\\n            }\\n          }\\n        }\\n\\n        // W4. A single European separator between two European numbers changes to a European number. A single common\\n        // separator between two numbers of the same type changes to that type.\\n        if (charTypeCounts.get(TYPE_ES) || charTypeCounts.get(TYPE_CS)) {\\n          for (var si$3 = 1; si$3 < seqIndices$1.length - 1; si$3++) {\\n            var i$11 = seqIndices$1[si$3];\\n            if (charTypes[i$11] & (TYPE_ES | TYPE_CS)) {\\n              var prevType$1 = 0, nextType = 0;\\n              for (var sj$2 = si$3 - 1; sj$2 >= 0; sj$2--) {\\n                prevType$1 = charTypes[seqIndices$1[sj$2]];\\n                if (!(prevType$1 & BN_LIKE_TYPES)) { //5.2\\n                  break\\n                }\\n              }\\n              for (var sj$3 = si$3 + 1; sj$3 < seqIndices$1.length; sj$3++) {\\n                nextType = charTypes[seqIndices$1[sj$3]];\\n                if (!(nextType & BN_LIKE_TYPES)) { //5.2\\n                  break\\n                }\\n              }\\n              if (prevType$1 === nextType && (charTypes[i$11] === TYPE_ES ? prevType$1 === TYPE_EN : (prevType$1 & (TYPE_EN | TYPE_AN)))) {\\n                changeCharType(i$11, prevType$1);\\n              }\\n            }\\n          }\\n        }\\n\\n        // W5. A sequence of European terminators adjacent to European numbers changes to all European numbers.\\n        if (charTypeCounts.get(TYPE_EN)) {\\n          for (var si$4 = 0; si$4 < seqIndices$1.length; si$4++) {\\n            var i$12 = seqIndices$1[si$4];\\n            if (charTypes[i$12] & TYPE_EN) {\\n              for (var sj$4 = si$4 - 1; sj$4 >= 0 && (charTypes[seqIndices$1[sj$4]] & (TYPE_ET | BN_LIKE_TYPES)); sj$4--) {\\n                changeCharType(seqIndices$1[sj$4], TYPE_EN);\\n              }\\n              for (si$4++; si$4 < seqIndices$1.length && (charTypes[seqIndices$1[si$4]] & (TYPE_ET | BN_LIKE_TYPES | TYPE_EN)); si$4++) {\\n                if (charTypes[seqIndices$1[si$4]] !== TYPE_EN) {\\n                  changeCharType(seqIndices$1[si$4], TYPE_EN);\\n                }\\n              }\\n            }\\n          }\\n        }\\n\\n        // W6. Otherwise, separators and terminators change to Other Neutral.\\n        if (charTypeCounts.get(TYPE_ET) || charTypeCounts.get(TYPE_ES) || charTypeCounts.get(TYPE_CS)) {\\n          for (var si$5 = 0; si$5 < seqIndices$1.length; si$5++) {\\n            var i$13 = seqIndices$1[si$5];\\n            if (charTypes[i$13] & (TYPE_ET | TYPE_ES | TYPE_CS)) {\\n              changeCharType(i$13, TYPE_ON);\\n              // 5.2 transform adjacent BNs too:\\n              for (var sj$5 = si$5 - 1; sj$5 >= 0 && (charTypes[seqIndices$1[sj$5]] & BN_LIKE_TYPES); sj$5--) {\\n                changeCharType(seqIndices$1[sj$5], TYPE_ON);\\n              }\\n              for (var sj$6 = si$5 + 1; sj$6 < seqIndices$1.length && (charTypes[seqIndices$1[sj$6]] & BN_LIKE_TYPES); sj$6++) {\\n                changeCharType(seqIndices$1[sj$6], TYPE_ON);\\n              }\\n            }\\n          }\\n        }\\n\\n        // W7. Search backward from each instance of a European number until the first strong type (R, L, or sos)\\n        // is found. If an L is found, then change the type of the European number to L.\\n        // NOTE: implemented in single forward pass for efficiency\\n        if (charTypeCounts.get(TYPE_EN)) {\\n          for (var si$6 = 0, prevStrongType = sosType; si$6 < seqIndices$1.length; si$6++) {\\n            var i$14 = seqIndices$1[si$6];\\n            var type = charTypes[i$14];\\n            if (type & TYPE_EN) {\\n              if (prevStrongType === TYPE_L) {\\n                changeCharType(i$14, TYPE_L);\\n              }\\n            } else if (type & STRONG_TYPES) {\\n              prevStrongType = type;\\n            }\\n          }\\n        }\\n\\n        // === 3.3.5 Resolving Neutral and Isolate Formatting Types ===\\n\\n        if (charTypeCounts.get(NEUTRAL_ISOLATE_TYPES)) {\\n          // N0. Process bracket pairs in an isolating run sequence sequentially in the logical order of the text\\n          // positions of the opening paired brackets using the logic given below. Within this scope, bidirectional\\n          // types EN and AN are treated as R.\\n          var R_TYPES_FOR_N_STEPS = (TYPE_R | TYPE_EN | TYPE_AN);\\n          var STRONG_TYPES_FOR_N_STEPS = R_TYPES_FOR_N_STEPS | TYPE_L;\\n\\n          // * Identify the bracket pairs in the current isolating run sequence according to BD16.\\n          var bracketPairs = [];\\n          {\\n            var openerStack = [];\\n            for (var si$7 = 0; si$7 < seqIndices$1.length; si$7++) {\\n              // NOTE: for any potential bracket character we also test that it still carries a NI\\n              // type, as that may have been changed earlier. This doesn't seem to be explicitly\\n              // called out in the spec, but is required for passage of certain tests.\\n              if (charTypes[seqIndices$1[si$7]] & NEUTRAL_ISOLATE_TYPES) {\\n                var char = string[seqIndices$1[si$7]];\\n                var oppositeBracket = (void 0);\\n                // Opening bracket\\n                if (openingToClosingBracket(char) !== null) {\\n                  if (openerStack.length < 63) {\\n                    openerStack.push({ char: char, seqIndex: si$7 });\\n                  } else {\\n                    break\\n                  }\\n                }\\n                // Closing bracket\\n                else if ((oppositeBracket = closingToOpeningBracket(char)) !== null) {\\n                  for (var stackIdx = openerStack.length - 1; stackIdx >= 0; stackIdx--) {\\n                    var stackChar = openerStack[stackIdx].char;\\n                    if (stackChar === oppositeBracket ||\\n                      stackChar === closingToOpeningBracket(getCanonicalBracket(char)) ||\\n                      openingToClosingBracket(getCanonicalBracket(stackChar)) === char\\n                    ) {\\n                      bracketPairs.push([openerStack[stackIdx].seqIndex, si$7]);\\n                      openerStack.length = stackIdx; //pop the matching bracket and all following\\n                      break\\n                    }\\n                  }\\n                }\\n              }\\n            }\\n            bracketPairs.sort(function (a, b) { return a[0] - b[0]; });\\n          }\\n          // * For each bracket-pair element in the list of pairs of text positions\\n          for (var pairIdx = 0; pairIdx < bracketPairs.length; pairIdx++) {\\n            var ref$1 = bracketPairs[pairIdx];\\n            var openSeqIdx = ref$1[0];\\n            var closeSeqIdx = ref$1[1];\\n            // a. Inspect the bidirectional types of the characters enclosed within the bracket pair.\\n            // b. If any strong type (either L or R) matching the embedding direction is found, set the type for both\\n            // brackets in the pair to match the embedding direction.\\n            var foundStrongType = false;\\n            var useStrongType = 0;\\n            for (var si$8 = openSeqIdx + 1; si$8 < closeSeqIdx; si$8++) {\\n              var i$15 = seqIndices$1[si$8];\\n              if (charTypes[i$15] & STRONG_TYPES_FOR_N_STEPS) {\\n                foundStrongType = true;\\n                var lr = (charTypes[i$15] & R_TYPES_FOR_N_STEPS) ? TYPE_R : TYPE_L;\\n                if (lr === embedDirection) {\\n                  useStrongType = lr;\\n                  break\\n                }\\n              }\\n            }\\n            // c. Otherwise, if there is a strong type it must be opposite the embedding direction. Therefore, test\\n            // for an established context with a preceding strong type by checking backwards before the opening paired\\n            // bracket until the first strong type (L, R, or sos) is found.\\n            //    1. If the preceding strong type is also opposite the embedding direction, context is established, so\\n            //    set the type for both brackets in the pair to that direction.\\n            //    2. Otherwise set the type for both brackets in the pair to the embedding direction.\\n            if (foundStrongType && !useStrongType) {\\n              useStrongType = sosType;\\n              for (var si$9 = openSeqIdx - 1; si$9 >= 0; si$9--) {\\n                var i$16 = seqIndices$1[si$9];\\n                if (charTypes[i$16] & STRONG_TYPES_FOR_N_STEPS) {\\n                  var lr$1 = (charTypes[i$16] & R_TYPES_FOR_N_STEPS) ? TYPE_R : TYPE_L;\\n                  if (lr$1 !== embedDirection) {\\n                    useStrongType = lr$1;\\n                  } else {\\n                    useStrongType = embedDirection;\\n                  }\\n                  break\\n                }\\n              }\\n            }\\n            if (useStrongType) {\\n              charTypes[seqIndices$1[openSeqIdx]] = charTypes[seqIndices$1[closeSeqIdx]] = useStrongType;\\n              // * Any number of characters that had original bidirectional character type NSM prior to the application\\n              // of W1 that immediately follow a paired bracket which changed to L or R under N0 should change to match\\n              // the type of their preceding bracket.\\n              if (useStrongType !== embedDirection) {\\n                for (var si$10 = openSeqIdx + 1; si$10 < seqIndices$1.length; si$10++) {\\n                  if (!(charTypes[seqIndices$1[si$10]] & BN_LIKE_TYPES)) {\\n                    if (getBidiCharType(string[seqIndices$1[si$10]]) & TYPE_NSM) {\\n                      charTypes[seqIndices$1[si$10]] = useStrongType;\\n                    }\\n                    break\\n                  }\\n                }\\n              }\\n              if (useStrongType !== embedDirection) {\\n                for (var si$11 = closeSeqIdx + 1; si$11 < seqIndices$1.length; si$11++) {\\n                  if (!(charTypes[seqIndices$1[si$11]] & BN_LIKE_TYPES)) {\\n                    if (getBidiCharType(string[seqIndices$1[si$11]]) & TYPE_NSM) {\\n                      charTypes[seqIndices$1[si$11]] = useStrongType;\\n                    }\\n                    break\\n                  }\\n                }\\n              }\\n            }\\n          }\\n\\n          // N1. A sequence of NIs takes the direction of the surrounding strong text if the text on both sides has the\\n          // same direction.\\n          // N2. Any remaining NIs take the embedding direction.\\n          for (var si$12 = 0; si$12 < seqIndices$1.length; si$12++) {\\n            if (charTypes[seqIndices$1[si$12]] & NEUTRAL_ISOLATE_TYPES) {\\n              var niRunStart = si$12, niRunEnd = si$12;\\n              var prevType$2 = sosType; //si === 0 ? sosType : (charTypes[seqIndices[si - 1]] & R_TYPES_FOR_N_STEPS) ? TYPE_R : TYPE_L\\n              for (var si2 = si$12 - 1; si2 >= 0; si2--) {\\n                if (charTypes[seqIndices$1[si2]] & BN_LIKE_TYPES) {\\n                  niRunStart = si2; //5.2 treat BNs adjacent to NIs as NIs\\n                } else {\\n                  prevType$2 = (charTypes[seqIndices$1[si2]] & R_TYPES_FOR_N_STEPS) ? TYPE_R : TYPE_L;\\n                  break\\n                }\\n              }\\n              var nextType$1 = eosType;\\n              for (var si2$1 = si$12 + 1; si2$1 < seqIndices$1.length; si2$1++) {\\n                if (charTypes[seqIndices$1[si2$1]] & (NEUTRAL_ISOLATE_TYPES | BN_LIKE_TYPES)) {\\n                  niRunEnd = si2$1;\\n                } else {\\n                  nextType$1 = (charTypes[seqIndices$1[si2$1]] & R_TYPES_FOR_N_STEPS) ? TYPE_R : TYPE_L;\\n                  break\\n                }\\n              }\\n              for (var sj$7 = niRunStart; sj$7 <= niRunEnd; sj$7++) {\\n                charTypes[seqIndices$1[sj$7]] = prevType$2 === nextType$1 ? prevType$2 : embedDirection;\\n              }\\n              si$12 = niRunEnd;\\n            }\\n          }\\n        }\\n      }\\n\\n      // === 3.3.6 Resolving Implicit Levels ===\\n\\n      for (var i$17 = paragraph.start; i$17 <= paragraph.end; i$17++) {\\n        var level$3 = embedLevels[i$17];\\n        var type$1 = charTypes[i$17];\\n        // I2. For all characters with an odd (right-to-left) embedding level, those of type L, EN or AN go up one level.\\n        if (level$3 & 1) {\\n          if (type$1 & (TYPE_L | TYPE_EN | TYPE_AN)) {\\n            embedLevels[i$17]++;\\n          }\\n        }\\n          // I1. For all characters with an even (left-to-right) embedding level, those of type R go up one level\\n        // and those of type AN or EN go up two levels.\\n        else {\\n          if (type$1 & TYPE_R) {\\n            embedLevels[i$17]++;\\n          } else if (type$1 & (TYPE_AN | TYPE_EN)) {\\n            embedLevels[i$17] += 2;\\n          }\\n        }\\n\\n        // 5.2: Resolve any LRE, RLE, LRO, RLO, PDF, or BN to the level of the preceding character if there is one,\\n        // and otherwise to the base level.\\n        if (type$1 & BN_LIKE_TYPES) {\\n          embedLevels[i$17] = i$17 === 0 ? paragraph.level : embedLevels[i$17 - 1];\\n        }\\n\\n        // 3.4 L1.1-4: Reset the embedding level of segment/paragraph separators, and any sequence of whitespace or\\n        // isolate formatting characters preceding them or the end of the paragraph, to the paragraph level.\\n        // NOTE: this will also need to be applied to each individual line ending after line wrapping occurs.\\n        if (i$17 === paragraph.end || getBidiCharType(string[i$17]) & (TYPE_S | TYPE_B)) {\\n          for (var j$1 = i$17; j$1 >= 0 && (getBidiCharType(string[j$1]) & TRAILING_TYPES); j$1--) {\\n            embedLevels[j$1] = paragraph.level;\\n          }\\n        }\\n      }\\n    }\\n\\n    // DONE! The resolved levels can then be used, after line wrapping, to flip runs of characters\\n    // according to section 3.4 Reordering Resolved Levels\\n    return {\\n      levels: embedLevels,\\n      paragraphs: paragraphs\\n    }\\n\\n    function determineAutoEmbedLevel (start, isFSI) {\\n      // 3.3.1 P2 - P3\\n      for (var i = start; i < string.length; i++) {\\n        var charType = charTypes[i];\\n        if (charType & (TYPE_R | TYPE_AL)) {\\n          return 1\\n        }\\n        if ((charType & (TYPE_B | TYPE_L)) || (isFSI && charType === TYPE_PDI)) {\\n          return 0\\n        }\\n        if (charType & ISOLATE_INIT_TYPES) {\\n          var pdi = indexOfMatchingPDI(i);\\n          i = pdi === -1 ? string.length : pdi;\\n        }\\n      }\\n      return 0\\n    }\\n\\n    function indexOfMatchingPDI (isolateStart) {\\n      // 3.1.2 BD9\\n      var isolationLevel = 1;\\n      for (var i = isolateStart + 1; i < string.length; i++) {\\n        var charType = charTypes[i];\\n        if (charType & TYPE_B) {\\n          break\\n        }\\n        if (charType & TYPE_PDI) {\\n          if (--isolationLevel === 0) {\\n            return i\\n          }\\n        } else if (charType & ISOLATE_INIT_TYPES) {\\n          isolationLevel++;\\n        }\\n      }\\n      return -1\\n    }\\n  }\\n\\n  // Bidi mirrored chars data, auto generated\\n  var data = \\\"14>1,j>2,t>2,u>2,1a>g,2v3>1,1>1,1ge>1,1wd>1,b>1,1j>1,f>1,ai>3,-2>3,+1,8>1k0,-1jq>1y7,-1y6>1hf,-1he>1h6,-1h5>1ha,-1h8>1qi,-1pu>1,6>3u,-3s>7,6>1,1>1,f>1,1>1,+2,3>1,1>1,+13,4>1,1>1,6>1eo,-1ee>1,3>1mg,-1me>1mk,-1mj>1mi,-1mg>1mi,-1md>1,1>1,+2,1>10k,-103>1,1>1,4>1,5>1,1>1,+10,3>1,1>8,-7>8,+1,-6>7,+1,a>1,1>1,u>1,u6>1,1>1,+5,26>1,1>1,2>1,2>2,8>1,7>1,4>1,1>1,+5,b8>1,1>1,+3,1>3,-2>1,2>1,1>1,+2,c>1,3>1,1>1,+2,h>1,3>1,a>1,1>1,2>1,3>1,1>1,d>1,f>1,3>1,1a>1,1>1,6>1,7>1,13>1,k>1,1>1,+19,4>1,1>1,+2,2>1,1>1,+18,m>1,a>1,1>1,lk>1,1>1,4>1,2>1,f>1,3>1,1>1,+3,db>1,1>1,+3,3>1,1>1,+2,14qm>1,1>1,+1,6>1,4j>1,j>2,t>2,u>2,2>1,+1\\\";\\n\\n  var mirrorMap;\\n\\n  function parse () {\\n    if (!mirrorMap) {\\n      //const start = performance.now()\\n      var ref = parseCharacterMap(data, true);\\n      var map = ref.map;\\n      var reverseMap = ref.reverseMap;\\n      // Combine both maps into one\\n      reverseMap.forEach(function (value, key) {\\n        map.set(key, value);\\n      });\\n      mirrorMap = map;\\n      //console.log(`mirrored chars parsed in ${performance.now() - start}ms`)\\n    }\\n  }\\n\\n  function getMirroredCharacter (char) {\\n    parse();\\n    return mirrorMap.get(char) || null\\n  }\\n\\n  /**\\n   * Given a string and its resolved embedding levels, build a map of indices to replacement chars\\n   * for any characters in right-to-left segments that have defined mirrored characters.\\n   * @param string\\n   * @param embeddingLevels\\n   * @param [start]\\n   * @param [end]\\n   * @return {Map<number, string>}\\n   */\\n  function getMirroredCharactersMap(string, embeddingLevels, start, end) {\\n    var strLen = string.length;\\n    start = Math.max(0, start == null ? 0 : +start);\\n    end = Math.min(strLen - 1, end == null ? strLen - 1 : +end);\\n\\n    var map = new Map();\\n    for (var i = start; i <= end; i++) {\\n      if (embeddingLevels[i] & 1) { //only odd (rtl) levels\\n        var mirror = getMirroredCharacter(string[i]);\\n        if (mirror !== null) {\\n          map.set(i, mirror);\\n        }\\n      }\\n    }\\n    return map\\n  }\\n\\n  /**\\n   * Given a start and end denoting a single line within a string, and a set of precalculated\\n   * bidi embedding levels, produce a list of segments whose ordering should be flipped, in sequence.\\n   * @param {string} string - the full input string\\n   * @param {GetEmbeddingLevelsResult} embeddingLevelsResult - the result object from getEmbeddingLevels\\n   * @param {number} [start] - first character in a subset of the full string\\n   * @param {number} [end] - last character in a subset of the full string\\n   * @return {number[][]} - the list of start/end segments that should be flipped, in order.\\n   */\\n  function getReorderSegments(string, embeddingLevelsResult, start, end) {\\n    var strLen = string.length;\\n    start = Math.max(0, start == null ? 0 : +start);\\n    end = Math.min(strLen - 1, end == null ? strLen - 1 : +end);\\n\\n    var segments = [];\\n    embeddingLevelsResult.paragraphs.forEach(function (paragraph) {\\n      var lineStart = Math.max(start, paragraph.start);\\n      var lineEnd = Math.min(end, paragraph.end);\\n      if (lineStart < lineEnd) {\\n        // Local slice for mutation\\n        var lineLevels = embeddingLevelsResult.levels.slice(lineStart, lineEnd + 1);\\n\\n        // 3.4 L1.4: Reset any sequence of whitespace characters and/or isolate formatting characters at the\\n        // end of the line to the paragraph level.\\n        for (var i = lineEnd; i >= lineStart && (getBidiCharType(string[i]) & TRAILING_TYPES); i--) {\\n          lineLevels[i] = paragraph.level;\\n        }\\n\\n        // L2. From the highest level found in the text to the lowest odd level on each line, including intermediate levels\\n        // not actually present in the text, reverse any contiguous sequence of characters that are at that level or higher.\\n        var maxLevel = paragraph.level;\\n        var minOddLevel = Infinity;\\n        for (var i$1 = 0; i$1 < lineLevels.length; i$1++) {\\n          var level = lineLevels[i$1];\\n          if (level > maxLevel) { maxLevel = level; }\\n          if (level < minOddLevel) { minOddLevel = level | 1; }\\n        }\\n        for (var lvl = maxLevel; lvl >= minOddLevel; lvl--) {\\n          for (var i$2 = 0; i$2 < lineLevels.length; i$2++) {\\n            if (lineLevels[i$2] >= lvl) {\\n              var segStart = i$2;\\n              while (i$2 + 1 < lineLevels.length && lineLevels[i$2 + 1] >= lvl) {\\n                i$2++;\\n              }\\n              if (i$2 > segStart) {\\n                segments.push([segStart + lineStart, i$2 + lineStart]);\\n              }\\n            }\\n          }\\n        }\\n      }\\n    });\\n    return segments\\n  }\\n\\n  /**\\n   * @param {string} string\\n   * @param {GetEmbeddingLevelsResult} embedLevelsResult\\n   * @param {number} [start]\\n   * @param {number} [end]\\n   * @return {string} the new string with bidi segments reordered\\n   */\\n  function getReorderedString(string, embedLevelsResult, start, end) {\\n    var indices = getReorderedIndices(string, embedLevelsResult, start, end);\\n    var chars = [].concat( string );\\n    indices.forEach(function (charIndex, i) {\\n      chars[i] = (\\n        (embedLevelsResult.levels[charIndex] & 1) ? getMirroredCharacter(string[charIndex]) : null\\n      ) || string[charIndex];\\n    });\\n    return chars.join('')\\n  }\\n\\n  /**\\n   * @param {string} string\\n   * @param {GetEmbeddingLevelsResult} embedLevelsResult\\n   * @param {number} [start]\\n   * @param {number} [end]\\n   * @return {number[]} an array with character indices in their new bidi order\\n   */\\n  function getReorderedIndices(string, embedLevelsResult, start, end) {\\n    var segments = getReorderSegments(string, embedLevelsResult, start, end);\\n    // Fill an array with indices\\n    var indices = [];\\n    for (var i = 0; i < string.length; i++) {\\n      indices[i] = i;\\n    }\\n    // Reverse each segment in order\\n    segments.forEach(function (ref) {\\n      var start = ref[0];\\n      var end = ref[1];\\n\\n      var slice = indices.slice(start, end + 1);\\n      for (var i = slice.length; i--;) {\\n        indices[end - i] = slice[i];\\n      }\\n    });\\n    return indices\\n  }\\n\\n  exports.closingToOpeningBracket = closingToOpeningBracket;\\n  exports.getBidiCharType = getBidiCharType;\\n  exports.getBidiCharTypeName = getBidiCharTypeName;\\n  exports.getCanonicalBracket = getCanonicalBracket;\\n  exports.getEmbeddingLevels = getEmbeddingLevels;\\n  exports.getMirroredCharacter = getMirroredCharacter;\\n  exports.getMirroredCharactersMap = getMirroredCharactersMap;\\n  exports.getReorderSegments = getReorderSegments;\\n  exports.getReorderedIndices = getReorderedIndices;\\n  exports.getReorderedString = getReorderedString;\\n  exports.openingToClosingBracket = openingToClosingBracket;\\n\\n  Object.defineProperty(exports, '__esModule', { value: true });\\n\\n  return exports;\\n\\n}({}));\\nreturn bidi}\\n\\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (bidiFactory);\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/bidi-js/dist/bidi.mjs?\");\n\n/***/ }),\n\n/***/ \"./node_modules/css-loader/dist/cjs.js!./src/defaultStyle.css\":\n/*!********************************************************************!*\\\n  !*** ./node_modules/css-loader/dist/cjs.js!./src/defaultStyle.css ***!\n  \\********************************************************************/\n/***/ ((module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   \\\"default\\\": () => (__WEBPACK_DEFAULT_EXPORT__)\\n/* harmony export */ });\\n/* harmony import */ var _node_modules_css_loader_dist_runtime_noSourceMaps_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../node_modules/css-loader/dist/runtime/noSourceMaps.js */ \\\"./node_modules/css-loader/dist/runtime/noSourceMaps.js\\\");\\n/* harmony import */ var _node_modules_css_loader_dist_runtime_noSourceMaps_js__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(_node_modules_css_loader_dist_runtime_noSourceMaps_js__WEBPACK_IMPORTED_MODULE_0__);\\n/* harmony import */ var _node_modules_css_loader_dist_runtime_api_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../node_modules/css-loader/dist/runtime/api.js */ \\\"./node_modules/css-loader/dist/runtime/api.js\\\");\\n/* harmony import */ var _node_modules_css_loader_dist_runtime_api_js__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(_node_modules_css_loader_dist_runtime_api_js__WEBPACK_IMPORTED_MODULE_1__);\\n// Imports\\n\\n\\nvar ___CSS_LOADER_EXPORT___ = _node_modules_css_loader_dist_runtime_api_js__WEBPACK_IMPORTED_MODULE_1___default()((_node_modules_css_loader_dist_runtime_noSourceMaps_js__WEBPACK_IMPORTED_MODULE_0___default()));\\n// Module\\n___CSS_LOADER_EXPORT___.push([module.id, `mr-app {\\n    display: block;\\n    height: 100vh;\\n    width: 100%;\\n}\\n\\n.inXR {\\n    width: 100vw;\\n}\\n\\nmr-app * {\\n    box-sizing: border-box;\\n    opacity: 0%;\\n}\\n\\nmr-app > canvas {\\n    position:fixed;\\n    visibility:visible;\\n    opacity: 100%;\\n    z-index: 999;\\n}\\n\\nmr-div, mr-button, mr-img, mr-video, mr-a, mr-text, mr-textarea, mr-textfield, mr-stats {\\n    display: inline-block;\\n    position: relative;\\n    z-index: inherit;\\n    opacity: 100%;\\n}\\n\\nmr-text, mr-stats {\\n    line-height: 100%;\\n    font-size: 16px;\\n}\\n\\nmr-textarea, mr-textfield {\\n    background-color: rgba(255, 255, 255, 0.75);\\n    font-size: 16px;\\n    border-radius: 1%;\\n}\\n\\nmr-textfield {\\n    min-height: 2em;\\n    font-size: 100%;\\n}\\n\\nmr-textarea {\\n    min-height: 7em;\\n}\\n\\nmr-panel {\\n    background-color: #fff;\\n    border-radius: 2%;\\n    position: fixed;\\n    overflow: auto;\\n    height: 100vh;\\n    width: 100vw;\\n}\\n\\nmr-img, mr-video {\\n    object-fit: contain;\\n}\\n\\nmr-button {\\n    padding: 5px;\\n    text-align: center;\\n    vertical-align: middle;\\n    background-color: #8a8a8a;\\n    border-radius: 0.5%;\\n    /* animation: back 0.25s ease-out forwards; */\\n    width: fit-content;\\n}\\n\\nmr-button.hover {\\n    background-color: #333;\\n    z-index: 5; /* end */\\n    /* animation: forward 0.25s ease-in forwards; */\\n}\\n\\nmr-a {\\n    color: darkblue;\\n}\\n\\nmr-a.hover {\\n    color: blue;\\n    z-index: 5;\\n}\\n\\nmr-a.active {\\n    color: purple;\\n\\n}\\n\\n/* these work differently from in XR than expected, laurent should look into it */\\n/* button animation! */\\n\\n@keyframes forward {\\n    to {\\n        z-index: 5; /* end */\\n    }\\n}\\n\\n@keyframes back {\\n    to {\\n        z-index: 1; /* end */\\n    }\\n}\\n\\n\\nbody {\\n    margin: 0; /* unclear why we need this */\\n}\\n`, \\\"\\\"]);\\n// Exports\\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (___CSS_LOADER_EXPORT___);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/defaultStyle.css?./node_modules/css-loader/dist/cjs.js\");\n\n/***/ }),\n\n/***/ \"./node_modules/css-loader/dist/runtime/api.js\":\n/*!*****************************************************!*\\\n  !*** ./node_modules/css-loader/dist/runtime/api.js ***!\n  \\*****************************************************/\n/***/ ((module) => {\n\n\"use strict\";\neval(\"\\n\\n/*\\n  MIT License http://www.opensource.org/licenses/mit-license.php\\n  Author Tobias Koppers @sokra\\n*/\\nmodule.exports = function (cssWithMappingToString) {\\n  var list = [];\\n\\n  // return the list of modules as css string\\n  list.toString = function toString() {\\n    return this.map(function (item) {\\n      var content = \\\"\\\";\\n      var needLayer = typeof item[5] !== \\\"undefined\\\";\\n      if (item[4]) {\\n        content += \\\"@supports (\\\".concat(item[4], \\\") {\\\");\\n      }\\n      if (item[2]) {\\n        content += \\\"@media \\\".concat(item[2], \\\" {\\\");\\n      }\\n      if (needLayer) {\\n        content += \\\"@layer\\\".concat(item[5].length > 0 ? \\\" \\\".concat(item[5]) : \\\"\\\", \\\" {\\\");\\n      }\\n      content += cssWithMappingToString(item);\\n      if (needLayer) {\\n        content += \\\"}\\\";\\n      }\\n      if (item[2]) {\\n        content += \\\"}\\\";\\n      }\\n      if (item[4]) {\\n        content += \\\"}\\\";\\n      }\\n      return content;\\n    }).join(\\\"\\\");\\n  };\\n\\n  // import a list of modules into the list\\n  list.i = function i(modules, media, dedupe, supports, layer) {\\n    if (typeof modules === \\\"string\\\") {\\n      modules = [[null, modules, undefined]];\\n    }\\n    var alreadyImportedModules = {};\\n    if (dedupe) {\\n      for (var k = 0; k < this.length; k++) {\\n        var id = this[k][0];\\n        if (id != null) {\\n          alreadyImportedModules[id] = true;\\n        }\\n      }\\n    }\\n    for (var _k = 0; _k < modules.length; _k++) {\\n      var item = [].concat(modules[_k]);\\n      if (dedupe && alreadyImportedModules[item[0]]) {\\n        continue;\\n      }\\n      if (typeof layer !== \\\"undefined\\\") {\\n        if (typeof item[5] === \\\"undefined\\\") {\\n          item[5] = layer;\\n        } else {\\n          item[1] = \\\"@layer\\\".concat(item[5].length > 0 ? \\\" \\\".concat(item[5]) : \\\"\\\", \\\" {\\\").concat(item[1], \\\"}\\\");\\n          item[5] = layer;\\n        }\\n      }\\n      if (media) {\\n        if (!item[2]) {\\n          item[2] = media;\\n        } else {\\n          item[1] = \\\"@media \\\".concat(item[2], \\\" {\\\").concat(item[1], \\\"}\\\");\\n          item[2] = media;\\n        }\\n      }\\n      if (supports) {\\n        if (!item[4]) {\\n          item[4] = \\\"\\\".concat(supports);\\n        } else {\\n          item[1] = \\\"@supports (\\\".concat(item[4], \\\") {\\\").concat(item[1], \\\"}\\\");\\n          item[4] = supports;\\n        }\\n      }\\n      list.push(item);\\n    }\\n  };\\n  return list;\\n};\\n\\n//# sourceURL=webpack://mrjs/./node_modules/css-loader/dist/runtime/api.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/css-loader/dist/runtime/noSourceMaps.js\":\n/*!**************************************************************!*\\\n  !*** ./node_modules/css-loader/dist/runtime/noSourceMaps.js ***!\n  \\**************************************************************/\n/***/ ((module) => {\n\n\"use strict\";\neval(\"\\n\\nmodule.exports = function (i) {\\n  return i[1];\\n};\\n\\n//# sourceURL=webpack://mrjs/./node_modules/css-loader/dist/runtime/noSourceMaps.js?\");\n\n/***/ }),\n\n/***/ \"./package.json\":\n/*!**********************!*\\\n  !*** ./package.json ***!\n  \\**********************/\n/***/ ((module) => {\n\neval(\"module.exports = {\\\"name\\\":\\\"mrjs\\\",\\\"version\\\":\\\"0.6.4\\\",\\\"type\\\":\\\"module\\\",\\\"description\\\":\\\"an MR first webXR framework\\\",\\\"engines\\\":{\\\"node\\\":\\\"^18.17.0 || >=20.5.0\\\"},\\\"main\\\":\\\"dist/mr.js\\\",\\\"homepage\\\":\\\"https://mrjs.io\\\",\\\"scripts\\\":{\\\"build\\\":\\\"npx webpack --config webpack.config.js\\\",\\\"update-submodules\\\":\\\"./scripts/update-all-submodules.sh\\\",\\\"server\\\":\\\"npx webpack serve\\\",\\\"test-server\\\":\\\"NODE_ENV=testing npx webpack serve\\\",\\\"test\\\":\\\"NODE_OPTIONS=--experimental-vm-modules npx jest\\\",\\\"test-serially\\\":\\\"NODE_OPTIONS=--experimental-vm-modules npx jest --runInBand\\\",\\\"test-randomized\\\":\\\"NODE_OPTIONS=--experimental-vm-modules npx jest --runInBand --random\\\",\\\"clear-testing-cache\\\":\\\"npx jest --clearCache\\\",\\\"docs\\\":\\\"./scripts/create-docs.sh\\\",\\\"prettier-check\\\":\\\"prettier --check \\\\\\\"src/**/*.js\\\\\\\" \\\\\\\"*.js\\\\\\\"\\\",\\\"prettier-fix\\\":\\\"prettier --write \\\\\\\"src/**/*.js\\\\\\\" \\\\\\\"*.js\\\\\\\"\\\",\\\"lint-check\\\":\\\"eslint \\\\\\\"src/**/*.js\\\\\\\" \\\\\\\"*.js\\\\\\\" --ignore-pattern \\\\\\\"src/extras/**\\\\\\\" --max-warnings 0\\\",\\\"lint-fix\\\":\\\"eslint \\\\\\\"src/**/*.js\\\\\\\" \\\\\\\"*.js\\\\\\\" --ignore-pattern \\\\\\\"src/extras/**\\\\\\\" --fix\\\",\\\"format\\\":\\\"npm run prettier-fix && npm run lint-fix\\\",\\\"check-format\\\":\\\"npm run prettier-check && npm run lint-check\\\"},\\\"repository\\\":{\\\"type\\\":\\\"git\\\",\\\"url\\\":\\\"git+https://github.com/Volumetrics-io/mrjs.git\\\"},\\\"author\\\":\\\"Volumetrics\\\",\\\"license\\\":\\\"MIT\\\",\\\"bugs\\\":{\\\"url\\\":\\\"https://github.com/Volumetrics-io/mrjs/issues\\\"},\\\"testMatch\\\":[\\\"**/__tests__/**/*.test.mjs\\\"],\\\"testEnvironment\\\":\\\"node\\\",\\\"devDependencies\\\":{\\\"@babel/core\\\":\\\"^7.23.9\\\",\\\"babel-jest\\\":\\\"^29.7.0\\\",\\\"copy-webpack-plugin\\\":\\\"^12.0.2\\\",\\\"css-loader\\\":\\\"^7.1.1\\\",\\\"eslint\\\":\\\"^8.56.0\\\",\\\"eslint-config-airbnb\\\":\\\"^19.0.4\\\",\\\"eslint-config-airbnb-base\\\":\\\"^15.0.0\\\",\\\"eslint-config-prettier\\\":\\\"^9.1.0\\\",\\\"eslint-plugin-import\\\":\\\"^2.29.1\\\",\\\"eslint-plugin-jsdoc\\\":\\\"^48.2.4\\\",\\\"eslint-plugin-jsx-a11y\\\":\\\"^6.8.0\\\",\\\"eslint-plugin-prettier\\\":\\\"^5.1.3\\\",\\\"eslint-plugin-react\\\":\\\"^7.33.2\\\",\\\"eslint-plugin-react-hooks\\\":\\\"^4.6.0\\\",\\\"eslint-plugin-unused-imports\\\":\\\"^3.0.0\\\",\\\"esm\\\":\\\"^3.2.25\\\",\\\"html-webpack-plugin\\\":\\\"^5.6.0\\\",\\\"install\\\":\\\"^0.13.0\\\",\\\"jest\\\":\\\"^29.7.0\\\",\\\"jest-environment-jsdom\\\":\\\"^29.7.0\\\",\\\"jest-fetch-mock\\\":\\\"^3.0.3\\\",\\\"jest-puppeteer\\\":\\\"^10.0.1\\\",\\\"jsdoc\\\":\\\"^4.0.2\\\",\\\"jsdoc-to-markdown\\\":\\\"^8.0.1\\\",\\\"json-loader\\\":\\\"^0.5.7\\\",\\\"mini-css-extract-plugin\\\":\\\"^2.8.0\\\",\\\"npm\\\":\\\"^10.4.0\\\",\\\"playwright\\\":\\\"^1.41.2\\\",\\\"puppeteer\\\":\\\"^22.8.0\\\",\\\"style-loader\\\":\\\"^4.0.0\\\",\\\"tui-jsdoc-template\\\":\\\"^1.2.2\\\",\\\"url\\\":\\\"^0.11.3\\\",\\\"webpack\\\":\\\"^5.90.1\\\",\\\"webpack-cli\\\":\\\"^5.1.4\\\",\\\"webpack-dev-server\\\":\\\"^5.0.4\\\"},\\\"dependencies\\\":{\\\"@babel/eslint-parser\\\":\\\"^7.23.10\\\",\\\"@dimforge/rapier3d\\\":\\\"^0.12.0\\\",\\\"docdash\\\":\\\"^2.0.2\\\",\\\"jaguarjs-jsdoc\\\":\\\"^1.1.0\\\",\\\"jsdom\\\":\\\"^24.0.0\\\",\\\"prettier\\\":\\\"^3.2.4\\\",\\\"prettier-eslint-cli\\\":\\\"^8.0.1\\\",\\\"stats.js\\\":\\\"^0.17.0\\\",\\\"three\\\":\\\"^0.161.0\\\",\\\"troika-three-text\\\":\\\"^0.48.1\\\"}}\\n\\n//# 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 result = i;\\n      break;\\n    }\\n  }\\n  return result;\\n}\\nfunction modulesToDom(list, options) {\\n  var idCountMap = {};\\n  var identifiers = [];\\n  for (var i = 0; i < list.length; i++) {\\n    var item = list[i];\\n    var id = options.base ? item[0] + options.base : item[0];\\n    var count = idCountMap[id] || 0;\\n    var identifier = \\\"\\\".concat(id, \\\" \\\").concat(count);\\n    idCountMap[id] = count + 1;\\n    var indexByIdentifier = getIndexByIdentifier(identifier);\\n    var obj = {\\n      css: item[1],\\n      media: item[2],\\n      sourceMap: item[3],\\n      supports: item[4],\\n      layer: item[5]\\n    };\\n    if (indexByIdentifier !== -1) {\\n      stylesInDOM[indexByIdentifier].references++;\\n      stylesInDOM[indexByIdentifier].updater(obj);\\n    } else {\\n      var updater = addElementStyle(obj, options);\\n      options.byIndex = i;\\n      stylesInDOM.splice(i, 0, {\\n        identifier: identifier,\\n        updater: updater,\\n        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stylesInDOM[index].references--;\\n    }\\n    var newLastIdentifiers = modulesToDom(newList, options);\\n    for (var _i = 0; _i < lastIdentifiers.length; _i++) {\\n      var _identifier = lastIdentifiers[_i];\\n      var _index = getIndexByIdentifier(_identifier);\\n      if (stylesInDOM[_index].references === 0) {\\n        stylesInDOM[_index].updater();\\n        stylesInDOM.splice(_index, 1);\\n      }\\n    }\\n    lastIdentifiers = newLastIdentifiers;\\n  };\\n};\\n\\n//# sourceURL=webpack://mrjs/./node_modules/style-loader/dist/runtime/injectStylesIntoStyleTag.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/style-loader/dist/runtime/insertBySelector.js\":\n/*!********************************************************************!*\\\n  !*** ./node_modules/style-loader/dist/runtime/insertBySelector.js ***!\n  \\********************************************************************/\n/***/ ((module) => {\n\n\"use strict\";\neval(\"\\n\\nvar memo = {};\\n\\n/* istanbul ignore next  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This probably means that the value for the 'insert' parameter is invalid.\\\");\\n  }\\n  target.appendChild(style);\\n}\\nmodule.exports = insertBySelector;\\n\\n//# sourceURL=webpack://mrjs/./node_modules/style-loader/dist/runtime/insertBySelector.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/style-loader/dist/runtime/insertStyleElement.js\":\n/*!**********************************************************************!*\\\n  !*** ./node_modules/style-loader/dist/runtime/insertStyleElement.js ***!\n  \\**********************************************************************/\n/***/ ((module) => {\n\n\"use strict\";\neval(\"\\n\\n/* istanbul ignore next  */\\nfunction insertStyleElement(options) {\\n  var element = document.createElement(\\\"style\\\");\\n  options.setAttributes(element, options.attributes);\\n  options.insert(element, options.options);\\n  return element;\\n}\\nmodule.exports = insertStyleElement;\\n\\n//# 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sourceMap = obj.sourceMap;\\n  if (sourceMap && typeof btoa !== \\\"undefined\\\") {\\n    css += \\\"\\\\n/*# sourceMappingURL=data:application/json;base64,\\\".concat(btoa(unescape(encodeURIComponent(JSON.stringify(sourceMap)))), \\\" */\\\");\\n  }\\n\\n  // For old IE\\n  /* istanbul ignore if  */\\n  options.styleTagTransform(css, styleElement, options.options);\\n}\\nfunction removeStyleElement(styleElement) {\\n  // istanbul ignore if\\n  if (styleElement.parentNode === null) {\\n    return false;\\n  }\\n  styleElement.parentNode.removeChild(styleElement);\\n}\\n\\n/* istanbul ignore next  */\\nfunction domAPI(options) {\\n  if (typeof document === \\\"undefined\\\") {\\n    return {\\n      update: function update() {},\\n      remove: function remove() {}\\n    };\\n  }\\n  var styleElement = options.insertStyleElement(options);\\n  return {\\n    update: function update(obj) {\\n      apply(styleElement, options, obj);\\n    },\\n    remove: function remove() {\\n      removeStyleElement(styleElement);\\n    }\\n  };\\n}\\nmodule.exports = domAPI;\\n\\n//# sourceURL=webpack://mrjs/./node_modules/style-loader/dist/runtime/styleDomAPI.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/style-loader/dist/runtime/styleTagTransform.js\":\n/*!*********************************************************************!*\\\n  !*** ./node_modules/style-loader/dist/runtime/styleTagTransform.js ***!\n  \\*********************************************************************/\n/***/ ((module) => {\n\n\"use strict\";\neval(\"\\n\\n/* istanbul ignore next  */\\nfunction styleTagTransform(css, styleElement) {\\n  if (styleElement.styleSheet) {\\n    styleElement.styleSheet.cssText = css;\\n  } else {\\n    while (styleElement.firstChild) {\\n      styleElement.removeChild(styleElement.firstChild);\\n    }\\n    styleElement.appendChild(document.createTextNode(css));\\n  }\\n}\\nmodule.exports = styleTagTransform;\\n\\n//# 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ArcCurve),\\n/* harmony export */   ArrayCamera: () => (/* binding */ ArrayCamera),\\n/* harmony export */   ArrowHelper: () => (/* binding */ ArrowHelper),\\n/* harmony export */   AttachedBindMode: () => (/* binding */ AttachedBindMode),\\n/* harmony export */   Audio: () => (/* binding */ Audio),\\n/* harmony export */   AudioAnalyser: () => (/* binding */ AudioAnalyser),\\n/* harmony export */   AudioContext: () => (/* binding */ AudioContext),\\n/* harmony export */   AudioListener: () => (/* binding */ AudioListener),\\n/* harmony export */   AudioLoader: () => (/* binding */ AudioLoader),\\n/* harmony export */   AxesHelper: () => (/* binding */ AxesHelper),\\n/* harmony export */   BackSide: () => (/* binding */ BackSide),\\n/* harmony export */   BasicDepthPacking: () => (/* binding */ BasicDepthPacking),\\n/* harmony export */   BasicShadowMap: () => (/* binding */ BasicShadowMap),\\n/* harmony export */   BatchedMesh: () => (/* binding */ BatchedMesh),\\n/* harmony export */   Bone: () => (/* binding */ Bone),\\n/* harmony export */   BooleanKeyframeTrack: () => (/* binding */ BooleanKeyframeTrack),\\n/* harmony export */   Box2: () => (/* binding */ Box2),\\n/* harmony export */   Box3: () => (/* binding */ Box3),\\n/* harmony export */   Box3Helper: () => (/* binding */ Box3Helper),\\n/* harmony export */   BoxGeometry: () => (/* binding */ BoxGeometry),\\n/* harmony export */   BoxHelper: () => (/* binding */ BoxHelper),\\n/* harmony export */   BufferAttribute: () => (/* binding */ BufferAttribute),\\n/* harmony export */   BufferGeometry: () => (/* binding */ BufferGeometry),\\n/* harmony export */   BufferGeometryLoader: () => (/* binding */ BufferGeometryLoader),\\n/* harmony export */   ByteType: () => (/* binding */ ByteType),\\n/* harmony export */   Cache: () => (/* binding */ Cache),\\n/* harmony export */   Camera: () => (/* binding */ Camera),\\n/* harmony export */   CameraHelper: () => (/* binding */ CameraHelper),\\n/* harmony export */   CanvasTexture: () => (/* binding */ CanvasTexture),\\n/* harmony export */   CapsuleGeometry: () => (/* binding */ CapsuleGeometry),\\n/* harmony export */   CatmullRomCurve3: () => (/* binding */ CatmullRomCurve3),\\n/* harmony export */   CineonToneMapping: () => (/* binding */ CineonToneMapping),\\n/* harmony export */   CircleGeometry: () => (/* binding */ CircleGeometry),\\n/* harmony export */   ClampToEdgeWrapping: () => (/* binding */ ClampToEdgeWrapping),\\n/* harmony export */   Clock: () => (/* binding */ Clock),\\n/* harmony export */   Color: () => (/* binding */ Color),\\n/* harmony export */   ColorKeyframeTrack: () => (/* binding */ ColorKeyframeTrack),\\n/* harmony export */   ColorManagement: () => (/* binding */ ColorManagement),\\n/* harmony export */   CompressedArrayTexture: () => (/* binding */ CompressedArrayTexture),\\n/* harmony export */   CompressedCubeTexture: () => (/* binding */ CompressedCubeTexture),\\n/* harmony export */   CompressedTexture: () => (/* binding */ CompressedTexture),\\n/* harmony export */   CompressedTextureLoader: () => (/* binding */ CompressedTextureLoader),\\n/* harmony export */   ConeGeometry: () => (/* binding */ ConeGeometry),\\n/* harmony export */   ConstantAlphaFactor: () => (/* binding */ ConstantAlphaFactor),\\n/* harmony export */   ConstantColorFactor: () => (/* binding */ ConstantColorFactor),\\n/* harmony export */   CubeCamera: () => (/* binding */ CubeCamera),\\n/* harmony export */   CubeReflectionMapping: () => (/* binding */ CubeReflectionMapping),\\n/* harmony export */   CubeRefractionMapping: () => (/* binding */ CubeRefractionMapping),\\n/* harmony export */   CubeTexture: () => (/* binding */ CubeTexture),\\n/* harmony export */   CubeTextureLoader: () => (/* binding */ CubeTextureLoader),\\n/* harmony export */   CubeUVReflectionMapping: () => (/* binding */ CubeUVReflectionMapping),\\n/* harmony export */   CubicBezierCurve: () => (/* binding */ CubicBezierCurve),\\n/* harmony export */   CubicBezierCurve3: () => (/* binding */ CubicBezierCurve3),\\n/* harmony export */   CubicInterpolant: () => (/* binding */ CubicInterpolant),\\n/* harmony export */   CullFaceBack: () => (/* binding */ CullFaceBack),\\n/* harmony export */   CullFaceFront: () => (/* binding */ CullFaceFront),\\n/* harmony export */   CullFaceFrontBack: () => (/* binding */ CullFaceFrontBack),\\n/* harmony export */   CullFaceNone: () => (/* binding */ CullFaceNone),\\n/* harmony export */   Curve: () => (/* binding */ Curve),\\n/* harmony export */   CurvePath: () => (/* binding */ CurvePath),\\n/* harmony export */   CustomBlending: () => (/* binding */ CustomBlending),\\n/* harmony export */   CustomToneMapping: () => (/* binding */ CustomToneMapping),\\n/* harmony export */   CylinderGeometry: () => (/* binding */ CylinderGeometry),\\n/* harmony export */   Cylindrical: () => (/* binding */ Cylindrical),\\n/* harmony export */   Data3DTexture: () => (/* binding */ Data3DTexture),\\n/* harmony export */   DataArrayTexture: () => (/* binding */ DataArrayTexture),\\n/* harmony export */   DataTexture: () => (/* binding */ DataTexture),\\n/* harmony export */   DataTextureLoader: () => (/* binding */ DataTextureLoader),\\n/* harmony export */   DataUtils: () => (/* binding */ DataUtils),\\n/* harmony export */   DecrementStencilOp: () => (/* binding */ DecrementStencilOp),\\n/* harmony export */   DecrementWrapStencilOp: () => (/* binding */ DecrementWrapStencilOp),\\n/* harmony export */   DefaultLoadingManager: () => (/* binding */ DefaultLoadingManager),\\n/* harmony export */   DepthFormat: () => (/* binding */ DepthFormat),\\n/* harmony export */   DepthStencilFormat: () => (/* binding */ DepthStencilFormat),\\n/* harmony export */   DepthTexture: () => (/* binding */ DepthTexture),\\n/* harmony export */   DetachedBindMode: () => (/* binding */ DetachedBindMode),\\n/* harmony export */   DirectionalLight: () => (/* binding */ DirectionalLight),\\n/* harmony export */   DirectionalLightHelper: () => (/* binding */ DirectionalLightHelper),\\n/* harmony export */   DiscreteInterpolant: () => (/* binding */ DiscreteInterpolant),\\n/* harmony export */   DisplayP3ColorSpace: () => (/* binding */ DisplayP3ColorSpace),\\n/* harmony export */   DodecahedronGeometry: () => (/* binding */ DodecahedronGeometry),\\n/* harmony export */   DoubleSide: () => (/* binding */ DoubleSide),\\n/* harmony export */   DstAlphaFactor: () => (/* binding */ DstAlphaFactor),\\n/* harmony export */   DstColorFactor: () => (/* binding */ DstColorFactor),\\n/* harmony export */   DynamicCopyUsage: () => (/* binding */ DynamicCopyUsage),\\n/* harmony export */   DynamicDrawUsage: () => (/* binding */ DynamicDrawUsage),\\n/* harmony export */   DynamicReadUsage: () => (/* binding */ DynamicReadUsage),\\n/* harmony export */   EdgesGeometry: () => (/* binding */ EdgesGeometry),\\n/* harmony export */   EllipseCurve: () => (/* binding */ EllipseCurve),\\n/* harmony export */   EqualCompare: () => (/* binding */ EqualCompare),\\n/* harmony export */   EqualDepth: () => (/* binding */ EqualDepth),\\n/* harmony export */   EqualStencilFunc: () => (/* binding */ EqualStencilFunc),\\n/* harmony export */   EquirectangularReflectionMapping: () => (/* binding */ EquirectangularReflectionMapping),\\n/* harmony export */   EquirectangularRefractionMapping: () => (/* binding */ EquirectangularRefractionMapping),\\n/* harmony export */   Euler: () => (/* binding */ Euler),\\n/* harmony export */   EventDispatcher: () => (/* binding */ EventDispatcher),\\n/* harmony export */   ExtrudeGeometry: () => (/* binding */ ExtrudeGeometry),\\n/* harmony export */   FileLoader: () => (/* binding */ FileLoader),\\n/* harmony export */   Float16BufferAttribute: () => (/* binding */ Float16BufferAttribute),\\n/* harmony export */   Float32BufferAttribute: () => (/* binding */ Float32BufferAttribute),\\n/* harmony export */   Float64BufferAttribute: () => (/* binding */ Float64BufferAttribute),\\n/* harmony export */   FloatType: () => (/* binding */ FloatType),\\n/* harmony export */   Fog: () => (/* binding */ Fog),\\n/* harmony export */   FogExp2: () => (/* binding */ FogExp2),\\n/* harmony export */   FramebufferTexture: () => (/* binding */ FramebufferTexture),\\n/* harmony export */   FrontSide: () => (/* binding */ FrontSide),\\n/* harmony export */   Frustum: () => (/* binding */ Frustum),\\n/* harmony export */   GLBufferAttribute: () => (/* binding */ GLBufferAttribute),\\n/* harmony export */   GLSL1: () => (/* binding */ GLSL1),\\n/* harmony export */   GLSL3: () => (/* binding */ GLSL3),\\n/* harmony export */   GreaterCompare: () => (/* binding */ GreaterCompare),\\n/* harmony export */   GreaterDepth: () => (/* binding */ GreaterDepth),\\n/* harmony export */   GreaterEqualCompare: () => (/* binding */ GreaterEqualCompare),\\n/* harmony export */   GreaterEqualDepth: () => (/* binding */ GreaterEqualDepth),\\n/* harmony export */   GreaterEqualStencilFunc: () => (/* binding */ GreaterEqualStencilFunc),\\n/* harmony export */   GreaterStencilFunc: () => (/* binding */ GreaterStencilFunc),\\n/* harmony export */   GridHelper: () => (/* binding */ GridHelper),\\n/* harmony export */   Group: () => (/* binding */ Group),\\n/* harmony export */   HalfFloatType: () => (/* binding */ HalfFloatType),\\n/* harmony export */   HemisphereLight: () => (/* binding */ HemisphereLight),\\n/* harmony export */   HemisphereLightHelper: () => (/* binding */ HemisphereLightHelper),\\n/* harmony export */   IcosahedronGeometry: () => (/* binding */ IcosahedronGeometry),\\n/* harmony export */   ImageBitmapLoader: () => (/* binding */ ImageBitmapLoader),\\n/* harmony export */   ImageLoader: () => (/* binding */ ImageLoader),\\n/* harmony export */   ImageUtils: () => (/* binding */ ImageUtils),\\n/* harmony export */   IncrementStencilOp: () => (/* binding */ IncrementStencilOp),\\n/* harmony export */   IncrementWrapStencilOp: () => (/* binding */ IncrementWrapStencilOp),\\n/* harmony export */   InstancedBufferAttribute: () => (/* binding */ InstancedBufferAttribute),\\n/* harmony export */   InstancedBufferGeometry: () => (/* binding */ InstancedBufferGeometry),\\n/* harmony export */   InstancedInterleavedBuffer: () => (/* binding */ InstancedInterleavedBuffer),\\n/* harmony export */   InstancedMesh: () => (/* binding */ InstancedMesh),\\n/* harmony export */   Int16BufferAttribute: () => (/* binding */ Int16BufferAttribute),\\n/* harmony export */   Int32BufferAttribute: () => (/* binding */ Int32BufferAttribute),\\n/* harmony export */   Int8BufferAttribute: () => (/* binding */ Int8BufferAttribute),\\n/* harmony export */   IntType: () => (/* binding */ IntType),\\n/* harmony export */   InterleavedBuffer: () => (/* binding */ InterleavedBuffer),\\n/* harmony export */   InterleavedBufferAttribute: () => (/* binding */ InterleavedBufferAttribute),\\n/* harmony export */   Interpolant: () => (/* binding */ Interpolant),\\n/* harmony export */   InterpolateDiscrete: () => (/* binding */ InterpolateDiscrete),\\n/* harmony export */   InterpolateLinear: () => (/* binding */ InterpolateLinear),\\n/* harmony export */   InterpolateSmooth: () => (/* binding */ InterpolateSmooth),\\n/* harmony export */   InvertStencilOp: () => (/* binding */ InvertStencilOp),\\n/* harmony export */   KeepStencilOp: () => (/* binding */ KeepStencilOp),\\n/* harmony export */   KeyframeTrack: () => (/* binding */ KeyframeTrack),\\n/* harmony export */   LOD: () => (/* binding */ LOD),\\n/* harmony export */   LatheGeometry: () => (/* binding */ LatheGeometry),\\n/* harmony export */   Layers: () => (/* binding */ Layers),\\n/* harmony export */   LessCompare: () => (/* binding */ LessCompare),\\n/* harmony export */   LessDepth: () => (/* binding */ LessDepth),\\n/* harmony export */   LessEqualCompare: () => (/* binding */ LessEqualCompare),\\n/* harmony export */   LessEqualDepth: () => (/* binding */ LessEqualDepth),\\n/* harmony export */   LessEqualStencilFunc: () => (/* binding */ LessEqualStencilFunc),\\n/* harmony export */   LessStencilFunc: () => (/* binding */ LessStencilFunc),\\n/* harmony export */   Light: () => (/* binding */ Light),\\n/* harmony export */   LightProbe: () => (/* binding */ LightProbe),\\n/* harmony export */   Line: () => (/* binding */ Line),\\n/* harmony export */   Line3: () => (/* binding */ Line3),\\n/* harmony export */   LineBasicMaterial: () => (/* binding */ LineBasicMaterial),\\n/* harmony export */   LineCurve: () => (/* binding */ LineCurve),\\n/* harmony export */   LineCurve3: () => (/* binding */ LineCurve3),\\n/* harmony export */   LineDashedMaterial: () => (/* binding */ LineDashedMaterial),\\n/* harmony export */   LineLoop: () => (/* binding */ LineLoop),\\n/* harmony export */   LineSegments: () => (/* binding */ LineSegments),\\n/* harmony export */   LinearDisplayP3ColorSpace: () => (/* binding */ LinearDisplayP3ColorSpace),\\n/* harmony export */   LinearEncoding: () => (/* binding */ LinearEncoding),\\n/* harmony export */   LinearFilter: () => (/* binding */ LinearFilter),\\n/* harmony export */   LinearInterpolant: () => (/* binding */ LinearInterpolant),\\n/* harmony export */   LinearMipMapLinearFilter: () => (/* binding */ LinearMipMapLinearFilter),\\n/* harmony export */   LinearMipMapNearestFilter: () => (/* binding */ LinearMipMapNearestFilter),\\n/* harmony export */   LinearMipmapLinearFilter: () => (/* binding */ LinearMipmapLinearFilter),\\n/* harmony export */   LinearMipmapNearestFilter: () => (/* binding */ LinearMipmapNearestFilter),\\n/* harmony export */   LinearSRGBColorSpace: () => (/* binding */ LinearSRGBColorSpace),\\n/* harmony export */   LinearToneMapping: () => (/* binding */ LinearToneMapping),\\n/* harmony export */   LinearTransfer: () => (/* binding */ LinearTransfer),\\n/* harmony export */   Loader: () => (/* binding */ Loader),\\n/* harmony export */   LoaderUtils: () => (/* binding */ LoaderUtils),\\n/* harmony export */   LoadingManager: () => (/* binding */ LoadingManager),\\n/* harmony export */   LoopOnce: () => (/* binding */ LoopOnce),\\n/* harmony export */   LoopPingPong: () => (/* binding */ LoopPingPong),\\n/* harmony export */   LoopRepeat: () => (/* binding */ LoopRepeat),\\n/* harmony export */   LuminanceAlphaFormat: () => (/* binding */ LuminanceAlphaFormat),\\n/* harmony export */   LuminanceFormat: () => (/* binding */ LuminanceFormat),\\n/* harmony export */   MOUSE: () => (/* binding */ MOUSE),\\n/* harmony export */   Material: () => (/* binding */ Material),\\n/* harmony export */   MaterialLoader: () => (/* binding */ MaterialLoader),\\n/* harmony export */   MathUtils: () => (/* binding */ MathUtils),\\n/* harmony export */   Matrix3: () => (/* binding */ Matrix3),\\n/* harmony export */   Matrix4: () => (/* binding */ Matrix4),\\n/* harmony export */   MaxEquation: () => (/* binding */ MaxEquation),\\n/* harmony export */   Mesh: () => (/* binding */ Mesh),\\n/* harmony export */   MeshBasicMaterial: () => (/* binding */ MeshBasicMaterial),\\n/* harmony export */   MeshDepthMaterial: () => (/* binding */ MeshDepthMaterial),\\n/* harmony export */   MeshDistanceMaterial: () => (/* binding */ MeshDistanceMaterial),\\n/* harmony export */   MeshLambertMaterial: () => (/* binding */ MeshLambertMaterial),\\n/* harmony export */   MeshMatcapMaterial: () => (/* binding */ MeshMatcapMaterial),\\n/* harmony export */   MeshNormalMaterial: () => (/* binding */ MeshNormalMaterial),\\n/* harmony export */   MeshPhongMaterial: () => (/* binding */ MeshPhongMaterial),\\n/* harmony export */   MeshPhysicalMaterial: () => (/* binding */ MeshPhysicalMaterial),\\n/* harmony export */   MeshStandardMaterial: () => (/* binding */ MeshStandardMaterial),\\n/* harmony export */   MeshToonMaterial: () => (/* binding */ MeshToonMaterial),\\n/* harmony export */   MinEquation: () => (/* binding */ MinEquation),\\n/* harmony export */   MirroredRepeatWrapping: () => (/* binding */ MirroredRepeatWrapping),\\n/* harmony export */   MixOperation: () => (/* binding */ MixOperation),\\n/* harmony export */   MultiplyBlending: () => (/* binding */ MultiplyBlending),\\n/* harmony export */   MultiplyOperation: () => (/* binding */ MultiplyOperation),\\n/* harmony export */   NearestFilter: () => (/* binding */ NearestFilter),\\n/* harmony export */   NearestMipMapLinearFilter: () => (/* binding */ NearestMipMapLinearFilter),\\n/* harmony export */   NearestMipMapNearestFilter: () => (/* binding */ NearestMipMapNearestFilter),\\n/* harmony export */   NearestMipmapLinearFilter: () => (/* binding */ NearestMipmapLinearFilter),\\n/* harmony export */   NearestMipmapNearestFilter: () => (/* binding */ NearestMipmapNearestFilter),\\n/* harmony export */   NeverCompare: () => (/* binding */ NeverCompare),\\n/* harmony export */   NeverDepth: () => (/* binding */ NeverDepth),\\n/* harmony export */   NeverStencilFunc: () => (/* binding */ NeverStencilFunc),\\n/* harmony export */   NoBlending: () => (/* binding */ NoBlending),\\n/* harmony export */   NoColorSpace: () => (/* binding */ NoColorSpace),\\n/* harmony export */   NoToneMapping: () => (/* binding */ NoToneMapping),\\n/* harmony export */   NormalAnimationBlendMode: () => (/* binding */ NormalAnimationBlendMode),\\n/* harmony export */   NormalBlending: () => (/* binding */ NormalBlending),\\n/* harmony export */   NotEqualCompare: () => (/* binding */ NotEqualCompare),\\n/* harmony export */   NotEqualDepth: () => (/* binding */ NotEqualDepth),\\n/* harmony export */   NotEqualStencilFunc: () => (/* binding */ NotEqualStencilFunc),\\n/* harmony export */   NumberKeyframeTrack: () => (/* binding */ NumberKeyframeTrack),\\n/* harmony export */   Object3D: () => (/* binding */ Object3D),\\n/* harmony export */   ObjectLoader: () => (/* binding */ ObjectLoader),\\n/* harmony export */   ObjectSpaceNormalMap: () => (/* binding */ ObjectSpaceNormalMap),\\n/* harmony export */   OctahedronGeometry: () => (/* binding */ OctahedronGeometry),\\n/* harmony export */   OneFactor: () => (/* binding */ OneFactor),\\n/* harmony export */   OneMinusConstantAlphaFactor: () => (/* binding */ OneMinusConstantAlphaFactor),\\n/* harmony export */   OneMinusConstantColorFactor: () => (/* binding */ OneMinusConstantColorFactor),\\n/* harmony export */   OneMinusDstAlphaFactor: () => (/* binding */ OneMinusDstAlphaFactor),\\n/* harmony export */   OneMinusDstColorFactor: () => (/* binding */ OneMinusDstColorFactor),\\n/* harmony export */   OneMinusSrcAlphaFactor: () => (/* binding */ OneMinusSrcAlphaFactor),\\n/* harmony export */   OneMinusSrcColorFactor: () => (/* binding */ OneMinusSrcColorFactor),\\n/* harmony export */   OrthographicCamera: () => (/* binding */ OrthographicCamera),\\n/* harmony export */   P3Primaries: () => (/* binding */ P3Primaries),\\n/* harmony export */   PCFShadowMap: () => (/* binding */ PCFShadowMap),\\n/* harmony export */   PCFSoftShadowMap: () => (/* binding */ PCFSoftShadowMap),\\n/* harmony export */   PMREMGenerator: () => (/* binding */ PMREMGenerator),\\n/* harmony export */   Path: () => (/* binding */ Path),\\n/* harmony export */   PerspectiveCamera: () => (/* binding */ PerspectiveCamera),\\n/* harmony export */   Plane: () => (/* binding */ Plane),\\n/* harmony export */   PlaneGeometry: () => (/* binding */ PlaneGeometry),\\n/* harmony export */   PlaneHelper: () => (/* binding */ PlaneHelper),\\n/* harmony export */   PointLight: () => (/* binding */ PointLight),\\n/* harmony export */   PointLightHelper: () => (/* binding */ PointLightHelper),\\n/* harmony export */   Points: () => (/* binding */ Points),\\n/* harmony export */   PointsMaterial: () => (/* binding */ PointsMaterial),\\n/* harmony export */   PolarGridHelper: () => (/* binding */ PolarGridHelper),\\n/* harmony export */   PolyhedronGeometry: () => (/* binding */ PolyhedronGeometry),\\n/* harmony export */   PositionalAudio: () => (/* binding */ PositionalAudio),\\n/* harmony export */   PropertyBinding: () => (/* binding */ PropertyBinding),\\n/* harmony export */   PropertyMixer: () => (/* binding */ PropertyMixer),\\n/* harmony export */   QuadraticBezierCurve: () => (/* binding */ QuadraticBezierCurve),\\n/* harmony export */   QuadraticBezierCurve3: () => (/* binding */ QuadraticBezierCurve3),\\n/* harmony export */   Quaternion: () => (/* binding */ Quaternion),\\n/* harmony export */   QuaternionKeyframeTrack: () => (/* binding */ QuaternionKeyframeTrack),\\n/* harmony export */   QuaternionLinearInterpolant: () => (/* binding */ QuaternionLinearInterpolant),\\n/* harmony export */   RED_GREEN_RGTC2_Format: () => (/* binding */ RED_GREEN_RGTC2_Format),\\n/* harmony export */   RED_RGTC1_Format: () => (/* binding */ RED_RGTC1_Format),\\n/* harmony export */   REVISION: () => (/* binding */ REVISION),\\n/* harmony export */   RGBADepthPacking: () => (/* binding */ RGBADepthPacking),\\n/* harmony export */   RGBAFormat: () => (/* binding */ RGBAFormat),\\n/* harmony export */   RGBAIntegerFormat: () => (/* binding */ RGBAIntegerFormat),\\n/* harmony export */   RGBA_ASTC_10x10_Format: () => (/* binding */ RGBA_ASTC_10x10_Format),\\n/* harmony export */   RGBA_ASTC_10x5_Format: () => (/* binding */ RGBA_ASTC_10x5_Format),\\n/* harmony export */   RGBA_ASTC_10x6_Format: () => (/* binding */ RGBA_ASTC_10x6_Format),\\n/* harmony export */   RGBA_ASTC_10x8_Format: () => (/* binding */ RGBA_ASTC_10x8_Format),\\n/* harmony export */   RGBA_ASTC_12x10_Format: () => (/* binding */ RGBA_ASTC_12x10_Format),\\n/* harmony export */   RGBA_ASTC_12x12_Format: () => (/* binding */ RGBA_ASTC_12x12_Format),\\n/* harmony export */   RGBA_ASTC_4x4_Format: () => (/* binding */ RGBA_ASTC_4x4_Format),\\n/* harmony export */   RGBA_ASTC_5x4_Format: () => (/* binding */ RGBA_ASTC_5x4_Format),\\n/* harmony export */   RGBA_ASTC_5x5_Format: () => (/* binding */ RGBA_ASTC_5x5_Format),\\n/* harmony export */   RGBA_ASTC_6x5_Format: () => (/* binding */ RGBA_ASTC_6x5_Format),\\n/* harmony export */   RGBA_ASTC_6x6_Format: () => (/* binding */ RGBA_ASTC_6x6_Format),\\n/* harmony export */   RGBA_ASTC_8x5_Format: () => (/* binding */ RGBA_ASTC_8x5_Format),\\n/* harmony export */   RGBA_ASTC_8x6_Format: () => (/* binding */ RGBA_ASTC_8x6_Format),\\n/* harmony export */   RGBA_ASTC_8x8_Format: () => (/* binding */ RGBA_ASTC_8x8_Format),\\n/* harmony export */   RGBA_BPTC_Format: () => (/* binding */ RGBA_BPTC_Format),\\n/* harmony export */   RGBA_ETC2_EAC_Format: () => (/* binding */ RGBA_ETC2_EAC_Format),\\n/* harmony export */   RGBA_PVRTC_2BPPV1_Format: () => (/* binding */ RGBA_PVRTC_2BPPV1_Format),\\n/* harmony export */   RGBA_PVRTC_4BPPV1_Format: () => (/* binding */ RGBA_PVRTC_4BPPV1_Format),\\n/* harmony export */   RGBA_S3TC_DXT1_Format: () => (/* binding */ RGBA_S3TC_DXT1_Format),\\n/* harmony export */   RGBA_S3TC_DXT3_Format: () => (/* binding */ RGBA_S3TC_DXT3_Format),\\n/* harmony export */   RGBA_S3TC_DXT5_Format: () => (/* binding */ RGBA_S3TC_DXT5_Format),\\n/* harmony export */   RGB_BPTC_SIGNED_Format: () => (/* binding */ RGB_BPTC_SIGNED_Format),\\n/* harmony export */   RGB_BPTC_UNSIGNED_Format: () => (/* binding */ RGB_BPTC_UNSIGNED_Format),\\n/* harmony export */   RGB_ETC1_Format: () => (/* binding */ RGB_ETC1_Format),\\n/* harmony export */   RGB_ETC2_Format: () => (/* binding */ RGB_ETC2_Format),\\n/* harmony export */   RGB_PVRTC_2BPPV1_Format: () => (/* binding */ RGB_PVRTC_2BPPV1_Format),\\n/* harmony export */   RGB_PVRTC_4BPPV1_Format: () => (/* binding */ RGB_PVRTC_4BPPV1_Format),\\n/* harmony export */   RGB_S3TC_DXT1_Format: () => (/* binding */ RGB_S3TC_DXT1_Format),\\n/* harmony export */   RGFormat: () => (/* binding */ RGFormat),\\n/* harmony export */   RGIntegerFormat: () => (/* binding */ RGIntegerFormat),\\n/* harmony export */   RawShaderMaterial: () => (/* binding */ RawShaderMaterial),\\n/* harmony export */   Ray: () => (/* binding */ Ray),\\n/* harmony export */   Raycaster: () => (/* binding */ Raycaster),\\n/* harmony export */   Rec709Primaries: () => (/* binding */ Rec709Primaries),\\n/* harmony export */   RectAreaLight: () => (/* binding */ RectAreaLight),\\n/* harmony export */   RedFormat: () => (/* binding */ RedFormat),\\n/* harmony export */   RedIntegerFormat: () => (/* binding */ RedIntegerFormat),\\n/* harmony export */   ReinhardToneMapping: () => (/* binding */ ReinhardToneMapping),\\n/* harmony export */   RenderTarget: () => (/* binding */ RenderTarget),\\n/* harmony export */   RepeatWrapping: () => (/* binding */ RepeatWrapping),\\n/* harmony export */   ReplaceStencilOp: () => (/* binding */ ReplaceStencilOp),\\n/* harmony export */   ReverseSubtractEquation: () => (/* binding */ ReverseSubtractEquation),\\n/* harmony export */   RingGeometry: () => (/* binding */ RingGeometry),\\n/* harmony export */   SIGNED_RED_GREEN_RGTC2_Format: () => (/* binding */ SIGNED_RED_GREEN_RGTC2_Format),\\n/* harmony export */   SIGNED_RED_RGTC1_Format: () => (/* binding */ SIGNED_RED_RGTC1_Format),\\n/* harmony export */   SRGBColorSpace: () => (/* binding */ SRGBColorSpace),\\n/* harmony export */   SRGBTransfer: () => (/* binding */ SRGBTransfer),\\n/* harmony export */   Scene: () => (/* binding */ Scene),\\n/* harmony export */   ShaderChunk: () => (/* binding */ ShaderChunk),\\n/* harmony export */   ShaderLib: () => (/* binding */ ShaderLib),\\n/* harmony export */   ShaderMaterial: () => (/* binding */ ShaderMaterial),\\n/* harmony export */   ShadowMaterial: () => (/* binding */ ShadowMaterial),\\n/* harmony export */   Shape: () => (/* binding */ Shape),\\n/* harmony export */   ShapeGeometry: () => (/* binding */ ShapeGeometry),\\n/* harmony export */   ShapePath: () => (/* binding */ ShapePath),\\n/* harmony export */   ShapeUtils: () => (/* binding */ ShapeUtils),\\n/* harmony export */   ShortType: () => (/* binding */ ShortType),\\n/* harmony export */   Skeleton: () => (/* binding */ Skeleton),\\n/* harmony export */   SkeletonHelper: () => (/* binding */ SkeletonHelper),\\n/* harmony export */   SkinnedMesh: () => (/* binding */ SkinnedMesh),\\n/* harmony export */   Source: () => (/* binding */ Source),\\n/* harmony export */   Sphere: () => (/* binding */ Sphere),\\n/* harmony export */   SphereGeometry: () => (/* binding */ SphereGeometry),\\n/* harmony export */   Spherical: () => (/* binding */ Spherical),\\n/* harmony export */   SphericalHarmonics3: () => (/* binding */ SphericalHarmonics3),\\n/* harmony export */   SplineCurve: () => (/* binding */ SplineCurve),\\n/* harmony export */   SpotLight: () => (/* binding */ SpotLight),\\n/* harmony export */   SpotLightHelper: () => (/* binding */ SpotLightHelper),\\n/* harmony export */   Sprite: () => (/* binding */ Sprite),\\n/* harmony export */   SpriteMaterial: () => (/* binding */ SpriteMaterial),\\n/* harmony export */   SrcAlphaFactor: () => (/* binding */ SrcAlphaFactor),\\n/* harmony export */   SrcAlphaSaturateFactor: () => (/* binding */ SrcAlphaSaturateFactor),\\n/* harmony export */   SrcColorFactor: () => (/* binding */ SrcColorFactor),\\n/* harmony export */   StaticCopyUsage: () => (/* binding */ StaticCopyUsage),\\n/* harmony export */   StaticDrawUsage: () => (/* binding */ StaticDrawUsage),\\n/* harmony export */   StaticReadUsage: () => (/* binding */ StaticReadUsage),\\n/* harmony export */   StereoCamera: () => (/* binding */ StereoCamera),\\n/* harmony export */   StreamCopyUsage: () => (/* binding */ StreamCopyUsage),\\n/* harmony export */   StreamDrawUsage: () => (/* binding */ StreamDrawUsage),\\n/* harmony export */   StreamReadUsage: () => (/* binding */ StreamReadUsage),\\n/* harmony export */   StringKeyframeTrack: () => (/* binding */ StringKeyframeTrack),\\n/* harmony export */   SubtractEquation: () => (/* binding */ SubtractEquation),\\n/* harmony export */   SubtractiveBlending: () => (/* binding */ SubtractiveBlending),\\n/* harmony export */   TOUCH: () => (/* binding */ TOUCH),\\n/* harmony export */   TangentSpaceNormalMap: () => (/* binding */ TangentSpaceNormalMap),\\n/* harmony export */   TetrahedronGeometry: () => (/* binding */ TetrahedronGeometry),\\n/* harmony export */   Texture: () => (/* binding */ Texture),\\n/* harmony export */   TextureLoader: () => (/* binding */ TextureLoader),\\n/* harmony export */   TorusGeometry: () => (/* binding */ TorusGeometry),\\n/* harmony export */   TorusKnotGeometry: () => (/* binding */ TorusKnotGeometry),\\n/* harmony export */   Triangle: () => (/* binding */ Triangle),\\n/* harmony export */   TriangleFanDrawMode: () => (/* binding */ TriangleFanDrawMode),\\n/* harmony export */   TriangleStripDrawMode: () => (/* binding */ TriangleStripDrawMode),\\n/* harmony export */   TrianglesDrawMode: () => (/* binding */ TrianglesDrawMode),\\n/* harmony export */   TubeGeometry: () => (/* binding */ TubeGeometry),\\n/* harmony export */   UVMapping: () => (/* binding */ UVMapping),\\n/* harmony export */   Uint16BufferAttribute: () => (/* binding */ Uint16BufferAttribute),\\n/* harmony export */   Uint32BufferAttribute: () => (/* binding */ Uint32BufferAttribute),\\n/* harmony export */   Uint8BufferAttribute: () => (/* binding */ Uint8BufferAttribute),\\n/* harmony export */   Uint8ClampedBufferAttribute: () => (/* binding */ Uint8ClampedBufferAttribute),\\n/* harmony export */   Uniform: () => (/* binding */ Uniform),\\n/* harmony export */   UniformsGroup: () => (/* binding */ UniformsGroup),\\n/* harmony export */   UniformsLib: () => (/* binding */ UniformsLib),\\n/* harmony export */   UniformsUtils: () => (/* binding */ UniformsUtils),\\n/* harmony export */   UnsignedByteType: () => (/* binding */ UnsignedByteType),\\n/* harmony export */   UnsignedInt248Type: () => (/* binding */ UnsignedInt248Type),\\n/* harmony export */   UnsignedIntType: () => (/* binding */ UnsignedIntType),\\n/* harmony export */   UnsignedShort4444Type: () => (/* binding */ UnsignedShort4444Type),\\n/* harmony export */   UnsignedShort5551Type: () => (/* binding */ UnsignedShort5551Type),\\n/* harmony export */   UnsignedShortType: () => (/* binding */ UnsignedShortType),\\n/* harmony export */   VSMShadowMap: () => (/* binding */ VSMShadowMap),\\n/* harmony export */   Vector2: () => (/* binding */ Vector2),\\n/* harmony export */   Vector3: () => (/* binding */ Vector3),\\n/* harmony export */   Vector4: () => (/* binding */ Vector4),\\n/* harmony export */   VectorKeyframeTrack: () => (/* binding */ VectorKeyframeTrack),\\n/* harmony export */   VideoTexture: () => (/* binding */ VideoTexture),\\n/* harmony export */   WebGL1Renderer: () => (/* binding */ WebGL1Renderer),\\n/* harmony export */   WebGL3DRenderTarget: () => (/* binding */ WebGL3DRenderTarget),\\n/* harmony export */   WebGLArrayRenderTarget: () => (/* binding */ WebGLArrayRenderTarget),\\n/* harmony export */   WebGLCoordinateSystem: () => (/* binding */ WebGLCoordinateSystem),\\n/* harmony export */   WebGLCubeRenderTarget: () => (/* binding */ WebGLCubeRenderTarget),\\n/* harmony export */   WebGLMultipleRenderTargets: () => (/* binding */ WebGLMultipleRenderTargets),\\n/* harmony export */   WebGLRenderTarget: () => (/* binding */ WebGLRenderTarget),\\n/* harmony export */   WebGLRenderer: () => (/* binding */ WebGLRenderer),\\n/* harmony export */   WebGLUtils: () => (/* binding */ WebGLUtils),\\n/* harmony export */   WebGPUCoordinateSystem: () => (/* binding */ WebGPUCoordinateSystem),\\n/* harmony export */   WireframeGeometry: () => (/* binding */ WireframeGeometry),\\n/* harmony export */   WrapAroundEnding: () => (/* binding */ WrapAroundEnding),\\n/* harmony export */   ZeroCurvatureEnding: () => (/* binding */ ZeroCurvatureEnding),\\n/* harmony export */   ZeroFactor: () => (/* binding */ ZeroFactor),\\n/* harmony export */   ZeroSlopeEnding: () => (/* binding */ ZeroSlopeEnding),\\n/* harmony export */   ZeroStencilOp: () => (/* binding */ ZeroStencilOp),\\n/* harmony export */   _SRGBAFormat: () => (/* binding */ _SRGBAFormat),\\n/* harmony export */   createCanvasElement: () => (/* binding */ createCanvasElement),\\n/* harmony export */   sRGBEncoding: () => (/* binding */ sRGBEncoding)\\n/* harmony export */ });\\n/**\\n * @license\\n * Copyright 2010-2023 Three.js Authors\\n * SPDX-License-Identifier: MIT\\n */\\nconst REVISION = '161';\\n\\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 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 ConstantColorFactor = 211;\\nconst OneMinusConstantColorFactor = 212;\\nconst ConstantAlphaFactor = 213;\\nconst OneMinusConstantAlphaFactor = 214;\\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;\\nconst AgXToneMapping = 6;\\nconst AttachedBindMode = 'attached';\\nconst DetachedBindMode = 'detached';\\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 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 RGB_BPTC_SIGNED_Format = 36494;\\nconst RGB_BPTC_UNSIGNED_Format = 36495;\\nconst RED_RGTC1_Format = 36283;\\nconst SIGNED_RED_RGTC1_Format = 36284;\\nconst RED_GREEN_RGTC2_Format = 36285;\\nconst SIGNED_RED_GREEN_RGTC2_Format = 36286;\\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;\\n/** @deprecated Use LinearSRGBColorSpace or NoColorSpace in three.js r152+. */\\nconst LinearEncoding = 3000;\\n/** @deprecated Use SRGBColorSpace in three.js r152+. */\\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';\\nconst DisplayP3ColorSpace = 'display-p3';\\nconst LinearDisplayP3ColorSpace = 'display-p3-linear';\\n\\nconst LinearTransfer = 'linear';\\nconst SRGBTransfer = 'srgb';\\n\\nconst Rec709Primaries = 'rec709';\\nconst P3Primaries = 'p3';\\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 NeverCompare = 512;\\nconst LessCompare = 513;\\nconst EqualCompare = 514;\\nconst LessEqualCompare = 515;\\nconst GreaterCompare = 516;\\nconst NotEqualCompare = 517;\\nconst GreaterEqualCompare = 518;\\nconst AlwaysCompare = 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\\nconst WebGLCoordinateSystem = 2000;\\nconst WebGPUCoordinateSystem = 2001;\\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( value, array ) {\\n\\n\\tswitch ( array.constructor ) {\\n\\n\\t\\tcase Float32Array:\\n\\n\\t\\t\\treturn value;\\n\\n\\t\\tcase Uint32Array:\\n\\n\\t\\t\\treturn value / 4294967295.0;\\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 Int32Array:\\n\\n\\t\\t\\treturn Math.max( value / 2147483647.0, - 1.0 );\\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 Uint32Array:\\n\\n\\t\\t\\treturn Math.round( value * 4294967295.0 );\\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 Int32Array:\\n\\n\\t\\t\\treturn Math.round( value * 2147483647.0 );\\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\\nconst MathUtils = {\\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\\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 = Math.trunc( this.x );\\n\\t\\tthis.y = Math.trunc( 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\\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;\\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( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\\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\\tif ( n11 !== undefined ) {\\n\\n\\t\\t\\tthis.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );\\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\\t//\\n\\n\\tscale( sx, sy ) {\\n\\n\\t\\tthis.premultiply( _m3.makeScale( sx, sy ) );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\trotate( theta ) {\\n\\n\\t\\tthis.premultiply( _m3.makeRotation( - theta ) );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\ttranslate( tx, ty ) {\\n\\n\\t\\tthis.premultiply( _m3.makeTranslation( tx, ty ) );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\t// for 2D Transforms\\n\\n\\tmakeTranslation( x, y ) {\\n\\n\\t\\tif ( x.isVector2 ) {\\n\\n\\t\\t\\tthis.set(\\n\\n\\t\\t\\t\\t1, 0, x.x,\\n\\t\\t\\t\\t0, 1, x.y,\\n\\t\\t\\t\\t0, 0, 1\\n\\n\\t\\t\\t);\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tthis.set(\\n\\n\\t\\t\\t\\t1, 0, x,\\n\\t\\t\\t\\t0, 1, y,\\n\\t\\t\\t\\t0, 0, 1\\n\\n\\t\\t\\t);\\n\\n\\t\\t}\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tmakeRotation( theta ) {\\n\\n\\t\\t// counterclockwise\\n\\n\\t\\tconst c = Math.cos( theta );\\n\\t\\tconst s = Math.sin( theta );\\n\\n\\t\\tthis.set(\\n\\n\\t\\t\\tc, - s, 0,\\n\\t\\t\\ts, c, 0,\\n\\t\\t\\t0, 0, 1\\n\\n\\t\\t);\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tmakeScale( x, y ) {\\n\\n\\t\\tthis.set(\\n\\n\\t\\t\\tx, 0, 0,\\n\\t\\t\\t0, y, 0,\\n\\t\\t\\t0, 0, 1\\n\\n\\t\\t);\\n\\n\\t\\treturn this;\\n\\n\\t}\\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\\nconst _m3 = /*@__PURE__*/ new Matrix3();\\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; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565\\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 createCanvasElement() {\\n\\n\\tconst canvas = createElementNS( 'canvas' );\\n\\tcanvas.style.display = 'block';\\n\\treturn canvas;\\n\\n}\\n\\nconst _cache = {};\\n\\nfunction warnOnce( message ) {\\n\\n\\tif ( message in _cache ) return;\\n\\n\\t_cache[ message ] = true;\\n\\n\\tconsole.warn( message );\\n\\n}\\n\\n/**\\n * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping\\n * or clipping. Based on W3C specifications for sRGB and Display P3,\\n * and ICC specifications for the D50 connection space. Values in/out\\n * are _linear_ sRGB and _linear_ Display P3.\\n *\\n * Note that both sRGB and Display P3 use the sRGB transfer functions.\\n *\\n * Reference:\\n * - http://www.russellcottrell.com/photo/matrixCalculator.htm\\n */\\n\\nconst LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(\\n\\t0.8224621, 0.177538, 0.0,\\n\\t0.0331941, 0.9668058, 0.0,\\n\\t0.0170827, 0.0723974, 0.9105199,\\n);\\n\\nconst LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(\\n\\t1.2249401, - 0.2249404, 0.0,\\n\\t- 0.0420569, 1.0420571, 0.0,\\n\\t- 0.0196376, - 0.0786361, 1.0982735\\n);\\n\\n/**\\n * Defines supported color spaces by transfer function and primaries,\\n * and provides conversions to/from the Linear-sRGB reference space.\\n */\\nconst COLOR_SPACES = {\\n\\t[ LinearSRGBColorSpace ]: {\\n\\t\\ttransfer: LinearTransfer,\\n\\t\\tprimaries: Rec709Primaries,\\n\\t\\ttoReference: ( color ) => color,\\n\\t\\tfromReference: ( color ) => color,\\n\\t},\\n\\t[ SRGBColorSpace ]: {\\n\\t\\ttransfer: SRGBTransfer,\\n\\t\\tprimaries: Rec709Primaries,\\n\\t\\ttoReference: ( color ) => color.convertSRGBToLinear(),\\n\\t\\tfromReference: ( color ) => color.convertLinearToSRGB(),\\n\\t},\\n\\t[ LinearDisplayP3ColorSpace ]: {\\n\\t\\ttransfer: LinearTransfer,\\n\\t\\tprimaries: P3Primaries,\\n\\t\\ttoReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),\\n\\t\\tfromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),\\n\\t},\\n\\t[ DisplayP3ColorSpace ]: {\\n\\t\\ttransfer: SRGBTransfer,\\n\\t\\tprimaries: P3Primaries,\\n\\t\\ttoReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),\\n\\t\\tfromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),\\n\\t},\\n};\\n\\nconst SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );\\n\\nconst ColorManagement = {\\n\\n\\tenabled: true,\\n\\n\\t_workingColorSpace: LinearSRGBColorSpace,\\n\\n\\tget workingColorSpace() {\\n\\n\\t\\treturn this._workingColorSpace;\\n\\n\\t},\\n\\n\\tset workingColorSpace( colorSpace ) {\\n\\n\\t\\tif ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {\\n\\n\\t\\t\\tthrow new Error( `Unsupported working color space, \\\"${ colorSpace }\\\".` );\\n\\n\\t\\t}\\n\\n\\t\\tthis._workingColorSpace = colorSpace;\\n\\n\\t},\\n\\n\\tconvert: function ( color, sourceColorSpace, targetColorSpace ) {\\n\\n\\t\\tif ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {\\n\\n\\t\\t\\treturn color;\\n\\n\\t\\t}\\n\\n\\t\\tconst sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;\\n\\t\\tconst targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;\\n\\n\\t\\treturn targetFromReference( sourceToReference( color ) );\\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\\tgetPrimaries: function ( colorSpace ) {\\n\\n\\t\\treturn COLOR_SPACES[ colorSpace ].primaries;\\n\\n\\t},\\n\\n\\tgetTransfer: function ( colorSpace ) {\\n\\n\\t\\tif ( colorSpace === NoColorSpace ) return LinearTransfer;\\n\\n\\t\\treturn COLOR_SPACES[ colorSpace ].transfer;\\n\\n\\t},\\n\\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\\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\\nlet _sourceId = 0;\\n\\nclass Source {\\n\\n\\tconstructor( data = null ) {\\n\\n\\t\\tthis.isSource = true;\\n\\n\\t\\tObject.defineProperty( this, 'id', { value: _sourceId ++ } );\\n\\n\\t\\tthis.uuid = generateUUID();\\n\\n\\t\\tthis.data = data;\\n\\t\\tthis.dataReady = true;\\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 = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {\\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\\t\\tthis.channel = 0;\\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\\tif ( typeof colorSpace === 'string' ) {\\n\\n\\t\\t\\tthis.colorSpace = colorSpace;\\n\\n\\t\\t} else { // @deprecated, r152\\n\\n\\t\\t\\twarnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' );\\n\\t\\t\\tthis.colorSpace = colorSpace === sRGBEncoding ? SRGBColorSpace : NoColorSpace;\\n\\n\\t\\t}\\n\\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 = null ) {\\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\\t\\tthis.channel = source.channel;\\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.colorSpace = source.colorSpace;\\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: 4.6,\\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\\t\\t\\tchannel: this.channel,\\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\\tinternalFormat: this.internalFormat,\\n\\t\\t\\ttype: this.type,\\n\\t\\t\\tcolorSpace: this.colorSpace,\\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\\tgenerateMipmaps: this.generateMipmaps,\\n\\t\\t\\tpremultiplyAlpha: this.premultiplyAlpha,\\n\\t\\t\\tunpackAlignment: this.unpackAlignment\\n\\n\\t\\t};\\n\\n\\t\\tif ( Object.keys( this.userData ).length > 0 ) 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\\tget encoding() { // @deprecated, r152\\n\\n\\t\\twarnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' );\\n\\t\\treturn this.colorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding;\\n\\n\\t}\\n\\n\\tset encoding( encoding ) { // @deprecated, r152\\n\\n\\t\\twarnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' );\\n\\t\\tthis.colorSpace = encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace;\\n\\n\\t}\\n\\n}\\n\\nTexture.DEFAULT_IMAGE = null;\\nTexture.DEFAULT_MAPPING = UVMapping;\\nTexture.DEFAULT_ANISOTROPY = 1;\\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 = Math.trunc( this.x );\\n\\t\\tthis.y = Math.trunc( this.y );\\n\\t\\tthis.z = Math.trunc( this.z );\\n\\t\\tthis.w = Math.trunc( 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 RenderTarget extends EventDispatcher {\\n\\n\\tconstructor( width = 1, height = 1, options = {} ) {\\n\\n\\t\\tsuper();\\n\\n\\t\\tthis.isRenderTarget = 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\\tif ( options.encoding !== undefined ) {\\n\\n\\t\\t\\t// @deprecated, r152\\n\\t\\t\\twarnOnce( 'THREE.WebGLRenderTarget: option.encoding has been replaced by option.colorSpace.' );\\n\\t\\t\\toptions.colorSpace = options.encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace;\\n\\n\\t\\t}\\n\\n\\t\\toptions = Object.assign( {\\n\\t\\t\\tgenerateMipmaps: false,\\n\\t\\t\\tinternalFormat: null,\\n\\t\\t\\tminFilter: LinearFilter,\\n\\t\\t\\tdepthBuffer: true,\\n\\t\\t\\tstencilBuffer: false,\\n\\t\\t\\tdepthTexture: null,\\n\\t\\t\\tsamples: 0\\n\\t\\t}, options );\\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.colorSpace );\\n\\t\\tthis.texture.isRenderTargetTexture = true;\\n\\n\\t\\tthis.texture.flipY = false;\\n\\t\\tthis.texture.generateMipmaps = options.generateMipmaps;\\n\\t\\tthis.texture.internalFormat = options.internalFormat;\\n\\n\\t\\tthis.depthBuffer = options.depthBuffer;\\n\\t\\tthis.stencilBuffer = options.stencilBuffer;\\n\\n\\t\\tthis.depthTexture = options.depthTexture;\\n\\n\\t\\tthis.samples = options.samples;\\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.scissor.copy( source.scissor );\\n\\t\\tthis.scissorTest = source.scissorTest;\\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 WebGLRenderTarget extends RenderTarget {\\n\\n\\tconstructor( width = 1, height = 1, options = {} ) {\\n\\n\\t\\tsuper( width, height, options );\\n\\n\\t\\tthis.isWebGLRenderTarget = true;\\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 = 1, height = 1, depth = 1, options = {} ) {\\n\\n\\t\\tsuper( width, height, options );\\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 = 1, height = 1, depth = 1, options = {} ) {\\n\\n\\t\\tsuper( width, height, options );\\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 = 1, height = 1, count = 1, 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}\\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.scissor.copy( source.scissor );\\n\\t\\tthis.scissorTest = source.scissorTest;\\n\\n\\t\\tthis.viewport.copy( source.viewport );\\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 = true ) {\\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 === true ) 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(); // normalize calls _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\\tthis._onChangeCallback();\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\ttoJSON() {\\n\\n\\t\\treturn this.toArray();\\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\\t// quaternion q is assumed to have unit length\\n\\n\\t\\tconst vx = this.x, vy = this.y, vz = this.z;\\n\\t\\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\\n\\n\\t\\t// t = 2 * cross( q.xyz, v );\\n\\t\\tconst tx = 2 * ( qy * vz - qz * vy );\\n\\t\\tconst ty = 2 * ( qz * vx - qx * vz );\\n\\t\\tconst tz = 2 * ( qx * vy - qy * vx );\\n\\n\\t\\t// v + q.w * t + cross( q.xyz, t );\\n\\t\\tthis.x = vx + qw * tx + qy * tz - qz * ty;\\n\\t\\tthis.y = vy + qw * ty + qz * tx - qx * tz;\\n\\t\\tthis.z = vz + qw * tz + qx * ty - qy * tx;\\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 = Math.trunc( this.x );\\n\\t\\tthis.y = Math.trunc( this.y );\\n\\t\\tthis.z = Math.trunc( 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\\tsetFromColor( c ) {\\n\\n\\t\\tthis.x = c.r;\\n\\t\\tthis.y = c.g;\\n\\t\\tthis.z = c.b;\\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$4 = /*@__PURE__*/ new Quaternion();\\n\\nclass Box3 {\\n\\n\\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\\n\\n\\t\\tthis.isBox3 = true;\\n\\n\\t\\tthis.min = min;\\n\\t\\tthis.max = max;\\n\\n\\t}\\n\\n\\tset( min, max ) {\\n\\n\\t\\tthis.min.copy( min );\\n\\t\\tthis.max.copy( max );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tsetFromArray( array ) {\\n\\n\\t\\tthis.makeEmpty();\\n\\n\\t\\tfor ( let i = 0, il = array.length; i < il; i += 3 ) {\\n\\n\\t\\t\\tthis.expandByPoint( _vector$b.fromArray( array, i ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tsetFromBufferAttribute( attribute ) {\\n\\n\\t\\tthis.makeEmpty();\\n\\n\\t\\tfor ( let i = 0, il = attribute.count; i < il; i ++ ) {\\n\\n\\t\\t\\tthis.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tsetFromPoints( points ) {\\n\\n\\t\\tthis.makeEmpty();\\n\\n\\t\\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\\n\\n\\t\\t\\tthis.expandByPoint( points[ i ] );\\n\\n\\t\\t}\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tsetFromCenterAndSize( center, size ) {\\n\\n\\t\\tconst halfSize = _vector$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\\tconst positionAttribute = geometry.getAttribute( 'position' );\\n\\n\\t\\t\\t// precise AABB computation based on vertex data requires at least a position attribute.\\n\\t\\t\\t// instancing isn't supported so far and uses the normal (conservative) code path.\\n\\n\\t\\t\\tif ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {\\n\\n\\t\\t\\t\\tfor ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {\\n\\n\\t\\t\\t\\t\\tif ( object.isMesh === true ) {\\n\\n\\t\\t\\t\\t\\t\\tobject.getVertexPosition( i, _vector$b );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t_vector$b.fromBufferAttribute( positionAttribute, i );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t_vector$b.applyMatrix4( object.matrixWorld );\\n\\t\\t\\t\\t\\tthis.expandByPoint( _vector$b );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tif ( object.boundingBox !== undefined ) {\\n\\n\\t\\t\\t\\t\\t// object-level bounding box\\n\\n\\t\\t\\t\\t\\tif ( object.boundingBox === null ) {\\n\\n\\t\\t\\t\\t\\t\\tobject.computeBoundingBox();\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t_box$4.copy( object.boundingBox );\\n\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t// geometry-level bounding box\\n\\n\\t\\t\\t\\t\\tif ( geometry.boundingBox === null ) {\\n\\n\\t\\t\\t\\t\\t\\tgeometry.computeBoundingBox();\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t_box$4.copy( geometry.boundingBox );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t_box$4.applyMatrix4( object.matrixWorld );\\n\\n\\t\\t\\t\\tthis.union( _box$4 );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tconst children = object.children;\\n\\n\\t\\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\\n\\n\\t\\t\\tthis.expandByObject( children[ i ], precise );\\n\\n\\t\\t}\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tcontainsPoint( point ) {\\n\\n\\t\\treturn point.x < this.min.x || point.x > this.max.x ||\\n\\t\\t\\tpoint.y < this.min.y || point.y > this.max.y ||\\n\\t\\t\\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\\n\\n\\t}\\n\\n\\tcontainsBox( box ) {\\n\\n\\t\\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\\n\\t\\t\\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\\n\\t\\t\\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\\n\\n\\t}\\n\\n\\tgetParameter( point, target ) {\\n\\n\\t\\t// This can potentially have a divide by zero if the box\\n\\t\\t// has a size dimension of 0.\\n\\n\\t\\treturn target.set(\\n\\t\\t\\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\\n\\t\\t\\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\\n\\t\\t\\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\\n\\t\\t);\\n\\n\\t}\\n\\n\\tintersectsBox( box ) {\\n\\n\\t\\t// using 6 splitting planes to rule out intersections.\\n\\t\\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\\n\\t\\t\\tbox.max.y < this.min.y || box.min.y > this.max.y ||\\n\\t\\t\\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\\n\\n\\t}\\n\\n\\tintersectsSphere( sphere ) {\\n\\n\\t\\t// Find the point on the AABB closest to the sphere center.\\n\\t\\tthis.clampPoint( sphere.center, _vector$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$4.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$4, _v1$7 );\\n\\t\\t_f2.subVectors( _v0$2, _v2$4 );\\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$4, _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$4, _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$4, _extents );\\n\\n\\t}\\n\\n\\tclampPoint( point, target ) {\\n\\n\\t\\treturn target.copy( point ).clamp( this.min, this.max );\\n\\n\\t}\\n\\n\\tdistanceToPoint( point ) {\\n\\n\\t\\treturn this.clampPoint( point, _vector$b ).distanceTo( point );\\n\\n\\t}\\n\\n\\tgetBoundingSphere( target ) {\\n\\n\\t\\tif ( this.isEmpty() ) {\\n\\n\\t\\t\\ttarget.makeEmpty();\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tthis.getCenter( target.center );\\n\\n\\t\\t\\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\\n\\n\\t\\t}\\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$4 = /*@__PURE__*/ new Box3();\\n\\n// triangle centered vertices\\n\\nconst _v0$2 = /*@__PURE__*/ new Vector3();\\nconst _v1$7 = /*@__PURE__*/ new Vector3();\\nconst _v2$4 = /*@__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$3 = /*@__PURE__*/ new Box3();\\nconst _v1$6 = /*@__PURE__*/ new Vector3();\\nconst _v2$3 = /*@__PURE__*/ new Vector3();\\n\\nclass Sphere {\\n\\n\\tconstructor( center = new Vector3(), radius = - 1 ) {\\n\\n\\t\\tthis.isSphere = true;\\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$3.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\\tif ( this.isEmpty() ) {\\n\\n\\t\\t\\tthis.center.copy( point );\\n\\n\\t\\t\\tthis.radius = 0;\\n\\n\\t\\t\\treturn this;\\n\\n\\t\\t}\\n\\n\\t\\t_v1$6.subVectors( point, this.center );\\n\\n\\t\\tconst lengthSq = _v1$6.lengthSq();\\n\\n\\t\\tif ( lengthSq > ( this.radius * this.radius ) ) {\\n\\n\\t\\t\\t// calculate the minimal sphere\\n\\n\\t\\t\\tconst length = Math.sqrt( lengthSq );\\n\\n\\t\\t\\tconst delta = ( length - this.radius ) * 0.5;\\n\\n\\t\\t\\tthis.center.addScaledVector( _v1$6, delta / length );\\n\\n\\t\\t\\tthis.radius += delta;\\n\\n\\t\\t}\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tunion( sphere ) {\\n\\n\\t\\tif ( sphere.isEmpty() ) {\\n\\n\\t\\t\\treturn this;\\n\\n\\t\\t}\\n\\n\\t\\tif ( this.isEmpty() ) {\\n\\n\\t\\t\\tthis.copy( sphere );\\n\\n\\t\\t\\treturn this;\\n\\n\\t\\t}\\n\\n\\t\\tif ( this.center.equals( sphere.center ) === true ) {\\n\\n\\t\\t\\t this.radius = Math.max( this.radius, sphere.radius );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\t_v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );\\n\\n\\t\\t\\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );\\n\\n\\t\\t\\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tequals( sphere ) {\\n\\n\\t\\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\\n\\n\\t}\\n\\n\\tclone() {\\n\\n\\t\\treturn new this.constructor().copy( this );\\n\\n\\t}\\n\\n}\\n\\nconst _vector$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$1 = /*@__PURE__*/ new Vector3();\\n\\nclass Ray {\\n\\n\\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\\n\\n\\t\\tthis.origin = origin;\\n\\t\\tthis.direction = direction;\\n\\n\\t}\\n\\n\\tset( origin, direction ) {\\n\\n\\t\\tthis.origin.copy( origin );\\n\\t\\tthis.direction.copy( direction );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tcopy( ray ) {\\n\\n\\t\\tthis.origin.copy( ray.origin );\\n\\t\\tthis.direction.copy( ray.direction );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tat( t, target ) {\\n\\n\\t\\treturn target.copy( this.origin ).addScaledVector( this.direction, t );\\n\\n\\t}\\n\\n\\tlookAt( v ) {\\n\\n\\t\\tthis.direction.copy( v ).sub( this.origin ).normalize();\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\trecast( t ) {\\n\\n\\t\\tthis.origin.copy( this.at( t, _vector$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.origin ).addScaledVector( this.direction, directionDistance );\\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.origin ).addScaledVector( this.direction, directionDistance );\\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.origin ).addScaledVector( this.direction, s0 );\\n\\n\\t\\t}\\n\\n\\t\\tif ( optionalPointOnSegment ) {\\n\\n\\t\\t\\toptionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );\\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 t1 is behind the ray - if so, return null\\n\\t\\tif ( 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\\tif ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;\\n\\n\\t\\tif ( tymax < tmax || isNaN( 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( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\\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\\tif ( n11 !== undefined ) {\\n\\n\\t\\t\\tthis.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );\\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\\tif ( x.isVector3 ) {\\n\\n\\t\\t\\tthis.set(\\n\\n\\t\\t\\t\\t1, 0, 0, x.x,\\n\\t\\t\\t\\t0, 1, 0, x.y,\\n\\t\\t\\t\\t0, 0, 1, x.z,\\n\\t\\t\\t\\t0, 0, 0, 1\\n\\n\\t\\t\\t);\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tthis.set(\\n\\n\\t\\t\\t\\t1, 0, 0, x,\\n\\t\\t\\t\\t0, 1, 0, y,\\n\\t\\t\\t\\t0, 0, 1, z,\\n\\t\\t\\t\\t0, 0, 0, 1\\n\\n\\t\\t\\t);\\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, coordinateSystem = WebGLCoordinateSystem ) {\\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\\n\\t\\tlet c, d;\\n\\n\\t\\tif ( coordinateSystem === WebGLCoordinateSystem ) {\\n\\n\\t\\t\\tc = - ( far + near ) / ( far - near );\\n\\t\\t\\td = ( - 2 * far * near ) / ( far - near );\\n\\n\\t\\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\\n\\n\\t\\t\\tc = - far / ( far - near );\\n\\t\\t\\td = ( - far * near ) / ( far - near );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tthrow new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );\\n\\n\\t\\t}\\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, coordinateSystem = WebGLCoordinateSystem ) {\\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\\n\\t\\tlet z, zInv;\\n\\n\\t\\tif ( coordinateSystem === WebGLCoordinateSystem ) {\\n\\n\\t\\t\\tz = ( far + near ) * p;\\n\\t\\t\\tzInv = - 2 * p;\\n\\n\\t\\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\\n\\n\\t\\t\\tz = near * p;\\n\\t\\t\\tzInv = - 1 * p;\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tthrow new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );\\n\\n\\t\\t}\\n\\n\\t\\tte[ 0 ] = 2 * w;\\tte[ 4 ] = 0;\\t\\tte[ 8 ] = 0; \\t\\tte[ 12 ] = - x;\\n\\t\\tte[ 1 ] = 0; \\t\\tte[ 5 ] = 2 * h;\\tte[ 9 ] = 0; \\t\\tte[ 13 ] = - y;\\n\\t\\tte[ 2 ] = 0; \\t\\tte[ 6 ] = 0;\\t\\tte[ 10 ] = zInv;\\tte[ 14 ] = - z;\\n\\t\\tte[ 3 ] = 0; \\t\\tte[ 7 ] = 0;\\t\\tte[ 11 ] = 0;\\t\\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.DEFAULT_ORDER ) {\\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}\\n\\nEuler.DEFAULT_ORDER = 'XYZ';\\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.DEFAULT_UP.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.DEFAULT_MATRIX_AUTO_UPDATE;\\n\\n\\t\\tthis.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer\\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\\tonBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}\\n\\n\\tonAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}\\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\\tthis.updateWorldMatrix( true, false );\\n\\n\\t\\treturn vector.applyMatrix4( this.matrixWorld );\\n\\n\\t}\\n\\n\\tworldToLocal( vector ) {\\n\\n\\t\\tthis.updateWorldMatrix( true, false );\\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\\treturn this.remove( ... this.children );\\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\\tgetObjectsByProperty( name, value, result = [] ) {\\n\\n\\t\\tif ( this[ name ] === value ) result.push( 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 ].getObjectsByProperty( name, value, result );\\n\\n\\t\\t}\\n\\n\\t\\treturn result;\\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\\tconst child = children[ i ];\\n\\n\\t\\t\\tif ( child.matrixWorldAutoUpdate === true || force === true ) {\\n\\n\\t\\t\\t\\tchild.updateMatrixWorld( force );\\n\\n\\t\\t\\t}\\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 && parent.matrixWorldAutoUpdate === true ) {\\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\\tconst child = children[ i ];\\n\\n\\t\\t\\t\\tif ( child.matrixWorldAutoUpdate === true ) {\\n\\n\\t\\t\\t\\t\\tchild.updateWorldMatrix( false, true );\\n\\n\\t\\t\\t\\t}\\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: 4.6,\\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 ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;\\n\\n\\t\\tobject.layers = this.layers.mask;\\n\\t\\tobject.matrix = this.matrix.toArray();\\n\\t\\tobject.up = this.up.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\\tif ( this.isBatchedMesh ) {\\n\\n\\t\\t\\tobject.type = 'BatchedMesh';\\n\\t\\t\\tobject.perObjectFrustumCulled = this.perObjectFrustumCulled;\\n\\t\\t\\tobject.sortObjects = this.sortObjects;\\n\\n\\t\\t\\tobject.drawRanges = this._drawRanges;\\n\\t\\t\\tobject.reservedRanges = this._reservedRanges;\\n\\n\\t\\t\\tobject.visibility = this._visibility;\\n\\t\\t\\tobject.active = this._active;\\n\\t\\t\\tobject.bounds = this._bounds.map( bound => ( {\\n\\t\\t\\t\\tboxInitialized: bound.boxInitialized,\\n\\t\\t\\t\\tboxMin: bound.box.min.toArray(),\\n\\t\\t\\t\\tboxMax: bound.box.max.toArray(),\\n\\n\\t\\t\\t\\tsphereInitialized: bound.sphereInitialized,\\n\\t\\t\\t\\tsphereRadius: bound.sphere.radius,\\n\\t\\t\\t\\tsphereCenter: bound.sphere.center.toArray()\\n\\t\\t\\t} ) );\\n\\n\\t\\t\\tobject.maxGeometryCount = this._maxGeometryCount;\\n\\t\\t\\tobject.maxVertexCount = this._maxVertexCount;\\n\\t\\t\\tobject.maxIndexCount = this._maxIndexCount;\\n\\n\\t\\t\\tobject.geometryInitialized = this._geometryInitialized;\\n\\t\\t\\tobject.geometryCount = this._geometryCount;\\n\\n\\t\\t\\tobject.matricesTexture = this._matricesTexture.toJSON( meta );\\n\\n\\t\\t\\tif ( this.boundingSphere !== null ) {\\n\\n\\t\\t\\t\\tobject.boundingSphere = {\\n\\t\\t\\t\\t\\tcenter: object.boundingSphere.center.toArray(),\\n\\t\\t\\t\\t\\tradius: object.boundingSphere.radius\\n\\t\\t\\t\\t};\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( this.boundingBox !== null ) {\\n\\n\\t\\t\\t\\tobject.boundingBox = {\\n\\t\\t\\t\\t\\tmin: object.boundingBox.min.toArray(),\\n\\t\\t\\t\\t\\tmax: object.boundingBox.max.toArray()\\n\\t\\t\\t\\t};\\n\\n\\t\\t\\t}\\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\\n\\t\\tthis.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;\\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.animations = source.animations.slice();\\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.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );\\nObject3D.DEFAULT_MATRIX_AUTO_UPDATE = true;\\nObject3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;\\n\\nconst _v0$1 = /*@__PURE__*/ new Vector3();\\nconst _v1$3 = /*@__PURE__*/ new Vector3();\\nconst _v2$2 = /*@__PURE__*/ new Vector3();\\nconst _v3$2 = /*@__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\\ttarget.set( 0, 0, 0 );\\n\\t\\t\\treturn null;\\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\\t// if the triangle is degenerate then we can't contain a point\\n\\t\\tif ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {\\n\\n\\t\\t\\treturn false;\\n\\n\\t\\t}\\n\\n\\t\\treturn ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );\\n\\n\\t}\\n\\n\\tstatic getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {\\n\\n\\t\\tif ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {\\n\\n\\t\\t\\ttarget.x = 0;\\n\\t\\t\\ttarget.y = 0;\\n\\t\\t\\tif ( 'z' in target ) target.z = 0;\\n\\t\\t\\tif ( 'w' in target ) target.w = 0;\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\ttarget.setScalar( 0 );\\n\\t\\ttarget.addScaledVector( v1, _v3$2.x );\\n\\t\\ttarget.addScaledVector( v2, _v3$2.y );\\n\\t\\ttarget.addScaledVector( v3, _v3$2.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\\tgetInterpolation( point, v1, v2, v3, target ) {\\n\\n\\t\\treturn Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, 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\\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\\n\\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\\n\\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\\n\\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\\n\\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\\n\\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\\n\\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\\n\\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\\n\\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\\n\\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\\n\\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\\n\\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\\n\\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\\n\\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\\n\\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\\n\\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\\n\\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\\n\\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\\n\\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\\n\\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\\n\\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\\n\\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\\n\\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\\n\\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\\n\\nconst _hslA = { h: 0, s: 0, l: 0 };\\nconst _hslB = { h: 0, s: 0, l: 0 };\\n\\nfunction hue2rgb( p, q, t ) {\\n\\n\\tif ( t < 0 ) t += 1;\\n\\tif ( t > 1 ) t -= 1;\\n\\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\\n\\tif ( t < 1 / 2 ) return q;\\n\\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\\n\\treturn p;\\n\\n}\\n\\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\\treturn this.set( r, g, b );\\n\\n\\t}\\n\\n\\tset( r, g, b ) {\\n\\n\\t\\tif ( g === undefined && b === undefined ) {\\n\\n\\t\\t\\t// r is THREE.Color, hex or string\\n\\n\\t\\t\\tconst value = r;\\n\\n\\t\\t\\tif ( value && value.isColor ) {\\n\\n\\t\\t\\t\\tthis.copy( value );\\n\\n\\t\\t\\t} else if ( typeof value === 'number' ) {\\n\\n\\t\\t\\t\\tthis.setHex( value );\\n\\n\\t\\t\\t} else if ( typeof value === 'string' ) {\\n\\n\\t\\t\\t\\tthis.setStyle( value );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tthis.setRGB( r, g, b );\\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 = ColorManagement.workingColorSpace ) {\\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 = ColorManagement.workingColorSpace ) {\\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 = /^(\\\\w+)\\\\(([^\\\\)]*)\\\\)/.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\\n\\t\\t\\t\\t\\t\\thandleAlpha( color[ 4 ] );\\n\\n\\t\\t\\t\\t\\t\\treturn this.setRGB(\\n\\t\\t\\t\\t\\t\\t\\tMath.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,\\n\\t\\t\\t\\t\\t\\t\\tMath.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,\\n\\t\\t\\t\\t\\t\\t\\tMath.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,\\n\\t\\t\\t\\t\\t\\t\\tcolorSpace\\n\\t\\t\\t\\t\\t\\t);\\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*)?$/.exec( components ) ) {\\n\\n\\t\\t\\t\\t\\t\\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\\n\\n\\t\\t\\t\\t\\t\\thandleAlpha( color[ 4 ] );\\n\\n\\t\\t\\t\\t\\t\\treturn this.setRGB(\\n\\t\\t\\t\\t\\t\\t\\tMath.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,\\n\\t\\t\\t\\t\\t\\t\\tMath.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,\\n\\t\\t\\t\\t\\t\\t\\tMath.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,\\n\\t\\t\\t\\t\\t\\t\\tcolorSpace\\n\\t\\t\\t\\t\\t\\t);\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'hsl':\\n\\t\\t\\t\\tcase 'hsla':\\n\\n\\t\\t\\t\\t\\tif ( color = /^\\\\s*(\\\\d*\\\\.?\\\\d+)\\\\s*,\\\\s*(\\\\d*\\\\.?\\\\d+)\\\\%\\\\s*,\\\\s*(\\\\d*\\\\.?\\\\d+)\\\\%\\\\s*(?:,\\\\s*(\\\\d*\\\\.?\\\\d+)\\\\s*)?$/.exec( components ) ) {\\n\\n\\t\\t\\t\\t\\t\\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\\n\\n\\t\\t\\t\\t\\t\\thandleAlpha( color[ 4 ] );\\n\\n\\t\\t\\t\\t\\t\\treturn this.setHSL(\\n\\t\\t\\t\\t\\t\\t\\tparseFloat( color[ 1 ] ) / 360,\\n\\t\\t\\t\\t\\t\\t\\tparseFloat( color[ 2 ] ) / 100,\\n\\t\\t\\t\\t\\t\\t\\tparseFloat( color[ 3 ] ) / 100,\\n\\t\\t\\t\\t\\t\\t\\tcolorSpace\\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\\tconsole.warn( 'THREE.Color: Unknown color model ' + style );\\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\\treturn this.setRGB(\\n\\t\\t\\t\\t\\tparseInt( hex.charAt( 0 ), 16 ) / 15,\\n\\t\\t\\t\\t\\tparseInt( hex.charAt( 1 ), 16 ) / 15,\\n\\t\\t\\t\\t\\tparseInt( hex.charAt( 2 ), 16 ) / 15,\\n\\t\\t\\t\\t\\tcolorSpace\\n\\t\\t\\t\\t);\\n\\n\\t\\t\\t} else if ( size === 6 ) {\\n\\n\\t\\t\\t\\t// #ff0000\\n\\t\\t\\t\\treturn this.setHex( parseInt( hex, 16 ), colorSpace );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tconsole.warn( 'THREE.Color: Invalid hex color ' + style );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else if ( 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( _color.copy( this ), colorSpace );\\n\\n\\t\\treturn Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) );\\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 = ColorManagement.workingColorSpace ) {\\n\\n\\t\\t// h,s,l ranges are in 0.0 - 1.0\\n\\n\\t\\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\\n\\n\\t\\tconst r = _color.r, g = _color.g, b = _color.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 = ColorManagement.workingColorSpace ) {\\n\\n\\t\\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\\n\\n\\t\\ttarget.r = _color.r;\\n\\t\\ttarget.g = _color.g;\\n\\t\\ttarget.b = _color.b;\\n\\n\\t\\treturn target;\\n\\n\\t}\\n\\n\\tgetStyle( colorSpace = SRGBColorSpace ) {\\n\\n\\t\\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\\n\\n\\t\\tconst r = _color.r, g = _color.g, b = _color.b;\\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 } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;\\n\\n\\t\\t}\\n\\n\\t\\treturn `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;\\n\\n\\t}\\n\\n\\toffsetHSL( h, s, l ) {\\n\\n\\t\\tthis.getHSL( _hslA );\\n\\n\\t\\treturn this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );\\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\\tsetFromVector3( v ) {\\n\\n\\t\\tthis.r = v.x;\\n\\t\\tthis.g = v.y;\\n\\t\\tthis.b = v.z;\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tapplyMatrix3( m ) {\\n\\n\\t\\tconst r = this.r, g = this.g, b = this.b;\\n\\t\\tconst e = m.elements;\\n\\n\\t\\tthis.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;\\n\\t\\tthis.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;\\n\\t\\tthis.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;\\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\\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\\nconst _color = /*@__PURE__*/ new Color();\\n\\nColor.NAMES = _colorKeywords;\\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\\t\\tthis.alphaHash = 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\\t\\tthis.blendColor = new Color( 0, 0, 0 );\\n\\t\\tthis.blendAlpha = 0;\\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\\t\\tthis.forceSinglePass = 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: parameter '${ key }' has value of undefined.` );\\n\\t\\t\\t\\tcontinue;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst currentValue = this[ key ];\\n\\n\\t\\t\\tif ( currentValue === undefined ) {\\n\\n\\t\\t\\t\\tconsole.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );\\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: 4.6,\\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.anisotropy !== undefined ) data.anisotropy = this.anisotropy;\\n\\t\\tif ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;\\n\\n\\t\\tif ( this.anisotropyMap && this.anisotropyMap.isTexture ) {\\n\\n\\t\\t\\tdata.anisotropyMap = this.anisotropyMap.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 && this.attenuationDistance !== Infinity ) 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 === true ) data.vertexColors = true;\\n\\n\\t\\tif ( this.opacity < 1 ) data.opacity = this.opacity;\\n\\t\\tif ( this.transparent === true ) data.transparent = true;\\n\\n\\t\\tif ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;\\n\\t\\tif ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;\\n\\t\\tif ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;\\n\\t\\tif ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;\\n\\t\\tif ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;\\n\\t\\tif ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;\\n\\t\\tif ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();\\n\\t\\tif ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;\\n\\n\\t\\tif ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;\\n\\t\\tif ( this.depthTest === false ) data.depthTest = this.depthTest;\\n\\t\\tif ( this.depthWrite === false ) data.depthWrite = this.depthWrite;\\n\\t\\tif ( this.colorWrite === false ) data.colorWrite = this.colorWrite;\\n\\n\\t\\tif ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;\\n\\t\\tif ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;\\n\\t\\tif ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;\\n\\t\\tif ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;\\n\\t\\tif ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;\\n\\t\\tif ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;\\n\\t\\tif ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;\\n\\t\\tif ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;\\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.alphaHash === true ) data.alphaHash = true;\\n\\t\\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = true;\\n\\t\\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;\\n\\t\\tif ( this.forceSinglePass === true ) data.forceSinglePass = true;\\n\\n\\t\\tif ( this.wireframe === true ) data.wireframe = true;\\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 = true;\\n\\n\\t\\tif ( this.visible === false ) data.visible = false;\\n\\n\\t\\tif ( this.toneMapped === false ) data.toneMapped = false;\\n\\n\\t\\tif ( this.fog === false ) data.fog = false;\\n\\n\\t\\tif ( Object.keys( this.userData ).length > 0 ) 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\\t\\tthis.blendColor.copy( source.blendColor );\\n\\t\\tthis.blendAlpha = source.blendAlpha;\\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.alphaHash = source.alphaHash;\\n\\t\\tthis.alphaToCoverage = source.alphaToCoverage;\\n\\t\\tthis.premultipliedAlpha = source.premultipliedAlpha;\\n\\t\\tthis.forceSinglePass = source.forceSinglePass;\\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\\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\\nconst DataUtils = {\\n\\ttoHalfFloat: toHalfFloat,\\n\\tfromHalfFloat: fromHalfFloat,\\n};\\n\\nconst _vector$9 = /*@__PURE__*/ new Vector3();\\nconst _vector2$1 = /*@__PURE__*/ new Vector2();\\n\\nclass BufferAttribute {\\n\\n\\tconstructor( array, itemSize, normalized = false ) {\\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;\\n\\n\\t\\tthis.usage = StaticDrawUsage;\\n\\t\\tthis._updateRange = { offset: 0, count: - 1 };\\n\\t\\tthis.updateRanges = [];\\n\\t\\tthis.gpuType = FloatType;\\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\\tget updateRange() {\\n\\n\\t\\twarnOnce( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159\\n\\t\\treturn this._updateRange;\\n\\n\\t}\\n\\n\\tsetUsage( value ) {\\n\\n\\t\\tthis.usage = value;\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\taddUpdateRange( start, count ) {\\n\\n\\t\\tthis.updateRanges.push( { start, count } );\\n\\n\\t}\\n\\n\\tclearUpdateRanges() {\\n\\n\\t\\tthis.updateRanges.length = 0;\\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\\t\\tthis.gpuType = source.gpuType;\\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\\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\\t// Matching BufferAttribute constructor, do not normalize the array.\\n\\t\\tthis.array.set( value, offset );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tgetComponent( index, component ) {\\n\\n\\t\\tlet value = this.array[ index * this.itemSize + component ];\\n\\n\\t\\tif ( this.normalized ) value = denormalize( value, this.array );\\n\\n\\t\\treturn value;\\n\\n\\t}\\n\\n\\tsetComponent( index, component, value ) {\\n\\n\\t\\tif ( this.normalized ) value = normalize( value, this.array );\\n\\n\\t\\tthis.array[ index * this.itemSize + component ] = value;\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tgetX( index ) {\\n\\n\\t\\tlet x = this.array[ index * this.itemSize ];\\n\\n\\t\\tif ( this.normalized ) x = denormalize( x, this.array );\\n\\n\\t\\treturn x;\\n\\n\\t}\\n\\n\\tsetX( index, x ) {\\n\\n\\t\\tif ( this.normalized ) x = normalize( x, this.array );\\n\\n\\t\\tthis.array[ index * this.itemSize ] = x;\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tgetY( index ) {\\n\\n\\t\\tlet y = this.array[ index * this.itemSize + 1 ];\\n\\n\\t\\tif ( this.normalized ) y = denormalize( y, this.array );\\n\\n\\t\\treturn y;\\n\\n\\t}\\n\\n\\tsetY( index, y ) {\\n\\n\\t\\tif ( this.normalized ) y = normalize( y, this.array );\\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\\tlet z = this.array[ index * this.itemSize + 2 ];\\n\\n\\t\\tif ( this.normalized ) z = denormalize( z, this.array );\\n\\n\\t\\treturn z;\\n\\n\\t}\\n\\n\\tsetZ( index, z ) {\\n\\n\\t\\tif ( this.normalized ) z = normalize( z, this.array );\\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\\tlet w = this.array[ index * this.itemSize + 3 ];\\n\\n\\t\\tif ( this.normalized ) w = denormalize( w, this.array );\\n\\n\\t\\treturn w;\\n\\n\\t}\\n\\n\\tsetW( index, w ) {\\n\\n\\t\\tif ( this.normalized ) w = normalize( w, this.array );\\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\\tif ( this.normalized ) {\\n\\n\\t\\t\\tx = normalize( x, this.array );\\n\\t\\t\\ty = normalize( y, this.array );\\n\\n\\t\\t}\\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\\tif ( this.normalized ) {\\n\\n\\t\\t\\tx = normalize( x, this.array );\\n\\t\\t\\ty = normalize( y, this.array );\\n\\t\\t\\tz = normalize( z, this.array );\\n\\n\\t\\t}\\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\\tif ( this.normalized ) {\\n\\n\\t\\t\\tx = normalize( x, this.array );\\n\\t\\t\\ty = normalize( y, this.array );\\n\\t\\t\\tz = normalize( z, this.array );\\n\\t\\t\\tw = normalize( w, this.array );\\n\\n\\t\\t}\\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\\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\\tgetX( index ) {\\n\\n\\t\\tlet x = fromHalfFloat( this.array[ index * this.itemSize ] );\\n\\n\\t\\tif ( this.normalized ) x = denormalize( x, this.array );\\n\\n\\t\\treturn x;\\n\\n\\t}\\n\\n\\tsetX( index, x ) {\\n\\n\\t\\tif ( this.normalized ) x = normalize( x, this.array );\\n\\n\\t\\tthis.array[ index * this.itemSize ] = toHalfFloat( x );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tgetY( index ) {\\n\\n\\t\\tlet y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );\\n\\n\\t\\tif ( this.normalized ) y = denormalize( y, this.array );\\n\\n\\t\\treturn y;\\n\\n\\t}\\n\\n\\tsetY( index, y ) {\\n\\n\\t\\tif ( this.normalized ) y = normalize( y, this.array );\\n\\n\\t\\tthis.array[ index * this.itemSize + 1 ] = toHalfFloat( y );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tgetZ( index ) {\\n\\n\\t\\tlet z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );\\n\\n\\t\\tif ( this.normalized ) z = denormalize( z, this.array );\\n\\n\\t\\treturn z;\\n\\n\\t}\\n\\n\\tsetZ( index, z ) {\\n\\n\\t\\tif ( this.normalized ) z = normalize( z, this.array );\\n\\n\\t\\tthis.array[ index * this.itemSize + 2 ] = toHalfFloat( z );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tgetW( index ) {\\n\\n\\t\\tlet w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );\\n\\n\\t\\tif ( this.normalized ) w = denormalize( w, this.array );\\n\\n\\t\\treturn w;\\n\\n\\t}\\n\\n\\tsetW( index, w ) {\\n\\n\\t\\tif ( this.normalized ) w = normalize( w, this.array );\\n\\n\\t\\tthis.array[ index * this.itemSize + 3 ] = toHalfFloat( w );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tsetXY( index, x, y ) {\\n\\n\\t\\tindex *= this.itemSize;\\n\\n\\t\\tif ( this.normalized ) {\\n\\n\\t\\t\\tx = normalize( x, this.array );\\n\\t\\t\\ty = normalize( y, this.array );\\n\\n\\t\\t}\\n\\n\\t\\tthis.array[ index + 0 ] = toHalfFloat( x );\\n\\t\\tthis.array[ index + 1 ] = toHalfFloat( 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\\tif ( this.normalized ) {\\n\\n\\t\\t\\tx = normalize( x, this.array );\\n\\t\\t\\ty = normalize( y, this.array );\\n\\t\\t\\tz = normalize( z, this.array );\\n\\n\\t\\t}\\n\\n\\t\\tthis.array[ index + 0 ] = toHalfFloat( x );\\n\\t\\tthis.array[ index + 1 ] = toHalfFloat( y );\\n\\t\\tthis.array[ index + 2 ] = toHalfFloat( 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\\tif ( this.normalized ) {\\n\\n\\t\\t\\tx = normalize( x, this.array );\\n\\t\\t\\ty = normalize( y, this.array );\\n\\t\\t\\tz = normalize( z, this.array );\\n\\t\\t\\tw = normalize( w, this.array );\\n\\n\\t\\t}\\n\\n\\t\\tthis.array[ index + 0 ] = toHalfFloat( x );\\n\\t\\tthis.array[ index + 1 ] = toHalfFloat( y );\\n\\t\\tthis.array[ index + 2 ] = toHalfFloat( z );\\n\\t\\tthis.array[ index + 3 ] = toHalfFloat( w );\\n\\n\\t\\treturn this;\\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$2 = 0;\\n\\nconst _m1 = /*@__PURE__*/ new Matrix4();\\nconst _obj = /*@__PURE__*/ new Object3D();\\nconst _offset = /*@__PURE__*/ new Vector3();\\nconst _box$2 = /*@__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$2 ++ } );\\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$2.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$2.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$2.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$2.min );\\n\\t\\t\\t\\t\\t\\tthis.boundingBox.expandByPoint( _box$2.max );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tthis.boundingBox.makeEmpty();\\n\\n\\t\\t}\\n\\n\\t\\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\\n\\n\\t\\t\\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \\\"position\\\" attribute is likely to have NaN values.', this );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tcomputeBoundingSphere() {\\n\\n\\t\\tif ( this.boundingSphere === null ) {\\n\\n\\t\\t\\tthis.boundingSphere = new Sphere();\\n\\n\\t\\t}\\n\\n\\t\\tconst position = this.attributes.position;\\n\\t\\tconst morphAttributesPosition = this.morphAttributes.position;\\n\\n\\t\\tif ( position && position.isGLBufferAttribute ) {\\n\\n\\t\\t\\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \\\"mesh.frustumCulled\\\" to \\\"false\\\".', this );\\n\\n\\t\\t\\tthis.boundingSphere.set( new Vector3(), Infinity );\\n\\n\\t\\t\\treturn;\\n\\n\\t\\t}\\n\\n\\t\\tif ( position ) {\\n\\n\\t\\t\\t// first, find the center of the bounding sphere\\n\\n\\t\\t\\tconst center = this.boundingSphere.center;\\n\\n\\t\\t\\t_box$2.setFromBufferAttribute( position );\\n\\n\\t\\t\\t// process morph attributes if present\\n\\n\\t\\t\\tif ( morphAttributesPosition ) {\\n\\n\\t\\t\\t\\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\t\\tconst morphAttribute = morphAttributesPosition[ i ];\\n\\t\\t\\t\\t\\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\\n\\n\\t\\t\\t\\t\\tif ( this.morphTargetsRelative ) {\\n\\n\\t\\t\\t\\t\\t\\t_vector$8.addVectors( _box$2.min, _boxMorphTargets.min );\\n\\t\\t\\t\\t\\t\\t_box$2.expandByPoint( _vector$8 );\\n\\n\\t\\t\\t\\t\\t\\t_vector$8.addVectors( _box$2.max, _boxMorphTargets.max );\\n\\t\\t\\t\\t\\t\\t_box$2.expandByPoint( _vector$8 );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t_box$2.expandByPoint( _boxMorphTargets.min );\\n\\t\\t\\t\\t\\t\\t_box$2.expandByPoint( _boxMorphTargets.max );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t_box$2.getCenter( center );\\n\\n\\t\\t\\t// second, try to find a boundingSphere with a radius smaller than the\\n\\t\\t\\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\\n\\n\\t\\t\\tlet maxRadiusSq = 0;\\n\\n\\t\\t\\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\\n\\n\\t\\t\\t\\t_vector$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\\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: 4.6,\\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\\treturn 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\\treturn this;\\n\\n\\t}\\n\\n\\tdispose() {\\n\\n\\t\\tthis.dispatchEvent( { type: 'dispose' } );\\n\\n\\t}\\n\\n}\\n\\nconst _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();\\nconst _ray$3 = /*@__PURE__*/ new Ray();\\nconst _sphere$6 = /*@__PURE__*/ new Sphere();\\nconst _sphereHitAt = /*@__PURE__*/ new Vector3();\\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 _morphA = /*@__PURE__*/ new Vector3();\\n\\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\\n\\nconst _normalA = /*@__PURE__*/ new Vector3();\\nconst _normalB = /*@__PURE__*/ new Vector3();\\nconst _normalC = /*@__PURE__*/ new Vector3();\\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 = Array.isArray( source.material ) ? source.material.slice() : 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\\tgetVertexPosition( index, target ) {\\n\\n\\t\\tconst geometry = this.geometry;\\n\\t\\tconst position = geometry.attributes.position;\\n\\t\\tconst morphPosition = geometry.morphAttributes.position;\\n\\t\\tconst morphTargetsRelative = geometry.morphTargetsRelative;\\n\\n\\t\\ttarget.fromBufferAttribute( position, index );\\n\\n\\t\\tconst morphInfluences = this.morphTargetInfluences;\\n\\n\\t\\tif ( morphPosition && morphInfluences ) {\\n\\n\\t\\t\\t_morphA.set( 0, 0, 0 );\\n\\n\\t\\t\\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\tconst influence = morphInfluences[ i ];\\n\\t\\t\\t\\tconst morphAttribute = morphPosition[ i ];\\n\\n\\t\\t\\t\\tif ( influence === 0 ) continue;\\n\\n\\t\\t\\t\\t_tempA.fromBufferAttribute( morphAttribute, index );\\n\\n\\t\\t\\t\\tif ( morphTargetsRelative ) {\\n\\n\\t\\t\\t\\t\\t_morphA.addScaledVector( _tempA, influence );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t_morphA.addScaledVector( _tempA.sub( target ), influence );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\ttarget.add( _morphA );\\n\\n\\t\\t}\\n\\n\\t\\treturn target;\\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// test with bounding sphere in world space\\n\\n\\t\\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\\n\\n\\t\\t_sphere$6.copy( geometry.boundingSphere );\\n\\t\\t_sphere$6.applyMatrix4( matrixWorld );\\n\\n\\t\\t// check distance from ray origin to bounding sphere\\n\\n\\t\\t_ray$3.copy( raycaster.ray ).recast( raycaster.near );\\n\\n\\t\\tif ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {\\n\\n\\t\\t\\tif ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;\\n\\n\\t\\t\\tif ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;\\n\\n\\t\\t}\\n\\n\\t\\t// convert ray to local space of mesh\\n\\n\\t\\t_inverseMatrix$3.copy( matrixWorld ).invert();\\n\\t\\t_ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );\\n\\n\\t\\t// test with bounding box in local space\\n\\n\\t\\tif ( geometry.boundingBox !== null ) {\\n\\n\\t\\t\\tif ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;\\n\\n\\t\\t}\\n\\n\\t\\t// test for intersections with geometry\\n\\n\\t\\tthis._computeIntersections( raycaster, intersects, _ray$3 );\\n\\n\\t}\\n\\n\\t_computeIntersections( raycaster, intersects, rayLocalSpace ) {\\n\\n\\t\\tlet intersection;\\n\\n\\t\\tconst geometry = this.geometry;\\n\\t\\tconst material = this.material;\\n\\n\\t\\tconst index = geometry.index;\\n\\t\\tconst position = geometry.attributes.position;\\n\\t\\tconst uv = geometry.attributes.uv;\\n\\t\\tconst uv1 = geometry.attributes.uv1;\\n\\t\\tconst normal = geometry.attributes.normal;\\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 = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, 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 = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, 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 = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, 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 = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, 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 === FrontSide ), 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 checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {\\n\\n\\tobject.getVertexPosition( a, _vA$1 );\\n\\tobject.getVertexPosition( b, _vB$1 );\\n\\tobject.getVertexPosition( c, _vC$1 );\\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.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\\n\\n\\t\\t}\\n\\n\\t\\tif ( uv1 ) {\\n\\n\\t\\t\\t_uvA$1.fromBufferAttribute( uv1, a );\\n\\t\\t\\t_uvB$1.fromBufferAttribute( uv1, b );\\n\\t\\t\\t_uvC$1.fromBufferAttribute( uv1, c );\\n\\n\\t\\t\\tintersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\\n\\t\\t\\tintersection.uv2 = intersection.uv1; // @deprecated, r152\\n\\n\\t\\t}\\n\\n\\t\\tif ( normal ) {\\n\\n\\t\\t\\t_normalA.fromBufferAttribute( normal, a );\\n\\t\\t\\t_normalB.fromBufferAttribute( normal, b );\\n\\t\\t\\t_normalC.fromBufferAttribute( normal, c );\\n\\n\\t\\t\\tintersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() );\\n\\n\\t\\t\\tif ( intersection.normal.dot( ray.direction ) > 0 ) {\\n\\n\\t\\t\\t\\tintersection.normal.multiplyScalar( - 1 );\\n\\n\\t\\t\\t}\\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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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\\tif ( property.isRenderTargetTexture ) {\\n\\n\\t\\t\\t\\t\\tconsole.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );\\n\\t\\t\\t\\t\\tdst[ u ][ p ] = null;\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tdst[ u ][ p ] = property.clone();\\n\\n\\t\\t\\t\\t}\\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\\nfunction getUnlitUniformColorSpace( renderer ) {\\n\\n\\tif ( renderer.getRenderTarget() === null ) {\\n\\n\\t\\t// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398\\n\\t\\treturn renderer.outputColorSpace;\\n\\n\\t}\\n\\n\\treturn ColorManagement.workingColorSpace;\\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.forceSinglePass = true;\\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\\tclipCullDistance: false, // set to use vertex shader clipping\\n\\t\\t\\tmultiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID\\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'uv1': [ 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\\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\\tdata.lights = this.lights;\\n\\t\\tdata.clipping = this.clipping;\\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\\tthis.coordinateSystem = WebGLCoordinateSystem;\\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\\tthis.coordinateSystem = source.coordinateSystem;\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tgetWorldDirection( target ) {\\n\\n\\t\\treturn super.getWorldDirection( target ).negate();\\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\\nconst _v3$1 = /*@__PURE__*/ new Vector3();\\nconst _minTarget = /*@__PURE__*/ new Vector2();\\nconst _maxTarget = /*@__PURE__*/ new Vector2();\\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 * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.\\n\\t * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.\\n\\t */\\n\\tgetViewBounds( distance, minTarget, maxTarget ) {\\n\\n\\t\\t_v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );\\n\\n\\t\\tminTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );\\n\\n\\t\\t_v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );\\n\\n\\t\\tmaxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );\\n\\n\\t}\\n\\n\\t/**\\n\\t * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.\\n\\t * Copies the result into the target Vector2, where x is width and y is height.\\n\\t */\\n\\tgetViewSize( distance, target ) {\\n\\n\\t\\tthis.getViewBounds( distance, _minTarget, _maxTarget );\\n\\n\\t\\treturn target.subVectors( _maxTarget, _minTarget );\\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, this.coordinateSystem );\\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; // negative fov is not an error\\nconst 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\\tthis.renderTarget = renderTarget;\\n\\t\\tthis.coordinateSystem = null;\\n\\t\\tthis.activeMipmapLevel = 0;\\n\\n\\t\\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\\n\\t\\tcameraPX.layers = this.layers;\\n\\t\\tthis.add( cameraPX );\\n\\n\\t\\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\\n\\t\\tcameraNX.layers = this.layers;\\n\\t\\tthis.add( cameraNX );\\n\\n\\t\\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\\n\\t\\tcameraPY.layers = this.layers;\\n\\t\\tthis.add( cameraPY );\\n\\n\\t\\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\\n\\t\\tcameraNY.layers = this.layers;\\n\\t\\tthis.add( cameraNY );\\n\\n\\t\\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\\n\\t\\tcameraPZ.layers = this.layers;\\n\\t\\tthis.add( cameraPZ );\\n\\n\\t\\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\\n\\t\\tcameraNZ.layers = this.layers;\\n\\t\\tthis.add( cameraNZ );\\n\\n\\t}\\n\\n\\tupdateCoordinateSystem() {\\n\\n\\t\\tconst coordinateSystem = this.coordinateSystem;\\n\\n\\t\\tconst cameras = this.children.concat();\\n\\n\\t\\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;\\n\\n\\t\\tfor ( const camera of cameras ) this.remove( camera );\\n\\n\\t\\tif ( coordinateSystem === WebGLCoordinateSystem ) {\\n\\n\\t\\t\\tcameraPX.up.set( 0, 1, 0 );\\n\\t\\t\\tcameraPX.lookAt( 1, 0, 0 );\\n\\n\\t\\t\\tcameraNX.up.set( 0, 1, 0 );\\n\\t\\t\\tcameraNX.lookAt( - 1, 0, 0 );\\n\\n\\t\\t\\tcameraPY.up.set( 0, 0, - 1 );\\n\\t\\t\\tcameraPY.lookAt( 0, 1, 0 );\\n\\n\\t\\t\\tcameraNY.up.set( 0, 0, 1 );\\n\\t\\t\\tcameraNY.lookAt( 0, - 1, 0 );\\n\\n\\t\\t\\tcameraPZ.up.set( 0, 1, 0 );\\n\\t\\t\\tcameraPZ.lookAt( 0, 0, 1 );\\n\\n\\t\\t\\tcameraNZ.up.set( 0, 1, 0 );\\n\\t\\t\\tcameraNZ.lookAt( 0, 0, - 1 );\\n\\n\\t\\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\\n\\n\\t\\t\\tcameraPX.up.set( 0, - 1, 0 );\\n\\t\\t\\tcameraPX.lookAt( - 1, 0, 0 );\\n\\n\\t\\t\\tcameraNX.up.set( 0, - 1, 0 );\\n\\t\\t\\tcameraNX.lookAt( 1, 0, 0 );\\n\\n\\t\\t\\tcameraPY.up.set( 0, 0, 1 );\\n\\t\\t\\tcameraPY.lookAt( 0, 1, 0 );\\n\\n\\t\\t\\tcameraNY.up.set( 0, 0, - 1 );\\n\\t\\t\\tcameraNY.lookAt( 0, - 1, 0 );\\n\\n\\t\\t\\tcameraPZ.up.set( 0, - 1, 0 );\\n\\t\\t\\tcameraPZ.lookAt( 0, 0, 1 );\\n\\n\\t\\t\\tcameraNZ.up.set( 0, - 1, 0 );\\n\\t\\t\\tcameraNZ.lookAt( 0, 0, - 1 );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tthrow new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );\\n\\n\\t\\t}\\n\\n\\t\\tfor ( const camera of cameras ) {\\n\\n\\t\\t\\tthis.add( camera );\\n\\n\\t\\t\\tcamera.updateMatrixWorld();\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tupdate( renderer, scene ) {\\n\\n\\t\\tif ( this.parent === null ) this.updateMatrixWorld();\\n\\n\\t\\tconst { renderTarget, activeMipmapLevel } = this;\\n\\n\\t\\tif ( this.coordinateSystem !== renderer.coordinateSystem ) {\\n\\n\\t\\t\\tthis.coordinateSystem = renderer.coordinateSystem;\\n\\n\\t\\t\\tthis.updateCoordinateSystem();\\n\\n\\t\\t}\\n\\n\\t\\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\\n\\n\\t\\tconst currentRenderTarget = renderer.getRenderTarget();\\n\\t\\tconst currentActiveCubeFace = renderer.getActiveCubeFace();\\n\\t\\tconst currentActiveMipmapLevel = renderer.getActiveMipmapLevel();\\n\\n\\t\\tconst currentXrEnabled = renderer.xr.enabled;\\n\\n\\t\\trenderer.xr.enabled = false;\\n\\n\\t\\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\\n\\n\\t\\trenderTarget.texture.generateMipmaps = false;\\n\\n\\t\\trenderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );\\n\\t\\trenderer.render( scene, cameraPX );\\n\\n\\t\\trenderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );\\n\\t\\trenderer.render( scene, cameraNX );\\n\\n\\t\\trenderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );\\n\\t\\trenderer.render( scene, cameraPY );\\n\\n\\t\\trenderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );\\n\\t\\trenderer.render( scene, cameraNY );\\n\\n\\t\\trenderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );\\n\\t\\trenderer.render( scene, cameraPZ );\\n\\n\\t\\t// mipmaps are generated during the last call of render()\\n\\t\\t// at this point, all sides of the cube render target are defined\\n\\n\\t\\trenderTarget.texture.generateMipmaps = generateMipmaps;\\n\\n\\t\\trenderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );\\n\\t\\trenderer.render( scene, cameraNZ );\\n\\n\\t\\trenderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );\\n\\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, colorSpace ) {\\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, colorSpace );\\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 = 1, 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\\tif ( options.encoding !== undefined ) {\\n\\n\\t\\t\\t// @deprecated, r152\\n\\t\\t\\twarnOnce( 'THREE.WebGLCubeRenderTarget: option.encoding has been replaced by option.colorSpace.' );\\n\\t\\t\\toptions.colorSpace = options.encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace;\\n\\n\\t\\t}\\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.colorSpace );\\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.colorSpace = texture.colorSpace;\\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( point ).addScaledVector( this.normal, - this.distanceToPoint( 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( line.start ).addScaledVector( direction, t );\\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$5 = /*@__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, coordinateSystem = WebGLCoordinateSystem ) {\\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\\n\\t\\tif ( coordinateSystem === WebGLCoordinateSystem ) {\\n\\n\\t\\t\\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\\n\\n\\t\\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\\n\\n\\t\\t\\tplanes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tthrow new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );\\n\\n\\t\\t}\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tintersectsObject( object ) {\\n\\n\\t\\tif ( object.boundingSphere !== undefined ) {\\n\\n\\t\\t\\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\\n\\n\\t\\t\\t_sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tconst geometry = object.geometry;\\n\\n\\t\\t\\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\\n\\n\\t\\t\\t_sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\\n\\n\\t\\t}\\n\\n\\t\\treturn this.intersectsSphere( _sphere$5 );\\n\\n\\t}\\n\\n\\tintersectsSprite( sprite ) {\\n\\n\\t\\t_sphere$5.center.set( 0, 0, 0 );\\n\\t\\t_sphere$5.radius = 0.7071067811865476;\\n\\t\\t_sphere$5.applyMatrix4( sprite.matrixWorld );\\n\\n\\t\\treturn this.intersectsSphere( _sphere$5 );\\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\\t\\tconst size = array.byteLength;\\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 = gl.FLOAT;\\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 = gl.HALF_FLOAT;\\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 = gl.UNSIGNED_SHORT;\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else if ( array instanceof Int16Array ) {\\n\\n\\t\\t\\ttype = gl.SHORT;\\n\\n\\t\\t} else if ( array instanceof Uint32Array ) {\\n\\n\\t\\t\\ttype = gl.UNSIGNED_INT;\\n\\n\\t\\t} else if ( array instanceof Int32Array ) {\\n\\n\\t\\t\\ttype = gl.INT;\\n\\n\\t\\t} else if ( array instanceof Int8Array ) {\\n\\n\\t\\t\\ttype = gl.BYTE;\\n\\n\\t\\t} else if ( array instanceof Uint8Array ) {\\n\\n\\t\\t\\ttype = gl.UNSIGNED_BYTE;\\n\\n\\t\\t} else if ( array instanceof Uint8ClampedArray ) {\\n\\n\\t\\t\\ttype = gl.UNSIGNED_BYTE;\\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\\tsize: size\\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; // @deprecated, r159\\n\\t\\tconst updateRanges = attribute.updateRanges;\\n\\n\\t\\tgl.bindBuffer( bufferType, buffer );\\n\\n\\t\\tif ( updateRange.count === - 1 && updateRanges.length === 0 ) {\\n\\n\\t\\t\\t// Not using update ranges\\n\\t\\t\\tgl.bufferSubData( bufferType, 0, array );\\n\\n\\t\\t}\\n\\n\\t\\tif ( updateRanges.length !== 0 ) {\\n\\n\\t\\t\\tfor ( let i = 0, l = updateRanges.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst range = updateRanges[ i ];\\n\\t\\t\\t\\tif ( isWebGL2 ) {\\n\\n\\t\\t\\t\\t\\tgl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,\\n\\t\\t\\t\\t\\t\\tarray, range.start, range.count );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tgl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,\\n\\t\\t\\t\\t\\t\\tarray.subarray( range.start, range.start + range.count ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tattribute.clearUpdateRanges();\\n\\n\\t\\t}\\n\\n\\t\\t// @deprecated, r159\\n\\t\\tif ( updateRange.count !== - 1 ) {\\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\\tattribute.onUploadCallback();\\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\\tif ( data.size !== attribute.array.byteLength ) {\\n\\n\\t\\t\\t\\tthrow new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\\\\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' );\\n\\n\\t\\t\\t}\\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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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 alphahash_fragment = \\\"#ifdef USE_ALPHAHASH\\\\n\\\\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\\\\n#endif\\\";\\n\\nvar alphahash_pars_fragment = \\\"#ifdef USE_ALPHAHASH\\\\n\\\\tconst float ALPHA_HASH_SCALE = 0.05;\\\\n\\\\tfloat hash2D( vec2 value ) {\\\\n\\\\t\\\\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\\\\n\\\\t}\\\\n\\\\tfloat hash3D( vec3 value ) {\\\\n\\\\t\\\\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\\\\n\\\\t}\\\\n\\\\tfloat getAlphaHashThreshold( vec3 position ) {\\\\n\\\\t\\\\tfloat maxDeriv = max(\\\\n\\\\t\\\\t\\\\tlength( dFdx( position.xyz ) ),\\\\n\\\\t\\\\t\\\\tlength( dFdy( position.xyz ) )\\\\n\\\\t\\\\t);\\\\n\\\\t\\\\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\\\\n\\\\t\\\\tvec2 pixScales = vec2(\\\\n\\\\t\\\\t\\\\texp2( floor( log2( pixScale ) ) ),\\\\n\\\\t\\\\t\\\\texp2( ceil( log2( pixScale ) ) )\\\\n\\\\t\\\\t);\\\\n\\\\t\\\\tvec2 alpha = vec2(\\\\n\\\\t\\\\t\\\\thash3D( floor( pixScales.x * position.xyz ) ),\\\\n\\\\t\\\\t\\\\thash3D( floor( pixScales.y * position.xyz ) )\\\\n\\\\t\\\\t);\\\\n\\\\t\\\\tfloat lerpFactor = fract( log2( pixScale ) );\\\\n\\\\t\\\\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\\\\n\\\\t\\\\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\\\\n\\\\t\\\\tvec3 cases = vec3(\\\\n\\\\t\\\\t\\\\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\\\\n\\\\t\\\\t\\\\t( x - 0.5 * a ) / ( 1.0 - a ),\\\\n\\\\t\\\\t\\\\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\\\\n\\\\t\\\\t);\\\\n\\\\t\\\\tfloat threshold = ( x < ( 1.0 - a ) )\\\\n\\\\t\\\\t\\\\t? ( ( x < a ) ? cases.x : cases.y )\\\\n\\\\t\\\\t\\\\t: cases.z;\\\\n\\\\t\\\\treturn clamp( threshold , 1.0e-6, 1.0 );\\\\n\\\\t}\\\\n#endif\\\";\\n\\nvar alphamap_fragment = \\\"#ifdef USE_ALPHAMAP\\\\n\\\\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).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\\\\t#ifdef ALPHA_TO_COVERAGE\\\\n\\\\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\\\\n\\\\tif ( diffuseColor.a == 0.0 ) discard;\\\\n\\\\t#else\\\\n\\\\tif ( diffuseColor.a < alphaTest ) discard;\\\\n\\\\t#endif\\\\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, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\\\\n\\\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\\\n\\\\t#if defined( USE_CLEARCOAT ) \\\\n\\\\t\\\\tclearcoatSpecularIndirect *= ambientOcclusion;\\\\n\\\\t#endif\\\\n\\\\t#if defined( USE_SHEEN ) \\\\n\\\\t\\\\tsheenSpecularIndirect *= ambientOcclusion;\\\\n\\\\t#endif\\\\n\\\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\\\n\\\\t\\\\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\\\\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 batching_pars_vertex = \\\"#ifdef USE_BATCHING\\\\n\\\\tattribute float batchId;\\\\n\\\\tuniform highp sampler2D batchingTexture;\\\\n\\\\tmat4 getBatchingMatrix( const in float i ) {\\\\n\\\\t\\\\tint size = textureSize( batchingTexture, 0 ).x;\\\\n\\\\t\\\\tint j = int( i ) * 4;\\\\n\\\\t\\\\tint x = j % size;\\\\n\\\\t\\\\tint y = j / size;\\\\n\\\\t\\\\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\\\\n\\\\t\\\\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\\\\n\\\\t\\\\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\\\\n\\\\t\\\\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\\\\n\\\\t\\\\treturn mat4( v1, v2, v3, v4 );\\\\n\\\\t}\\\\n#endif\\\";\\n\\nvar batching_vertex = \\\"#ifdef USE_BATCHING\\\\n\\\\tmat4 batchingMatrix = getBatchingMatrix( batchId );\\\\n#endif\\\";\\n\\nvar begin_vertex = \\\"vec3 transformed = vec3( position );\\\\n#ifdef USE_ALPHAHASH\\\\n\\\\tvPosition = vec3( position );\\\\n#endif\\\";\\n\\nvar beginnormal_vertex = \\\"vec3 objectNormal = vec3( normal );\\\\n#ifdef USE_TANGENT\\\\n\\\\tvec3 objectTangent = vec3( tangent.xyz );\\\\n#endif\\\";\\n\\nvar bsdfs = \\\"float 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} // validated\\\";\\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\\\\treturn 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 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( vBumpMapUv );\\\\n\\\\t\\\\tvec2 dSTdy = dFdy( vBumpMapUv );\\\\n\\\\t\\\\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\\\\n\\\\t\\\\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\\\\n\\\\t\\\\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + 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 = normalize( dFdx( surf_pos.xyz ) );\\\\n\\\\t\\\\tvec3 vSigmaY = normalize( 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#ifdef ALPHA_TO_COVERAGE\\\\n\\\\t\\\\tfloat distanceToPlane, distanceGradient;\\\\n\\\\t\\\\tfloat clipOpacity = 1.0;\\\\n\\\\t\\\\t#pragma unroll_loop_start\\\\n\\\\t\\\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\\\n\\\\t\\\\t\\\\tplane = clippingPlanes[ i ];\\\\n\\\\t\\\\t\\\\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\\\\n\\\\t\\\\t\\\\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\\\\n\\\\t\\\\t\\\\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\\\\n\\\\t\\\\t\\\\tif ( clipOpacity == 0.0 ) discard;\\\\n\\\\t\\\\t}\\\\n\\\\t\\\\t#pragma unroll_loop_end\\\\n\\\\t\\\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\\\n\\\\t\\\\t\\\\tfloat unionClipOpacity = 1.0;\\\\n\\\\t\\\\t\\\\t#pragma unroll_loop_start\\\\n\\\\t\\\\t\\\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\\\n\\\\t\\\\t\\\\t\\\\tplane = clippingPlanes[ i ];\\\\n\\\\t\\\\t\\\\t\\\\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\\\\n\\\\t\\\\t\\\\t\\\\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\\\\n\\\\t\\\\t\\\\t\\\\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\\\\n\\\\t\\\\t\\\\t}\\\\n\\\\t\\\\t\\\\t#pragma unroll_loop_end\\\\n\\\\t\\\\t\\\\tclipOpacity *= 1.0 - unionClipOpacity;\\\\n\\\\t\\\\t#endif\\\\n\\\\t\\\\tdiffuseColor.a *= clipOpacity;\\\\n\\\\t\\\\tif ( diffuseColor.a == 0.0 ) discard;\\\\n\\\\t#else\\\\n\\\\t\\\\t#pragma unroll_loop_start\\\\n\\\\t\\\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\\\n\\\\t\\\\t\\\\tplane = clippingPlanes[ i ];\\\\n\\\\t\\\\t\\\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\\\n\\\\t\\\\t}\\\\n\\\\t\\\\t#pragma unroll_loop_end\\\\n\\\\t\\\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\\\n\\\\t\\\\t\\\\tbool clipped = true;\\\\n\\\\t\\\\t\\\\t#pragma unroll_loop_start\\\\n\\\\t\\\\t\\\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\\\n\\\\t\\\\t\\\\t\\\\tplane = clippingPlanes[ i ];\\\\n\\\\t\\\\t\\\\t\\\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\\\n\\\\t\\\\t\\\\t}\\\\n\\\\t\\\\t\\\\t#pragma unroll_loop_end\\\\n\\\\t\\\\t\\\\tif ( clipped ) discard;\\\\n\\\\t\\\\t#endif\\\\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};\\\\n#ifdef USE_ALPHAHASH\\\\n\\\\tvarying vec3 vPosition;\\\\n#endif\\\\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}\\\\nvec3 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} // validated\\\";\\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\\\\thighp vec2 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 cubeUV_r0 1.0\\\\n\\\\t#define cubeUV_m0 - 2.0\\\\n\\\\t#define cubeUV_r1 0.8\\\\n\\\\t#define cubeUV_m1 - 1.0\\\\n\\\\t#define cubeUV_r4 0.4\\\\n\\\\t#define cubeUV_m4 2.0\\\\n\\\\t#define cubeUV_r5 0.305\\\\n\\\\t#define cubeUV_m5 3.0\\\\n\\\\t#define cubeUV_r6 0.21\\\\n\\\\t#define cubeUV_m6 4.0\\\\n\\\\tfloat roughnessToMip( float roughness ) {\\\\n\\\\t\\\\tfloat mip = 0.0;\\\\n\\\\t\\\\tif ( roughness >= cubeUV_r1 ) {\\\\n\\\\t\\\\t\\\\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\\\\n\\\\t\\\\t} else if ( roughness >= cubeUV_r4 ) {\\\\n\\\\t\\\\t\\\\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\\\\n\\\\t\\\\t} else if ( roughness >= cubeUV_r5 ) {\\\\n\\\\t\\\\t\\\\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\\\\n\\\\t\\\\t} else if ( roughness >= cubeUV_r6 ) {\\\\n\\\\t\\\\t\\\\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_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 ), cubeUV_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_TANGENT\\\\n\\\\tvec3 transformedTangent = objectTangent;\\\\n#endif\\\\n#ifdef USE_BATCHING\\\\n\\\\tmat3 bm = mat3( batchingMatrix );\\\\n\\\\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\\\\n\\\\ttransformedNormal = bm * transformedNormal;\\\\n\\\\t#ifdef USE_TANGENT\\\\n\\\\t\\\\ttransformedTangent = bm * transformedTangent;\\\\n\\\\t#endif\\\\n#endif\\\\n#ifdef USE_INSTANCING\\\\n\\\\tmat3 im = mat3( instanceMatrix );\\\\n\\\\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\\\\n\\\\ttransformedNormal = im * transformedNormal;\\\\n\\\\t#ifdef USE_TANGENT\\\\n\\\\t\\\\ttransformedTangent = im * transformedTangent;\\\\n\\\\t#endif\\\\n#endif\\\\ntransformedNormal = normalMatrix * transformedNormal;\\\\n#ifdef FLIP_SIDED\\\\n\\\\ttransformedNormal = - transformedNormal;\\\\n#endif\\\\n#ifdef USE_TANGENT\\\\n\\\\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 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, vDisplacementMapUv ).x * displacementScale + displacementBias );\\\\n#endif\\\";\\n\\nvar emissivemap_fragment = \\\"#ifdef USE_EMISSIVEMAP\\\\n\\\\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\\\\n\\\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\\\n#endif\\\";\\n\\nvar emissivemap_pars_fragment = \\\"#ifdef USE_EMISSIVEMAP\\\\n\\\\tuniform sampler2D emissiveMap;\\\\n#endif\\\";\\n\\nvar colorspace_fragment = \\\"gl_FragColor = linearToOutputTexel( gl_FragColor );\\\";\\n\\nvar colorspace_pars_fragment = \\\"\\\\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\\\\n\\\\tvec3( 0.8224621, 0.177538, 0.0 ),\\\\n\\\\tvec3( 0.0331941, 0.9668058, 0.0 ),\\\\n\\\\tvec3( 0.0170827, 0.0723974, 0.9105199 )\\\\n);\\\\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\\\\n\\\\tvec3( 1.2249401, - 0.2249404, 0.0 ),\\\\n\\\\tvec3( - 0.0420569, 1.0420571, 0.0 ),\\\\n\\\\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\\\\n);\\\\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\\\\n\\\\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\\\\n}\\\\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\\\\n\\\\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\\\\n}\\\\nvec4 LinearTransferOETF( in vec4 value ) {\\\\n\\\\treturn value;\\\\n}\\\\nvec4 sRGBTransferOETF( in vec4 value ) {\\\\n\\\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\\\n}\\\\nvec4 LinearToLinear( in vec4 value ) {\\\\n\\\\treturn value;\\\\n}\\\\nvec4 LinearTosRGB( in vec4 value ) {\\\\n\\\\treturn sRGBTransferOETF( value );\\\\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#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 ) || defined( LAMBERT )\\\\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 ) || defined( LAMBERT )\\\\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\\\\tvec2 fw = fwidth( coord ) * 0.5;\\\\n\\\\t\\\\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\\\\n\\\\t#endif\\\\n}\\\";\\n\\nvar lightmap_fragment = \\\"#ifdef USE_LIGHTMAP\\\\n\\\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\\\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_fragment = \\\"LambertMaterial material;\\\\nmaterial.diffuseColor = diffuseColor.rgb;\\\\nmaterial.specularStrength = specularStrength;\\\";\\n\\nvar lights_lambert_pars_fragment = \\\"varying vec3 vViewPosition;\\\\nstruct LambertMaterial {\\\\n\\\\tvec3 diffuseColor;\\\\n\\\\tfloat specularStrength;\\\\n};\\\\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\\\n\\\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\\\n\\\\tvec3 irradiance = dotNL * directLight.color;\\\\n\\\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\\\n}\\\\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\\\n\\\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\\\n}\\\\n#define RE_Direct\\\\t\\\\t\\\\t\\\\tRE_Direct_Lambert\\\\n#define RE_IndirectDiffuse\\\\t\\\\tRE_IndirectDiffuse_Lambert\\\";\\n\\nvar lights_pars_begin = \\\"uniform bool receiveShadow;\\\\nuniform vec3 ambientLightColor;\\\\n#if defined( USE_LIGHT_PROBES )\\\\n\\\\tuniform vec3 lightProbe[ 9 ];\\\\n#endif\\\\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 ( LEGACY_LIGHTS )\\\\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#else\\\\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#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, 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 vec3 geometryPosition, out IncidentLight light ) {\\\\n\\\\t\\\\tvec3 lVector = pointLight.position - geometryPosition;\\\\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 vec3 geometryPosition, out IncidentLight light ) {\\\\n\\\\t\\\\tvec3 lVector = spotLight.position - geometryPosition;\\\\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 = \\\"#ifdef USE_ENVMAP\\\\n\\\\tvec3 getIBLIrradiance( const in vec3 normal ) {\\\\n\\\\t\\\\t#ifdef 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#ifdef 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\\\\t#ifdef USE_ANISOTROPY\\\\n\\\\t\\\\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\\\\n\\\\t\\\\t\\\\t#ifdef ENVMAP_TYPE_CUBE_UV\\\\n\\\\t\\\\t\\\\t\\\\tvec3 bentNormal = cross( bitangent, viewDir );\\\\n\\\\t\\\\t\\\\t\\\\tbentNormal = normalize( cross( bentNormal, bitangent ) );\\\\n\\\\t\\\\t\\\\t\\\\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\\\\n\\\\t\\\\t\\\\t\\\\treturn getIBLRadiance( viewDir, bentNormal, roughness );\\\\n\\\\t\\\\t\\\\t#else\\\\n\\\\t\\\\t\\\\t\\\\treturn vec3( 0.0 );\\\\n\\\\t\\\\t\\\\t#endif\\\\n\\\\t\\\\t}\\\\n\\\\t#endif\\\\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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\\\n\\\\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\\\\n\\\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\\\n}\\\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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\\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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\\\n\\\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\\\n\\\\tvec3 irradiance = dotNL * directLight.color;\\\\n\\\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\\\n\\\\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\\\\n}\\\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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\\nvar lights_physical_fragment = \\\"PhysicalMaterial material;\\\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\\\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\\\\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\\\\tmaterial.ior = ior;\\\\n\\\\t#ifdef USE_SPECULAR\\\\n\\\\t\\\\tfloat specularIntensityFactor = specularIntensity;\\\\n\\\\t\\\\tvec3 specularColorFactor = specularColor;\\\\n\\\\t\\\\t#ifdef USE_SPECULAR_COLORMAP\\\\n\\\\t\\\\t\\\\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\\\\n\\\\t\\\\t#endif\\\\n\\\\t\\\\t#ifdef USE_SPECULAR_INTENSITYMAP\\\\n\\\\t\\\\t\\\\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\\\\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( ( material.ior - 1.0 ) / ( material.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, vClearcoatMapUv ).x;\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\\\n\\\\t\\\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).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, vIridescenceMapUv ).r;\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\\\\n\\\\t\\\\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).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_SHEEN_COLORMAP\\\\n\\\\t\\\\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\\\\n\\\\t#endif\\\\n\\\\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\\\\n\\\\t#ifdef USE_SHEEN_ROUGHNESSMAP\\\\n\\\\t\\\\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\\\\n\\\\t#endif\\\\n#endif\\\\n#ifdef USE_ANISOTROPY\\\\n\\\\t#ifdef USE_ANISOTROPYMAP\\\\n\\\\t\\\\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\\\\n\\\\t\\\\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\\\\n\\\\t\\\\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\\\\n\\\\t#else\\\\n\\\\t\\\\tvec2 anisotropyV = anisotropyVector;\\\\n\\\\t#endif\\\\n\\\\tmaterial.anisotropy = length( anisotropyV );\\\\n\\\\tif( material.anisotropy == 0.0 ) {\\\\n\\\\t\\\\tanisotropyV = vec2( 1.0, 0.0 );\\\\n\\\\t} else {\\\\n\\\\t\\\\tanisotropyV /= material.anisotropy;\\\\n\\\\t\\\\tmaterial.anisotropy = saturate( material.anisotropy );\\\\n\\\\t}\\\\n\\\\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\\\\n\\\\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\\\\n\\\\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\\\\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\\\\t#ifdef IOR\\\\n\\\\t\\\\tfloat ior;\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_TRANSMISSION\\\\n\\\\t\\\\tfloat transmission;\\\\n\\\\t\\\\tfloat transmissionAlpha;\\\\n\\\\t\\\\tfloat thickness;\\\\n\\\\t\\\\tfloat attenuationDistance;\\\\n\\\\t\\\\tvec3 attenuationColor;\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_ANISOTROPY\\\\n\\\\t\\\\tfloat anisotropy;\\\\n\\\\t\\\\tfloat alphaT;\\\\n\\\\t\\\\tvec3 anisotropyT;\\\\n\\\\t\\\\tvec3 anisotropyB;\\\\n\\\\t#endif\\\\n};\\\\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\\\\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\\\\nvec3 sheenSpecularDirect = vec3( 0.0 );\\\\nvec3 sheenSpecularIndirect = vec3(0.0 );\\\\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}\\\\n#ifdef USE_ANISOTROPY\\\\n\\\\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\\\\n\\\\t\\\\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\\\\n\\\\t\\\\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\\\\n\\\\t\\\\tfloat v = 0.5 / ( gv + gl );\\\\n\\\\t\\\\treturn saturate(v);\\\\n\\\\t}\\\\n\\\\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\\\\n\\\\t\\\\tfloat a2 = alphaT * alphaB;\\\\n\\\\t\\\\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\\\\n\\\\t\\\\thighp float v2 = dot( v, v );\\\\n\\\\t\\\\tfloat w2 = a2 / v2;\\\\n\\\\t\\\\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\\\\n\\\\t}\\\\n#endif\\\\n#ifdef USE_CLEARCOAT\\\\n\\\\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\\\\n\\\\t\\\\tvec3 f0 = material.clearcoatF0;\\\\n\\\\t\\\\tfloat f90 = material.clearcoatF90;\\\\n\\\\t\\\\tfloat roughness = material.clearcoatRoughness;\\\\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 = F_Schlick( f0, f90, dotVH );\\\\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\\\\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\\\\n\\\\tvec3 f0 = material.specularColor;\\\\n\\\\tfloat f90 = material.specularF90;\\\\n\\\\tfloat roughness = material.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\\\\t#ifdef USE_IRIDESCENCE\\\\n\\\\t\\\\tF = mix( F, material.iridescenceFresnel, material.iridescence );\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_ANISOTROPY\\\\n\\\\t\\\\tfloat dotTL = dot( material.anisotropyT, lightDir );\\\\n\\\\t\\\\tfloat dotTV = dot( material.anisotropyT, viewDir );\\\\n\\\\t\\\\tfloat dotTH = dot( material.anisotropyT, halfDir );\\\\n\\\\t\\\\tfloat dotBL = dot( material.anisotropyB, lightDir );\\\\n\\\\t\\\\tfloat dotBV = dot( material.anisotropyB, viewDir );\\\\n\\\\t\\\\tfloat dotBH = dot( material.anisotropyB, halfDir );\\\\n\\\\t\\\\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\\\\n\\\\t\\\\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\\\\n\\\\t#else\\\\n\\\\t\\\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\\\n\\\\t\\\\tfloat D = D_GGX( alpha, dotNH );\\\\n\\\\t#endif\\\\n\\\\treturn F * ( V * D );\\\\n}\\\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\\\n\\\\tconst float LUT_SIZE = 64.0;\\\\n\\\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\\\n\\\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\\\n\\\\tfloat dotNV = saturate( dot( N, V ) );\\\\n\\\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\\\n\\\\tuv = uv * LUT_SCALE + LUT_BIAS;\\\\n\\\\treturn uv;\\\\n}\\\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\\\n\\\\tfloat l = length( f );\\\\n\\\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\\\n}\\\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\\\n\\\\tfloat x = dot( v1, v2 );\\\\n\\\\tfloat y = abs( x );\\\\n\\\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\\\n\\\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\\\n\\\\tfloat v = a / b;\\\\n\\\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\\\n\\\\treturn cross( v1, v2 ) * theta_sintheta;\\\\n}\\\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\\\n\\\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\\\n\\\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\\\n\\\\tvec3 lightNormal = cross( v1, v2 );\\\\n\\\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\\\n\\\\tvec3 T1, T2;\\\\n\\\\tT1 = normalize( V - N * dot( V, N ) );\\\\n\\\\tT2 = - cross( N, T1 );\\\\n\\\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\\\n\\\\tvec3 coords[ 4 ];\\\\n\\\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\\\n\\\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\\\n\\\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\\\n\\\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\\\n\\\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\\\n\\\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\\\n\\\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\\\n\\\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\\\n\\\\tvec3 vectorFormFactor = vec3( 0.0 );\\\\n\\\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\\\n\\\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\\\n\\\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\\\n\\\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\\\n\\\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\\\n\\\\treturn vec3( result );\\\\n}\\\\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\\\\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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\\\n\\\\t\\\\tvec3 normal = geometryNormal;\\\\n\\\\t\\\\tvec3 viewDir = geometryViewDir;\\\\n\\\\t\\\\tvec3 position = geometryPosition;\\\\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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\\\n\\\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\\\n\\\\tvec3 irradiance = dotNL * directLight.color;\\\\n\\\\t#ifdef USE_CLEARCOAT\\\\n\\\\t\\\\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\\\\n\\\\t\\\\tvec3 ccIrradiance = dotNLcc * directLight.color;\\\\n\\\\t\\\\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_SHEEN\\\\n\\\\t\\\\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\\\\n\\\\t#endif\\\\n\\\\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\\\\n\\\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\\\n}\\\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\\\n\\\\t#ifdef USE_CLEARCOAT\\\\n\\\\t\\\\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_SHEEN\\\\n\\\\t\\\\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, 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( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\\\\n\\\\t#else\\\\n\\\\t\\\\tcomputeMultiscattering( geometryNormal, geometryViewDir, 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 = \\\"\\\\nvec3 geometryPosition = - vViewPosition;\\\\nvec3 geometryNormal = normal;\\\\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\\\nvec3 geometryClearcoatNormal = vec3( 0.0 );\\\\n#ifdef USE_CLEARCOAT\\\\n\\\\tgeometryClearcoatNormal = clearcoatNormal;\\\\n#endif\\\\n#ifdef USE_IRIDESCENCE\\\\n\\\\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\\\\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, geometryPosition, directLight );\\\\n\\\\t\\\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\\\n\\\\t\\\\tpointLightShadow = pointLightShadows[ i ];\\\\n\\\\t\\\\tdirectLight.color *= ( 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, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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\\\\tvec4 spotColor;\\\\n\\\\tvec3 spotLightCoord;\\\\n\\\\tbool inSpotLightMap;\\\\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, geometryPosition, directLight );\\\\n\\\\t\\\\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\\\n\\\\t\\\\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\\\\n\\\\t\\\\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\\\n\\\\t\\\\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\\\\n\\\\t\\\\t#else\\\\n\\\\t\\\\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\\\n\\\\t\\\\t#endif\\\\n\\\\t\\\\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\\\\n\\\\t\\\\t\\\\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\\\\n\\\\t\\\\t\\\\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\\\\n\\\\t\\\\t\\\\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\\\\n\\\\t\\\\t\\\\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\\\\n\\\\t\\\\t#endif\\\\n\\\\t\\\\t#undef SPOT_LIGHT_MAP_INDEX\\\\n\\\\t\\\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\\\n\\\\t\\\\tspotLightShadow = spotLightShadows[ i ];\\\\n\\\\t\\\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\\\n\\\\t\\\\t#endif\\\\n\\\\t\\\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, directLight );\\\\n\\\\t\\\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\\\n\\\\t\\\\tdirectionalLightShadow = directionalLightShadows[ i ];\\\\n\\\\t\\\\tdirectLight.color *= ( 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, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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\\\\t#if defined( USE_LIGHT_PROBES )\\\\n\\\\t\\\\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\\\\n\\\\t#endif\\\\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 ], geometryNormal );\\\\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, vLightMapUv );\\\\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( geometryNormal );\\\\n\\\\t#endif\\\\n#endif\\\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\\\n\\\\t#ifdef USE_ANISOTROPY\\\\n\\\\t\\\\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\\\\n\\\\t#else\\\\n\\\\t\\\\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_CLEARCOAT\\\\n\\\\t\\\\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\\\\n\\\\t#endif\\\\n#endif\\\";\\n\\nvar lights_fragment_end = \\\"#if defined( RE_IndirectDiffuse )\\\\n\\\\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\\\n#endif\\\\n#if defined( RE_IndirectSpecular )\\\\n\\\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, vMapUv );\\\\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\\\\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\\\\t#if defined( USE_POINTS_UV )\\\\n\\\\t\\\\tvec2 uv = vUv;\\\\n\\\\t#else\\\\n\\\\t\\\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\\\n\\\\t#endif\\\\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_POINTS_UV )\\\\n\\\\tvarying vec2 vUv;\\\\n#else\\\\n\\\\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\\\n\\\\t\\\\tuniform mat3 uvTransform;\\\\n\\\\t#endif\\\\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, vMetalnessMapUv );\\\\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 = dFdx( vViewPosition );\\\\n\\\\tvec3 fdy = dFdy( vViewPosition );\\\\n\\\\tvec3 normal = normalize( cross( fdx, fdy ) );\\\\n#else\\\\n\\\\tvec3 normal = normalize( vNormal );\\\\n\\\\t#ifdef DOUBLE_SIDED\\\\n\\\\t\\\\tnormal *= faceDirection;\\\\n\\\\t#endif\\\\n#endif\\\\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\\\\n\\\\t#ifdef USE_TANGENT\\\\n\\\\t\\\\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\\\n\\\\t#else\\\\n\\\\t\\\\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\\\\n\\\\t\\\\t#if defined( USE_NORMALMAP )\\\\n\\\\t\\\\t\\\\tvNormalMapUv\\\\n\\\\t\\\\t#elif defined( USE_CLEARCOAT_NORMALMAP )\\\\n\\\\t\\\\t\\\\tvClearcoatNormalMapUv\\\\n\\\\t\\\\t#else\\\\n\\\\t\\\\t\\\\tvUv\\\\n\\\\t\\\\t#endif\\\\n\\\\t\\\\t);\\\\n\\\\t#endif\\\\n\\\\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\\\n\\\\t\\\\ttbn[0] *= faceDirection;\\\\n\\\\t\\\\ttbn[1] *= faceDirection;\\\\n\\\\t#endif\\\\n#endif\\\\n#ifdef USE_CLEARCOAT_NORMALMAP\\\\n\\\\t#ifdef USE_TANGENT\\\\n\\\\t\\\\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\\\n\\\\t#else\\\\n\\\\t\\\\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\\\\n\\\\t#endif\\\\n\\\\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\\\n\\\\t\\\\ttbn2[0] *= faceDirection;\\\\n\\\\t\\\\ttbn2[1] *= faceDirection;\\\\n\\\\t#endif\\\\n#endif\\\\nvec3 nonPerturbedNormal = normal;\\\";\\n\\nvar normal_fragment_maps = \\\"#ifdef USE_NORMALMAP_OBJECTSPACE\\\\n\\\\tnormal = texture2D( normalMap, vNormalMapUv ).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( USE_NORMALMAP_TANGENTSPACE )\\\\n\\\\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\\\\n\\\\tmapN.xy *= normalScale;\\\\n\\\\tnormal = normalize( tbn * mapN );\\\\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 USE_NORMALMAP_OBJECTSPACE\\\\n\\\\tuniform mat3 normalMatrix;\\\\n#endif\\\\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\\\\n\\\\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\\\\n\\\\t\\\\tvec3 q0 = dFdx( eye_pos.xyz );\\\\n\\\\t\\\\tvec3 q1 = dFdy( eye_pos.xyz );\\\\n\\\\t\\\\tvec2 st0 = dFdx( uv.st );\\\\n\\\\t\\\\tvec2 st1 = dFdy( uv.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 : inversesqrt( det );\\\\n\\\\t\\\\treturn mat3( T * scale, B * scale, N );\\\\n\\\\t}\\\\n#endif\\\";\\n\\nvar clearcoat_normal_fragment_begin = \\\"#ifdef USE_CLEARCOAT\\\\n\\\\tvec3 clearcoatNormal = nonPerturbedNormal;\\\\n#endif\\\";\\n\\nvar clearcoat_normal_fragment_maps = \\\"#ifdef USE_CLEARCOAT_NORMALMAP\\\\n\\\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\\\\n\\\\tclearcoatMapN.xy *= clearcoatNormalScale;\\\\n\\\\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\\\\n#endif\\\";\\n\\nvar clearcoat_pars_fragment = \\\"#ifdef USE_CLEARCOATMAP\\\\n\\\\tuniform sampler2D clearcoatMap;\\\\n#endif\\\\n#ifdef USE_CLEARCOAT_NORMALMAP\\\\n\\\\tuniform sampler2D clearcoatNormalMap;\\\\n\\\\tuniform vec2 clearcoatNormalScale;\\\\n#endif\\\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\\\n\\\\tuniform sampler2D clearcoatRoughnessMap;\\\\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 opaque_fragment = \\\"#ifdef OPAQUE\\\\ndiffuseColor.a = 1.0;\\\\n#endif\\\\n#ifdef USE_TRANSMISSION\\\\ndiffuseColor.a *= material.transmissionAlpha;\\\\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}\\\\nvec2 packDepthToRG( in highp float v ) {\\\\n\\\\treturn packDepthToRGBA( v ).yx;\\\\n}\\\\nfloat unpackRGToDepth( const in highp vec2 v ) {\\\\n\\\\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\\\\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 depth, const in float near, const in float far ) {\\\\n\\\\treturn depth * ( 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 depth, const in float near, const in float far ) {\\\\n\\\\treturn ( near * far ) / ( ( far - near ) * depth - 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_BATCHING\\\\n\\\\tmvPosition = batchingMatrix * mvPosition;\\\\n#endif\\\\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, vRoughnessMapUv );\\\\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 = \\\"#if NUM_SPOT_LIGHT_COORDS > 0\\\\n\\\\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\\\n#endif\\\\n#if NUM_SPOT_LIGHT_MAPS > 0\\\\n\\\\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\\\\n#endif\\\\n#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\\\\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\\\\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\\\\n\\\\t\\\\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\\\\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 = \\\"#if NUM_SPOT_LIGHT_COORDS > 0\\\\n\\\\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\\\\n\\\\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\\\n#endif\\\\n#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\\\\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 = \\\"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\\\\n\\\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\\\n\\\\tvec4 shadowWorldPosition;\\\\n#endif\\\\n#if defined( USE_SHADOWMAP )\\\\n\\\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\\\n\\\\t\\\\t#pragma unroll_loop_start\\\\n\\\\t\\\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\\\n\\\\t\\\\t\\\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\\\n\\\\t\\\\t\\\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\\\n\\\\t\\\\t}\\\\n\\\\t\\\\t#pragma unroll_loop_end\\\\n\\\\t#endif\\\\n\\\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\\\n\\\\t\\\\t#pragma unroll_loop_start\\\\n\\\\t\\\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\\\n\\\\t\\\\t\\\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\\\n\\\\t\\\\t\\\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\\\n\\\\t\\\\t}\\\\n\\\\t\\\\t#pragma unroll_loop_end\\\\n\\\\t#endif\\\\n#endif\\\\n#if NUM_SPOT_LIGHT_COORDS > 0\\\\n\\\\t#pragma unroll_loop_start\\\\n\\\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\\\\n\\\\t\\\\tshadowWorldPosition = worldPosition;\\\\n\\\\t\\\\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\\\n\\\\t\\\\t\\\\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\\\\n\\\\t\\\\t#endif\\\\n\\\\t\\\\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\\\\n\\\\t}\\\\n\\\\t#pragma unroll_loop_end\\\\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, vSpotLightCoord[ 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\\\\tmat4 getBoneMatrix( const in float i ) {\\\\n\\\\t\\\\tint size = textureSize( boneTexture, 0 ).x;\\\\n\\\\t\\\\tint j = int( i ) * 4;\\\\n\\\\t\\\\tint x = j % size;\\\\n\\\\t\\\\tint y = j / size;\\\\n\\\\t\\\\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\\\\n\\\\t\\\\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\\\\n\\\\t\\\\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\\\\n\\\\t\\\\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\\\\n\\\\t\\\\treturn mat4( v1, v2, v3, v4 );\\\\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, vSpecularMapUv );\\\\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 saturate( 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}\\\\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\\\\n\\\\tvec3( 1.6605, - 0.1246, - 0.0182 ),\\\\n\\\\tvec3( - 0.5876, 1.1329, - 0.1006 ),\\\\n\\\\tvec3( - 0.0728, - 0.0083, 1.1187 )\\\\n);\\\\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\\\\n\\\\tvec3( 0.6274, 0.0691, 0.0164 ),\\\\n\\\\tvec3( 0.3293, 0.9195, 0.0880 ),\\\\n\\\\tvec3( 0.0433, 0.0113, 0.8956 )\\\\n);\\\\nvec3 agxDefaultContrastApprox( vec3 x ) {\\\\n\\\\tvec3 x2 = x * x;\\\\n\\\\tvec3 x4 = x2 * x2;\\\\n\\\\treturn + 15.5 * x4 * x2\\\\n\\\\t\\\\t- 40.14 * x4 * x\\\\n\\\\t\\\\t+ 31.96 * x4\\\\n\\\\t\\\\t- 6.868 * x2 * x\\\\n\\\\t\\\\t+ 0.4298 * x2\\\\n\\\\t\\\\t+ 0.1191 * x\\\\n\\\\t\\\\t- 0.00232;\\\\n}\\\\nvec3 AgXToneMapping( vec3 color ) {\\\\n\\\\tconst mat3 AgXInsetMatrix = mat3(\\\\n\\\\t\\\\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\\\\n\\\\t\\\\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\\\\n\\\\t\\\\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\\\\n\\\\t);\\\\n\\\\tconst mat3 AgXOutsetMatrix = mat3(\\\\n\\\\t\\\\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\\\\n\\\\t\\\\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\\\\n\\\\t\\\\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\\\\n\\\\t);\\\\n\\\\tconst float AgxMinEv = - 12.47393;\\\\tconst float AgxMaxEv = 4.026069;\\\\n\\\\tcolor *= toneMappingExposure;\\\\n\\\\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\\\\n\\\\tcolor = AgXInsetMatrix * color;\\\\n\\\\tcolor = max( color, 1e-10 );\\\\tcolor = log2( color );\\\\n\\\\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\\\\n\\\\tcolor = clamp( color, 0.0, 1.0 );\\\\n\\\\tcolor = agxDefaultContrastApprox( color );\\\\n\\\\tcolor = AgXOutsetMatrix * color;\\\\n\\\\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\\\\n\\\\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\\\\n\\\\tcolor = clamp( color, 0.0, 1.0 );\\\\n\\\\treturn color;\\\\n}\\\\nvec3 CustomToneMapping( vec3 color ) { return color; }\\\";\\n\\nvar transmission_fragment = \\\"#ifdef USE_TRANSMISSION\\\\n\\\\tmaterial.transmission = transmission;\\\\n\\\\tmaterial.transmissionAlpha = 1.0;\\\\n\\\\tmaterial.thickness = thickness;\\\\n\\\\tmaterial.attenuationDistance = attenuationDistance;\\\\n\\\\tmaterial.attenuationColor = attenuationColor;\\\\n\\\\t#ifdef USE_TRANSMISSIONMAP\\\\n\\\\t\\\\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_THICKNESSMAP\\\\n\\\\t\\\\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\\\\n\\\\t#endif\\\\n\\\\tvec3 pos = vWorldPosition;\\\\n\\\\tvec3 v = normalize( cameraPosition - pos );\\\\n\\\\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\\\n\\\\tvec4 transmitted = getIBLVolumeRefraction(\\\\n\\\\t\\\\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\\\\n\\\\t\\\\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\\\\n\\\\t\\\\tmaterial.attenuationColor, material.attenuationDistance );\\\\n\\\\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\\\\n\\\\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\\\\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\\\\tfloat w0( float a ) {\\\\n\\\\t\\\\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\\\\n\\\\t}\\\\n\\\\tfloat w1( float a ) {\\\\n\\\\t\\\\treturn ( 1.0 / 6.0 ) * ( a *  a * ( 3.0 * a - 6.0 ) + 4.0 );\\\\n\\\\t}\\\\n\\\\tfloat w2( float a ){\\\\n\\\\t\\\\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\\\\n\\\\t}\\\\n\\\\tfloat w3( float a ) {\\\\n\\\\t\\\\treturn ( 1.0 / 6.0 ) * ( a * a * a );\\\\n\\\\t}\\\\n\\\\tfloat g0( float a ) {\\\\n\\\\t\\\\treturn w0( a ) + w1( a );\\\\n\\\\t}\\\\n\\\\tfloat g1( float a ) {\\\\n\\\\t\\\\treturn w2( a ) + w3( a );\\\\n\\\\t}\\\\n\\\\tfloat h0( float a ) {\\\\n\\\\t\\\\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\\\\n\\\\t}\\\\n\\\\tfloat h1( float a ) {\\\\n\\\\t\\\\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\\\\n\\\\t}\\\\n\\\\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\\\\n\\\\t\\\\tuv = uv * texelSize.zw + 0.5;\\\\n\\\\t\\\\tvec2 iuv = floor( uv );\\\\n\\\\t\\\\tvec2 fuv = fract( uv );\\\\n\\\\t\\\\tfloat g0x = g0( fuv.x );\\\\n\\\\t\\\\tfloat g1x = g1( fuv.x );\\\\n\\\\t\\\\tfloat h0x = h0( fuv.x );\\\\n\\\\t\\\\tfloat h1x = h1( fuv.x );\\\\n\\\\t\\\\tfloat h0y = h0( fuv.y );\\\\n\\\\t\\\\tfloat h1y = h1( fuv.y );\\\\n\\\\t\\\\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\\\\n\\\\t\\\\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\\\\n\\\\t\\\\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\\\\n\\\\t\\\\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\\\\n\\\\t\\\\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\\\\n\\\\t\\\\t\\\\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\\\\n\\\\t}\\\\n\\\\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\\\\n\\\\t\\\\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\\\\n\\\\t\\\\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\\\\n\\\\t\\\\tvec2 fLodSizeInv = 1.0 / fLodSize;\\\\n\\\\t\\\\tvec2 cLodSizeInv = 1.0 / cLodSize;\\\\n\\\\t\\\\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\\\\n\\\\t\\\\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\\\\n\\\\t\\\\treturn mix( fSample, cSample, fract( lod ) );\\\\n\\\\t}\\\\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 lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\\\n\\\\t\\\\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\\\\n\\\\t}\\\\n\\\\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\\\\n\\\\t\\\\tif ( isinf( attenuationDistance ) ) {\\\\n\\\\t\\\\t\\\\treturn vec3( 1.0 );\\\\n\\\\t\\\\t} else {\\\\n\\\\t\\\\t\\\\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\\\n\\\\t\\\\t\\\\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\\\\t\\\\t\\\\treturn transmittance;\\\\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 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\\\\n\\\\t\\\\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\\\\n\\\\t\\\\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\\\n\\\\t\\\\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\\\\n\\\\t\\\\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\\\\n\\\\t}\\\\n#endif\\\";\\n\\nvar uv_pars_fragment = \\\"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\\\n\\\\tvarying vec2 vUv;\\\\n#endif\\\\n#ifdef USE_MAP\\\\n\\\\tvarying vec2 vMapUv;\\\\n#endif\\\\n#ifdef USE_ALPHAMAP\\\\n\\\\tvarying vec2 vAlphaMapUv;\\\\n#endif\\\\n#ifdef USE_LIGHTMAP\\\\n\\\\tvarying vec2 vLightMapUv;\\\\n#endif\\\\n#ifdef USE_AOMAP\\\\n\\\\tvarying vec2 vAoMapUv;\\\\n#endif\\\\n#ifdef USE_BUMPMAP\\\\n\\\\tvarying vec2 vBumpMapUv;\\\\n#endif\\\\n#ifdef USE_NORMALMAP\\\\n\\\\tvarying vec2 vNormalMapUv;\\\\n#endif\\\\n#ifdef USE_EMISSIVEMAP\\\\n\\\\tvarying vec2 vEmissiveMapUv;\\\\n#endif\\\\n#ifdef USE_METALNESSMAP\\\\n\\\\tvarying vec2 vMetalnessMapUv;\\\\n#endif\\\\n#ifdef USE_ROUGHNESSMAP\\\\n\\\\tvarying vec2 vRoughnessMapUv;\\\\n#endif\\\\n#ifdef USE_ANISOTROPYMAP\\\\n\\\\tvarying vec2 vAnisotropyMapUv;\\\\n#endif\\\\n#ifdef USE_CLEARCOATMAP\\\\n\\\\tvarying vec2 vClearcoatMapUv;\\\\n#endif\\\\n#ifdef USE_CLEARCOAT_NORMALMAP\\\\n\\\\tvarying vec2 vClearcoatNormalMapUv;\\\\n#endif\\\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\\\n\\\\tvarying vec2 vClearcoatRoughnessMapUv;\\\\n#endif\\\\n#ifdef USE_IRIDESCENCEMAP\\\\n\\\\tvarying vec2 vIridescenceMapUv;\\\\n#endif\\\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\\\n\\\\tvarying vec2 vIridescenceThicknessMapUv;\\\\n#endif\\\\n#ifdef USE_SHEEN_COLORMAP\\\\n\\\\tvarying vec2 vSheenColorMapUv;\\\\n#endif\\\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\\\n\\\\tvarying vec2 vSheenRoughnessMapUv;\\\\n#endif\\\\n#ifdef USE_SPECULARMAP\\\\n\\\\tvarying vec2 vSpecularMapUv;\\\\n#endif\\\\n#ifdef USE_SPECULAR_COLORMAP\\\\n\\\\tvarying vec2 vSpecularColorMapUv;\\\\n#endif\\\\n#ifdef USE_SPECULAR_INTENSITYMAP\\\\n\\\\tvarying vec2 vSpecularIntensityMapUv;\\\\n#endif\\\\n#ifdef USE_TRANSMISSIONMAP\\\\n\\\\tuniform mat3 transmissionMapTransform;\\\\n\\\\tvarying vec2 vTransmissionMapUv;\\\\n#endif\\\\n#ifdef USE_THICKNESSMAP\\\\n\\\\tuniform mat3 thicknessMapTransform;\\\\n\\\\tvarying vec2 vThicknessMapUv;\\\\n#endif\\\";\\n\\nvar uv_pars_vertex = \\\"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\\\n\\\\tvarying vec2 vUv;\\\\n#endif\\\\n#ifdef USE_MAP\\\\n\\\\tuniform mat3 mapTransform;\\\\n\\\\tvarying vec2 vMapUv;\\\\n#endif\\\\n#ifdef USE_ALPHAMAP\\\\n\\\\tuniform mat3 alphaMapTransform;\\\\n\\\\tvarying vec2 vAlphaMapUv;\\\\n#endif\\\\n#ifdef USE_LIGHTMAP\\\\n\\\\tuniform mat3 lightMapTransform;\\\\n\\\\tvarying vec2 vLightMapUv;\\\\n#endif\\\\n#ifdef USE_AOMAP\\\\n\\\\tuniform mat3 aoMapTransform;\\\\n\\\\tvarying vec2 vAoMapUv;\\\\n#endif\\\\n#ifdef USE_BUMPMAP\\\\n\\\\tuniform mat3 bumpMapTransform;\\\\n\\\\tvarying vec2 vBumpMapUv;\\\\n#endif\\\\n#ifdef USE_NORMALMAP\\\\n\\\\tuniform mat3 normalMapTransform;\\\\n\\\\tvarying vec2 vNormalMapUv;\\\\n#endif\\\\n#ifdef USE_DISPLACEMENTMAP\\\\n\\\\tuniform mat3 displacementMapTransform;\\\\n\\\\tvarying vec2 vDisplacementMapUv;\\\\n#endif\\\\n#ifdef USE_EMISSIVEMAP\\\\n\\\\tuniform mat3 emissiveMapTransform;\\\\n\\\\tvarying vec2 vEmissiveMapUv;\\\\n#endif\\\\n#ifdef USE_METALNESSMAP\\\\n\\\\tuniform mat3 metalnessMapTransform;\\\\n\\\\tvarying vec2 vMetalnessMapUv;\\\\n#endif\\\\n#ifdef USE_ROUGHNESSMAP\\\\n\\\\tuniform mat3 roughnessMapTransform;\\\\n\\\\tvarying vec2 vRoughnessMapUv;\\\\n#endif\\\\n#ifdef USE_ANISOTROPYMAP\\\\n\\\\tuniform mat3 anisotropyMapTransform;\\\\n\\\\tvarying vec2 vAnisotropyMapUv;\\\\n#endif\\\\n#ifdef USE_CLEARCOATMAP\\\\n\\\\tuniform mat3 clearcoatMapTransform;\\\\n\\\\tvarying vec2 vClearcoatMapUv;\\\\n#endif\\\\n#ifdef USE_CLEARCOAT_NORMALMAP\\\\n\\\\tuniform mat3 clearcoatNormalMapTransform;\\\\n\\\\tvarying vec2 vClearcoatNormalMapUv;\\\\n#endif\\\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\\\n\\\\tuniform mat3 clearcoatRoughnessMapTransform;\\\\n\\\\tvarying vec2 vClearcoatRoughnessMapUv;\\\\n#endif\\\\n#ifdef USE_SHEEN_COLORMAP\\\\n\\\\tuniform mat3 sheenColorMapTransform;\\\\n\\\\tvarying vec2 vSheenColorMapUv;\\\\n#endif\\\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\\\n\\\\tuniform mat3 sheenRoughnessMapTransform;\\\\n\\\\tvarying vec2 vSheenRoughnessMapUv;\\\\n#endif\\\\n#ifdef USE_IRIDESCENCEMAP\\\\n\\\\tuniform mat3 iridescenceMapTransform;\\\\n\\\\tvarying vec2 vIridescenceMapUv;\\\\n#endif\\\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\\\n\\\\tuniform mat3 iridescenceThicknessMapTransform;\\\\n\\\\tvarying vec2 vIridescenceThicknessMapUv;\\\\n#endif\\\\n#ifdef USE_SPECULARMAP\\\\n\\\\tuniform mat3 specularMapTransform;\\\\n\\\\tvarying vec2 vSpecularMapUv;\\\\n#endif\\\\n#ifdef USE_SPECULAR_COLORMAP\\\\n\\\\tuniform mat3 specularColorMapTransform;\\\\n\\\\tvarying vec2 vSpecularColorMapUv;\\\\n#endif\\\\n#ifdef USE_SPECULAR_INTENSITYMAP\\\\n\\\\tuniform mat3 specularIntensityMapTransform;\\\\n\\\\tvarying vec2 vSpecularIntensityMapUv;\\\\n#endif\\\\n#ifdef USE_TRANSMISSIONMAP\\\\n\\\\tuniform mat3 transmissionMapTransform;\\\\n\\\\tvarying vec2 vTransmissionMapUv;\\\\n#endif\\\\n#ifdef USE_THICKNESSMAP\\\\n\\\\tuniform mat3 thicknessMapTransform;\\\\n\\\\tvarying vec2 vThicknessMapUv;\\\\n#endif\\\";\\n\\nvar uv_vertex = \\\"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\\\n\\\\tvUv = vec3( uv, 1 ).xy;\\\\n#endif\\\\n#ifdef USE_MAP\\\\n\\\\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_ALPHAMAP\\\\n\\\\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_LIGHTMAP\\\\n\\\\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_AOMAP\\\\n\\\\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_BUMPMAP\\\\n\\\\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_NORMALMAP\\\\n\\\\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_DISPLACEMENTMAP\\\\n\\\\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_EMISSIVEMAP\\\\n\\\\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_METALNESSMAP\\\\n\\\\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_ROUGHNESSMAP\\\\n\\\\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_ANISOTROPYMAP\\\\n\\\\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_CLEARCOATMAP\\\\n\\\\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_CLEARCOAT_NORMALMAP\\\\n\\\\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\\\n\\\\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_IRIDESCENCEMAP\\\\n\\\\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\\\n\\\\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_SHEEN_COLORMAP\\\\n\\\\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\\\n\\\\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_SPECULARMAP\\\\n\\\\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_SPECULAR_COLORMAP\\\\n\\\\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_SPECULAR_INTENSITYMAP\\\\n\\\\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_TRANSMISSIONMAP\\\\n\\\\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\\\\n#endif\\\\n#ifdef USE_THICKNESSMAP\\\\n\\\\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\\\\n#endif\\\";\\n\\nvar worldpos_vertex = \\\"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\\\\n\\\\tvec4 worldPosition = vec4( transformed, 1.0 );\\\\n\\\\t#ifdef USE_BATCHING\\\\n\\\\t\\\\tworldPosition = batchingMatrix * worldPosition;\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_INSTANCING\\\\n\\\\t\\\\tworldPosition = instanceMatrix * worldPosition;\\\\n\\\\t#endif\\\\n\\\\tworldPosition = modelMatrix * worldPosition;\\\\n#endif\\\";\\n\\nconst vertex$h = \\\"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$h = \\\"uniform sampler2D t2D;\\\\nuniform float backgroundIntensity;\\\\nvarying vec2 vUv;\\\\nvoid main() {\\\\n\\\\tvec4 texColor = texture2D( t2D, vUv );\\\\n\\\\t#ifdef DECODE_VIDEO_TEXTURE\\\\n\\\\t\\\\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\\\\n\\\\t#endif\\\\n\\\\ttexColor.rgb *= backgroundIntensity;\\\\n\\\\tgl_FragColor = texColor;\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_fragment>\\\\n}\\\";\\n\\nconst vertex$g = \\\"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$g = \\\"#ifdef ENVMAP_TYPE_CUBE\\\\n\\\\tuniform samplerCube envMap;\\\\n#elif defined( ENVMAP_TYPE_CUBE_UV )\\\\n\\\\tuniform sampler2D envMap;\\\\n#endif\\\\nuniform float flipEnvMap;\\\\nuniform float backgroundBlurriness;\\\\nuniform float backgroundIntensity;\\\\nvarying vec3 vWorldDirection;\\\\n#include <cube_uv_reflection_fragment>\\\\nvoid main() {\\\\n\\\\t#ifdef ENVMAP_TYPE_CUBE\\\\n\\\\t\\\\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\\\\n\\\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\\\n\\\\t\\\\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\\\\n\\\\t#else\\\\n\\\\t\\\\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\\\n\\\\t#endif\\\\n\\\\ttexColor.rgb *= backgroundIntensity;\\\\n\\\\tgl_FragColor = texColor;\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_fragment>\\\\n}\\\";\\n\\nconst vertex$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$f = \\\"uniform samplerCube tCube;\\\\nuniform float tFlip;\\\\nuniform float opacity;\\\\nvarying vec3 vWorldDirection;\\\\nvoid main() {\\\\n\\\\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\\\\n\\\\tgl_FragColor = texColor;\\\\n\\\\tgl_FragColor.a *= opacity;\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_fragment>\\\\n}\\\";\\n\\nconst vertex$e = \\\"#include <common>\\\\n#include <batching_pars_vertex>\\\\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 <batching_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$e = \\\"#if DEPTH_PACKING == 3200\\\\n\\\\tuniform float opacity;\\\\n#endif\\\\n#include <common>\\\\n#include <packing>\\\\n#include <uv_pars_fragment>\\\\n#include <map_pars_fragment>\\\\n#include <alphamap_pars_fragment>\\\\n#include <alphatest_pars_fragment>\\\\n#include <alphahash_pars_fragment>\\\\n#include <logdepthbuf_pars_fragment>\\\\n#include <clipping_planes_pars_fragment>\\\\nvarying vec2 vHighPrecisionZW;\\\\nvoid main() {\\\\n\\\\tvec4 diffuseColor = vec4( 1.0 );\\\\n\\\\t#include <clipping_planes_fragment>\\\\n\\\\t#if DEPTH_PACKING == 3200\\\\n\\\\t\\\\tdiffuseColor.a = opacity;\\\\n\\\\t#endif\\\\n\\\\t#include <map_fragment>\\\\n\\\\t#include <alphamap_fragment>\\\\n\\\\t#include <alphatest_fragment>\\\\n\\\\t#include <alphahash_fragment>\\\\n\\\\t#include <logdepthbuf_fragment>\\\\n\\\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\\\n\\\\t#if DEPTH_PACKING == 3200\\\\n\\\\t\\\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\\\n\\\\t#elif DEPTH_PACKING == 3201\\\\n\\\\t\\\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\\\n\\\\t#endif\\\\n}\\\";\\n\\nconst vertex$d = \\\"#define DISTANCE\\\\nvarying vec3 vWorldPosition;\\\\n#include <common>\\\\n#include <batching_pars_vertex>\\\\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 <batching_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$d = \\\"#define DISTANCE\\\\nuniform vec3 referencePosition;\\\\nuniform float nearDistance;\\\\nuniform float farDistance;\\\\nvarying vec3 vWorldPosition;\\\\n#include <common>\\\\n#include <packing>\\\\n#include <uv_pars_fragment>\\\\n#include <map_pars_fragment>\\\\n#include <alphamap_pars_fragment>\\\\n#include <alphatest_pars_fragment>\\\\n#include <alphahash_pars_fragment>\\\\n#include <clipping_planes_pars_fragment>\\\\nvoid main () {\\\\n\\\\tvec4 diffuseColor = vec4( 1.0 );\\\\n\\\\t#include <clipping_planes_fragment>\\\\n\\\\t#include <map_fragment>\\\\n\\\\t#include <alphamap_fragment>\\\\n\\\\t#include <alphatest_fragment>\\\\n\\\\t#include <alphahash_fragment>\\\\n\\\\tfloat dist = length( vWorldPosition - referencePosition );\\\\n\\\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\\\n\\\\tdist = saturate( dist );\\\\n\\\\tgl_FragColor = packDepthToRGBA( dist );\\\\n}\\\";\\n\\nconst vertex$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$c = \\\"uniform sampler2D tEquirect;\\\\nvarying vec3 vWorldDirection;\\\\n#include <common>\\\\nvoid main() {\\\\n\\\\tvec3 direction = normalize( vWorldDirection );\\\\n\\\\tvec2 sampleUV = equirectUv( direction );\\\\n\\\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_fragment>\\\\n}\\\";\\n\\nconst vertex$b = \\\"uniform float scale;\\\\nattribute float lineDistance;\\\\nvarying float vLineDistance;\\\\n#include <common>\\\\n#include <uv_pars_vertex>\\\\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 <uv_vertex>\\\\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$b = \\\"uniform vec3 diffuse;\\\\nuniform float opacity;\\\\nuniform float dashSize;\\\\nuniform float totalSize;\\\\nvarying float vLineDistance;\\\\n#include <common>\\\\n#include <color_pars_fragment>\\\\n#include <uv_pars_fragment>\\\\n#include <map_pars_fragment>\\\\n#include <fog_pars_fragment>\\\\n#include <logdepthbuf_pars_fragment>\\\\n#include <clipping_planes_pars_fragment>\\\\nvoid main() {\\\\n\\\\tvec4 diffuseColor = vec4( diffuse, opacity );\\\\n\\\\t#include <clipping_planes_fragment>\\\\n\\\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\\\n\\\\t\\\\tdiscard;\\\\n\\\\t}\\\\n\\\\tvec3 outgoingLight = vec3( 0.0 );\\\\n\\\\t#include <logdepthbuf_fragment>\\\\n\\\\t#include <map_fragment>\\\\n\\\\t#include <color_fragment>\\\\n\\\\toutgoingLight = diffuseColor.rgb;\\\\n\\\\t#include <opaque_fragment>\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_fragment>\\\\n\\\\t#include <fog_fragment>\\\\n\\\\t#include <premultiplied_alpha_fragment>\\\\n}\\\";\\n\\nconst vertex$a = \\\"#include <common>\\\\n#include <batching_pars_vertex>\\\\n#include <uv_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 <color_vertex>\\\\n\\\\t#include <morphcolor_vertex>\\\\n\\\\t#include <batching_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 <map_pars_fragment>\\\\n#include <alphamap_pars_fragment>\\\\n#include <alphatest_pars_fragment>\\\\n#include <alphahash_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 <fog_pars_fragment>\\\\n#include <specularmap_pars_fragment>\\\\n#include <logdepthbuf_pars_fragment>\\\\n#include <clipping_planes_pars_fragment>\\\\nvoid main() {\\\\n\\\\tvec4 diffuseColor = vec4( diffuse, opacity );\\\\n\\\\t#include <clipping_planes_fragment>\\\\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 <alphahash_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, vLightMapUv );\\\\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 <opaque_fragment>\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_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 vViewPosition;\\\\n#include <common>\\\\n#include <batching_pars_vertex>\\\\n#include <uv_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 <color_vertex>\\\\n\\\\t#include <morphcolor_vertex>\\\\n\\\\t#include <batching_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$9 = \\\"#define LAMBERT\\\\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 <map_pars_fragment>\\\\n#include <alphamap_pars_fragment>\\\\n#include <alphatest_pars_fragment>\\\\n#include <alphahash_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 <fog_pars_fragment>\\\\n#include <bsdfs>\\\\n#include <lights_pars_begin>\\\\n#include <normal_pars_fragment>\\\\n#include <lights_lambert_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\\\\tvec4 diffuseColor = vec4( diffuse, opacity );\\\\n\\\\t#include <clipping_planes_fragment>\\\\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 <alphahash_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_lambert_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 <envmap_fragment>\\\\n\\\\t#include <opaque_fragment>\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_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 <batching_pars_vertex>\\\\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 <batching_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 <alphahash_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\\\\tvec4 diffuseColor = vec4( diffuse, opacity );\\\\n\\\\t#include <clipping_planes_fragment>\\\\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 <alphahash_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 <opaque_fragment>\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_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( USE_NORMALMAP_TANGENTSPACE )\\\\n\\\\tvarying vec3 vViewPosition;\\\\n#endif\\\\n#include <common>\\\\n#include <batching_pars_vertex>\\\\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 <batching_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( USE_NORMALMAP_TANGENTSPACE )\\\\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( USE_NORMALMAP_TANGENTSPACE )\\\\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\\\\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\\\\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 ), diffuseColor.a );\\\\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 <batching_pars_vertex>\\\\n#include <uv_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 <color_vertex>\\\\n\\\\t#include <morphcolor_vertex>\\\\n\\\\t#include <batching_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 <map_pars_fragment>\\\\n#include <alphamap_pars_fragment>\\\\n#include <alphatest_pars_fragment>\\\\n#include <alphahash_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 <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\\\\tvec4 diffuseColor = vec4( diffuse, opacity );\\\\n\\\\t#include <clipping_planes_fragment>\\\\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 <alphahash_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 <opaque_fragment>\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_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 <batching_pars_vertex>\\\\n#include <uv_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 <color_vertex>\\\\n\\\\t#include <morphcolor_vertex>\\\\n\\\\t#include <batching_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 USE_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 USE_SPECULAR\\\\n\\\\tuniform float specularIntensity;\\\\n\\\\tuniform vec3 specularColor;\\\\n\\\\t#ifdef USE_SPECULAR_COLORMAP\\\\n\\\\t\\\\tuniform sampler2D specularColorMap;\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_SPECULAR_INTENSITYMAP\\\\n\\\\t\\\\tuniform sampler2D specularIntensityMap;\\\\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_SHEEN_COLORMAP\\\\n\\\\t\\\\tuniform sampler2D sheenColorMap;\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_SHEEN_ROUGHNESSMAP\\\\n\\\\t\\\\tuniform sampler2D sheenRoughnessMap;\\\\n\\\\t#endif\\\\n#endif\\\\n#ifdef USE_ANISOTROPY\\\\n\\\\tuniform vec2 anisotropyVector;\\\\n\\\\t#ifdef USE_ANISOTROPYMAP\\\\n\\\\t\\\\tuniform sampler2D anisotropyMap;\\\\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 <map_pars_fragment>\\\\n#include <alphamap_pars_fragment>\\\\n#include <alphatest_pars_fragment>\\\\n#include <alphahash_pars_fragment>\\\\n#include <aomap_pars_fragment>\\\\n#include <lightmap_pars_fragment>\\\\n#include <emissivemap_pars_fragment>\\\\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\\\\tvec4 diffuseColor = vec4( diffuse, opacity );\\\\n\\\\t#include <clipping_planes_fragment>\\\\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 <alphahash_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 + sheenSpecularDirect + sheenSpecularIndirect;\\\\n\\\\t#endif\\\\n\\\\t#ifdef USE_CLEARCOAT\\\\n\\\\t\\\\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\\\\n\\\\t\\\\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\\\n\\\\t\\\\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\\\\n\\\\t#endif\\\\n\\\\t#include <opaque_fragment>\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_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 <batching_pars_vertex>\\\\n#include <uv_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 <color_vertex>\\\\n\\\\t#include <morphcolor_vertex>\\\\n\\\\t#include <batching_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 <map_pars_fragment>\\\\n#include <alphamap_pars_fragment>\\\\n#include <alphatest_pars_fragment>\\\\n#include <alphahash_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\\\\tvec4 diffuseColor = vec4( diffuse, opacity );\\\\n\\\\t#include <clipping_planes_fragment>\\\\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 <alphahash_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 <opaque_fragment>\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_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>\\\\n#ifdef USE_POINTS_UV\\\\n\\\\tvarying vec2 vUv;\\\\n\\\\tuniform mat3 uvTransform;\\\\n#endif\\\\nvoid main() {\\\\n\\\\t#ifdef USE_POINTS_UV\\\\n\\\\t\\\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\\\n\\\\t#endif\\\\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 <alphahash_pars_fragment>\\\\n#include <fog_pars_fragment>\\\\n#include <logdepthbuf_pars_fragment>\\\\n#include <clipping_planes_pars_fragment>\\\\nvoid main() {\\\\n\\\\tvec4 diffuseColor = vec4( diffuse, opacity );\\\\n\\\\t#include <clipping_planes_fragment>\\\\n\\\\tvec3 outgoingLight = vec3( 0.0 );\\\\n\\\\t#include <logdepthbuf_fragment>\\\\n\\\\t#include <map_particle_fragment>\\\\n\\\\t#include <color_fragment>\\\\n\\\\t#include <alphatest_fragment>\\\\n\\\\t#include <alphahash_fragment>\\\\n\\\\toutgoingLight = diffuseColor.rgb;\\\\n\\\\t#include <opaque_fragment>\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_fragment>\\\\n\\\\t#include <fog_fragment>\\\\n\\\\t#include <premultiplied_alpha_fragment>\\\\n}\\\";\\n\\nconst vertex$2 = \\\"#include <common>\\\\n#include <batching_pars_vertex>\\\\n#include <fog_pars_vertex>\\\\n#include <morphtarget_pars_vertex>\\\\n#include <skinning_pars_vertex>\\\\n#include <logdepthbuf_pars_vertex>\\\\n#include <shadowmap_pars_vertex>\\\\nvoid main() {\\\\n\\\\t#include <batching_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 <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 <logdepthbuf_pars_fragment>\\\\n#include <shadowmap_pars_fragment>\\\\n#include <shadowmask_pars_fragment>\\\\nvoid main() {\\\\n\\\\t#include <logdepthbuf_fragment>\\\\n\\\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_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 <alphahash_pars_fragment>\\\\n#include <fog_pars_fragment>\\\\n#include <logdepthbuf_pars_fragment>\\\\n#include <clipping_planes_pars_fragment>\\\\nvoid main() {\\\\n\\\\tvec4 diffuseColor = vec4( diffuse, opacity );\\\\n\\\\t#include <clipping_planes_fragment>\\\\n\\\\tvec3 outgoingLight = vec3( 0.0 );\\\\n\\\\t#include <logdepthbuf_fragment>\\\\n\\\\t#include <map_fragment>\\\\n\\\\t#include <alphamap_fragment>\\\\n\\\\t#include <alphatest_fragment>\\\\n\\\\t#include <alphahash_fragment>\\\\n\\\\toutgoingLight = diffuseColor.rgb;\\\\n\\\\t#include <opaque_fragment>\\\\n\\\\t#include <tonemapping_fragment>\\\\n\\\\t#include <colorspace_fragment>\\\\n\\\\t#include <fog_fragment>\\\\n}\\\";\\n\\nconst ShaderChunk = {\\n\\talphahash_fragment: alphahash_fragment,\\n\\talphahash_pars_fragment: alphahash_pars_fragment,\\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\\tbatching_pars_vertex: batching_pars_vertex,\\n\\tbatching_vertex: batching_vertex,\\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\\tcolorspace_fragment: colorspace_fragment,\\n\\tcolorspace_pars_fragment: colorspace_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_fragment: lights_lambert_fragment,\\n\\tlights_lambert_pars_fragment: lights_lambert_pars_fragment,\\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\\topaque_fragment: opaque_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\\tworldpos_vertex: worldpos_vertex,\\n\\n\\tbackground_vert: vertex$h,\\n\\tbackground_frag: fragment$h,\\n\\tbackgroundCube_vert: vertex$g,\\n\\tbackgroundCube_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\\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\n\\t\\talphaMap: { value: null },\\n\\t\\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\n\\t\\talphaTest: { value: 0 }\\n\\n\\t},\\n\\n\\tspecularmap: {\\n\\n\\t\\tspecularMap: { value: null },\\n\\t\\tspecularMapTransform: { value: /*@__PURE__*/ new Matrix3() }\\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\\t\\taoMapTransform: { value: /*@__PURE__*/ new Matrix3() }\\n\\n\\t},\\n\\n\\tlightmap: {\\n\\n\\t\\tlightMap: { value: null },\\n\\t\\tlightMapIntensity: { value: 1 },\\n\\t\\tlightMapTransform: { value: /*@__PURE__*/ new Matrix3() }\\n\\n\\t},\\n\\n\\tbumpmap: {\\n\\n\\t\\tbumpMap: { value: null },\\n\\t\\tbumpMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\tbumpScale: { value: 1 }\\n\\n\\t},\\n\\n\\tnormalmap: {\\n\\n\\t\\tnormalMap: { value: null },\\n\\t\\tnormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\tnormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }\\n\\n\\t},\\n\\n\\tdisplacementmap: {\\n\\n\\t\\tdisplacementMap: { value: null },\\n\\t\\tdisplacementMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\tdisplacementScale: { value: 1 },\\n\\t\\tdisplacementBias: { value: 0 }\\n\\n\\t},\\n\\n\\temissivemap: {\\n\\n\\t\\temissiveMap: { value: null },\\n\\t\\temissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() }\\n\\n\\t},\\n\\n\\tmetalnessmap: {\\n\\n\\t\\tmetalnessMap: { value: null },\\n\\t\\tmetalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\\n\\n\\t},\\n\\n\\troughnessmap: {\\n\\n\\t\\troughnessMap: { value: null },\\n\\t\\troughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\\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\\tspotLightMap: { value: [] },\\n\\t\\tspotShadowMap: { value: [] },\\n\\t\\tspotLightMatrix: { 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\\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\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\\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\talphaMap: { value: null },\\n\\t\\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\talphaTest: { value: 0 }\\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.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}\\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\\tbackgroundIntensity: { value: 1 }\\n\\t\\t},\\n\\n\\t\\tvertexShader: ShaderChunk.background_vert,\\n\\t\\tfragmentShader: ShaderChunk.background_frag\\n\\n\\t},\\n\\n\\tbackgroundCube: {\\n\\n\\t\\tuniforms: {\\n\\t\\t\\tenvMap: { value: null },\\n\\t\\t\\tflipEnvMap: { value: - 1 },\\n\\t\\t\\tbackgroundBlurriness: { value: 0 },\\n\\t\\t\\tbackgroundIntensity: { value: 1 }\\n\\t\\t},\\n\\n\\t\\tvertexShader: ShaderChunk.backgroundCube_vert,\\n\\t\\tfragmentShader: ShaderChunk.backgroundCube_frag\\n\\n\\t},\\n\\n\\tcube: {\\n\\n\\t\\tuniforms: {\\n\\t\\t\\ttCube: { value: null },\\n\\t\\t\\ttFlip: { value: - 1 },\\n\\t\\t\\topacity: { value: 1.0 }\\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\\tclearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\t\\tclearcoatNormalMap: { value: null },\\n\\t\\t\\tclearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\t\\tclearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) },\\n\\t\\t\\tclearcoatRoughness: { value: 0 },\\n\\t\\t\\tclearcoatRoughnessMap: { value: null },\\n\\t\\t\\tclearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\t\\tiridescence: { value: 0 },\\n\\t\\t\\tiridescenceMap: { value: null },\\n\\t\\t\\tiridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\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\\tiridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\t\\tsheen: { value: 0 },\\n\\t\\t\\tsheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\\n\\t\\t\\tsheenColorMap: { value: null },\\n\\t\\t\\tsheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\t\\tsheenRoughness: { value: 1 },\\n\\t\\t\\tsheenRoughnessMap: { value: null },\\n\\t\\t\\tsheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\t\\ttransmission: { value: 0 },\\n\\t\\t\\ttransmissionMap: { value: null },\\n\\t\\t\\ttransmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\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\\tthicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\t\\tattenuationDistance: { value: 0 },\\n\\t\\t\\tattenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\\n\\t\\t\\tspecularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },\\n\\t\\t\\tspecularColorMap: { value: null },\\n\\t\\t\\tspecularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\t\\tspecularIntensity: { value: 1 },\\n\\t\\t\\tspecularIntensityMap: { value: null },\\n\\t\\t\\tspecularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\t\\tanisotropyVector: { value: /*@__PURE__*/ new Vector2() },\\n\\t\\t\\tanisotropyMap: { value: null },\\n\\t\\t\\tanisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() },\\n\\t\\t}\\n\\t] ),\\n\\n\\tvertexShader: ShaderChunk.meshphysical_vert,\\n\\tfragmentShader: ShaderChunk.meshphysical_frag\\n\\n};\\n\\nconst _rgb = { r: 0, b: 0, g: 0 };\\n\\nfunction WebGLBackground( renderer, cubemaps, cubeuvmaps, 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\\tconst usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background\\n\\t\\t\\tbackground = ( usePMREM ? cubeuvmaps : cubemaps ).get( background );\\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\\tconst environmentBlendMode = renderer.xr.getEnvironmentBlendMode();\\n\\n\\t\\tif ( environmentBlendMode === 'additive' ) {\\n\\n\\t\\t\\tstate.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );\\n\\n\\t\\t} else if ( environmentBlendMode === 'alpha-blend' ) {\\n\\n\\t\\t\\tstate.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );\\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.backgroundCube.uniforms ),\\n\\t\\t\\t\\t\\t\\tvertexShader: ShaderLib.backgroundCube.vertexShader,\\n\\t\\t\\t\\t\\t\\tfragmentShader: ShaderLib.backgroundCube.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// add \\\"envMap\\\" material property so the renderer can evaluate it like for built-in materials\\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\\t\\t\\tboxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;\\n\\t\\t\\tboxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\\n\\t\\t\\tboxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;\\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// add \\\"map\\\" material property so the renderer can evaluate it like for built-in materials\\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\\t\\t\\tplaneMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\\n\\t\\t\\tplaneMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;\\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\\tcolor.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) );\\n\\n\\t\\tstate.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.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( gl.MAX_VERTEX_ATTRIBS );\\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, gl.ELEMENT_ARRAY_BUFFER );\\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( gl.ELEMENT_ARRAY_BUFFER, 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, integer ) {\\n\\n\\t\\tif ( integer === true ) {\\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\\t// check for integer attributes (WebGL 2 only)\\n\\n\\t\\t\\t\\t\\tconst integer = ( capabilities.isWebGL2 === true && ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType ) );\\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( gl.ARRAY_BUFFER, 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\\tinteger\\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( gl.ARRAY_BUFFER, 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\\tinteger\\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\\tfunction renderMultiDraw( starts, counts, drawCount ) {\\n\\n\\t\\tif ( drawCount === 0 ) return;\\n\\n\\t\\tconst extension = extensions.get( 'WEBGL_multi_draw' );\\n\\t\\tif ( extension === null ) {\\n\\n\\t\\t\\tfor ( let i = 0; i < drawCount; i ++ ) {\\n\\n\\t\\t\\t\\tthis.render( starts[ i ], counts[ i ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\textension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );\\n\\n\\t\\t\\tlet elementCount = 0;\\n\\t\\t\\tfor ( let i = 0; i < drawCount; i ++ ) {\\n\\n\\t\\t\\t\\telementCount += counts[ i ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tinfo.update( elementCount, mode, 1 );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t//\\n\\n\\tthis.setMode = setMode;\\n\\tthis.render = render;\\n\\tthis.renderInstances = renderInstances;\\n\\tthis.renderMultiDraw = renderMultiDraw;\\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( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&\\n\\t\\t\\t\\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).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( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&\\n\\t\\t\\t\\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).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.constructor.name === 'WebGL2RenderingContext';\\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( gl.MAX_TEXTURE_IMAGE_UNITS );\\n\\tconst maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );\\n\\tconst maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );\\n\\tconst maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );\\n\\n\\tconst maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\\n\\tconst maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );\\n\\tconst maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );\\n\\tconst maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );\\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( gl.MAX_SAMPLES ) : 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 ) {\\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\\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\\n\\t};\\n\\n\\tthis.setGlobalState = function ( planes, camera ) {\\n\\n\\t\\tglobalState = projectPlanes( planes, camera, 0 );\\n\\n\\t};\\n\\n\\tthis.setState = function ( material, camera, useCache ) {\\n\\n\\t\\tconst planes = material.clippingPlanes,\\n\\t\\t\\tclipIntersection = material.clipIntersection,\\n\\t\\t\\tclipShadows = material.clipShadows;\\n\\n\\t\\tconst materialProperties = properties.get( material );\\n\\n\\t\\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\\n\\n\\t\\t\\t// there's no local clipping\\n\\n\\t\\t\\tif ( renderingShadows ) {\\n\\n\\t\\t\\t\\t// there's no global clipping\\n\\n\\t\\t\\t\\tprojectPlanes( null );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tresetGlobalState();\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\\n\\t\\t\\t\\tlGlobal = nGlobal * 4;\\n\\n\\t\\t\\tlet dstArray = materialProperties.clippingState || null;\\n\\n\\t\\t\\tuniform.value = dstArray; // ensure unique state\\n\\n\\t\\t\\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\\n\\n\\t\\t\\tfor ( let i = 0; i !== lGlobal; ++ i ) {\\n\\n\\t\\t\\t\\tdstArray[ i ] = globalState[ i ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tmaterialProperties.clippingState = dstArray;\\n\\t\\t\\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\\n\\t\\t\\tthis.numPlanes += nGlobal;\\n\\n\\t\\t}\\n\\n\\n\\t};\\n\\n\\tfunction resetGlobalState() {\\n\\n\\t\\tif ( uniform.value !== globalState ) {\\n\\n\\t\\t\\tuniform.value = globalState;\\n\\t\\t\\tuniform.needsUpdate = numGlobalPlanes > 0;\\n\\n\\t\\t}\\n\\n\\t\\tscope.numPlanes = numGlobalPlanes;\\n\\t\\tscope.numIntersection = 0;\\n\\n\\t}\\n\\n\\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\\n\\n\\t\\tconst nPlanes = planes !== null ? planes.length : 0;\\n\\t\\tlet dstArray = null;\\n\\n\\t\\tif ( nPlanes !== 0 ) {\\n\\n\\t\\t\\tdstArray = uniform.value;\\n\\n\\t\\t\\tif ( skipTransform !== true || dstArray === null ) {\\n\\n\\t\\t\\t\\tconst flatSize = dstOffset + nPlanes * 4,\\n\\t\\t\\t\\t\\tviewMatrix = camera.matrixWorldInverse;\\n\\n\\t\\t\\t\\tviewNormalMatrix.getNormalMatrix( viewMatrix );\\n\\n\\t\\t\\t\\tif ( dstArray === null || dstArray.length < flatSize ) {\\n\\n\\t\\t\\t\\t\\tdstArray = new Float32Array( flatSize );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\\n\\n\\t\\t\\t\\t\\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\\n\\n\\t\\t\\t\\t\\tplane.normal.toArray( dstArray, i4 );\\n\\t\\t\\t\\t\\tdstArray[ i4 + 3 ] = plane.constant;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tuniform.value = dstArray;\\n\\t\\t\\tuniform.needsUpdate = true;\\n\\n\\t\\t}\\n\\n\\t\\tscope.numPlanes = nPlanes;\\n\\t\\tscope.numIntersection = 0;\\n\\n\\t\\treturn dstArray;\\n\\n\\t}\\n\\n}\\n\\nfunction WebGLCubeMaps( renderer ) {\\n\\n\\tlet cubemaps = new WeakMap();\\n\\n\\tfunction mapTextureMapping( texture, mapping ) {\\n\\n\\t\\tif ( mapping === EquirectangularReflectionMapping ) {\\n\\n\\t\\t\\ttexture.mapping = CubeReflectionMapping;\\n\\n\\t\\t} else if ( mapping === EquirectangularRefractionMapping ) {\\n\\n\\t\\t\\ttexture.mapping = CubeRefractionMapping;\\n\\n\\t\\t}\\n\\n\\t\\treturn texture;\\n\\n\\t}\\n\\n\\tfunction get( texture ) {\\n\\n\\t\\tif ( texture && texture.isTexture ) {\\n\\n\\t\\t\\tconst mapping = texture.mapping;\\n\\n\\t\\t\\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\\n\\n\\t\\t\\t\\tif ( cubemaps.has( texture ) ) {\\n\\n\\t\\t\\t\\t\\tconst cubemap = cubemaps.get( texture ).texture;\\n\\t\\t\\t\\t\\treturn mapTextureMapping( cubemap, texture.mapping );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tconst image = texture.image;\\n\\n\\t\\t\\t\\t\\tif ( image && image.height > 0 ) {\\n\\n\\t\\t\\t\\t\\t\\tconst renderTarget = new WebGLCubeRenderTarget( image.height );\\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, this.coordinateSystem );\\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;\\nlet _oldActiveCubeFace = 0;\\nlet _oldActiveMipmapLevel = 0;\\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\\t\\t_oldActiveCubeFace = this._renderer.getActiveCubeFace();\\n\\t\\t_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();\\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, _oldActiveCubeFace, _oldActiveMipmapLevel );\\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\\t\\t_oldActiveCubeFace = this._renderer.getActiveCubeFace();\\n\\t\\t_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();\\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\\tcolorSpace: LinearSRGBColorSpace,\\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 || this._pingPongRenderTarget.height !== height ) {\\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\\t\\t\\t\\tgetExtension( 'WEBGL_clip_cull_distance' );\\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\\tfor ( const name in geometry.morphAttributes ) {\\n\\n\\t\\t\\tconst array = geometry.morphAttributes[ name ];\\n\\n\\t\\t\\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tattributes.remove( array[ i ] );\\n\\n\\t\\t\\t}\\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 ], gl.ARRAY_BUFFER );\\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 ], gl.ARRAY_BUFFER );\\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 if ( geometryPosition !== undefined ) {\\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} else {\\n\\n\\t\\t\\treturn;\\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\\tfunction renderMultiDraw( starts, counts, drawCount ) {\\n\\n\\t\\tif ( drawCount === 0 ) return;\\n\\n\\t\\tconst extension = extensions.get( 'WEBGL_multi_draw' );\\n\\t\\tif ( extension === null ) {\\n\\n\\t\\t\\tfor ( let i = 0; i < drawCount; i ++ ) {\\n\\n\\t\\t\\t\\tthis.render( starts[ i ] / bytesPerElement, counts[ i ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\textension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount );\\n\\n\\t\\t\\tlet elementCount = 0;\\n\\t\\t\\tfor ( let i = 0; i < drawCount; i ++ ) {\\n\\n\\t\\t\\t\\telementCount += counts[ i ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tinfo.update( elementCount, mode, 1 );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t//\\n\\n\\tthis.setMode = setMode;\\n\\tthis.setIndex = setIndex;\\n\\tthis.render = render;\\n\\tthis.renderInstances = renderInstances;\\n\\tthis.renderMultiDraw = renderMultiDraw;\\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 gl.TRIANGLES:\\n\\t\\t\\t\\trender.triangles += instanceCount * ( count / 3 );\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase gl.LINES:\\n\\t\\t\\t\\trender.lines += instanceCount * ( count / 2 );\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase gl.LINE_STRIP:\\n\\t\\t\\t\\trender.lines += instanceCount * ( count - 1 );\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase gl.LINE_LOOP:\\n\\t\\t\\t\\trender.lines += instanceCount * count;\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase gl.POINTS:\\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.calls = 0;\\n\\t\\trender.triangles = 0;\\n\\t\\trender.points = 0;\\n\\t\\trender.lines = 0;\\n\\n\\t}\\n\\n\\treturn {\\n\\t\\tmemory: memory,\\n\\t\\trender: render,\\n\\t\\tprograms: null,\\n\\t\\tautoReset: true,\\n\\t\\treset: reset,\\n\\t\\tupdate: update\\n\\t};\\n\\n}\\n\\nfunction numericalSort( a, b ) {\\n\\n\\treturn a[ 0 ] - b[ 0 ];\\n\\n}\\n\\nfunction absNumericalSort( a, b ) {\\n\\n\\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\\n\\n}\\n\\nfunction WebGLMorphtargets( gl, 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, 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\\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\\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\\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\\tif ( updateMap.get( object ) !== frame ) {\\n\\n\\t\\t\\t\\tattributes.update( object.instanceMatrix, gl.ARRAY_BUFFER );\\n\\n\\t\\t\\t\\tif ( object.instanceColor !== null ) {\\n\\n\\t\\t\\t\\t\\tattributes.update( object.instanceColor, gl.ARRAY_BUFFER );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tupdateMap.set( object, frame );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tif ( object.isSkinnedMesh ) {\\n\\n\\t\\t\\tconst skeleton = object.skeleton;\\n\\n\\t\\t\\tif ( updateMap.get( skeleton ) !== frame ) {\\n\\n\\t\\t\\t\\tskeleton.update();\\n\\n\\t\\t\\t\\tupdateMap.set( skeleton, frame );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn buffergeometry;\\n\\n\\t}\\n\\n\\tfunction dispose() {\\n\\n\\t\\tupdateMap = new WeakMap();\\n\\n\\t}\\n\\n\\tfunction onInstancedMeshDispose( event ) {\\n\\n\\t\\tconst instancedMesh = event.target;\\n\\n\\t\\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\\n\\n\\t\\tattributes.remove( instancedMesh.instanceMatrix );\\n\\n\\t\\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\\n\\n\\t}\\n\\n\\treturn {\\n\\n\\t\\tupdate: update,\\n\\t\\tdispose: dispose\\n\\n\\t};\\n\\n}\\n\\nclass 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\\tthis.compareFunction = null;\\n\\n\\t}\\n\\n\\n\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.compareFunction = source.compareFunction;\\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.compareFunction !== null ) data.compareFunction = this.compareFunction;\\n\\n\\t\\treturn data;\\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\\n\\nconst emptyTexture = /*@__PURE__*/ new Texture();\\n\\nconst emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 );\\nemptyShadowTexture.compareFunction = LessEqualCompare;\\n\\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 or THREE.VectorN)\\n\\nfunction setValueV2i( 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.uniform2i( 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.uniform2iv( this.addr, v );\\n\\n\\t\\tcopyArray( cache, v );\\n\\n\\t}\\n\\n}\\n\\nfunction setValueV3i( 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.uniform3i( 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 {\\n\\n\\t\\tif ( arraysEqual( cache, v ) ) return;\\n\\n\\t\\tgl.uniform3iv( this.addr, v );\\n\\n\\t\\tcopyArray( cache, v );\\n\\n\\t}\\n\\n}\\n\\nfunction setValueV4i( 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.uniform4i( 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.uniform4iv( this.addr, v );\\n\\n\\t\\tcopyArray( cache, v );\\n\\n\\t}\\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 or THREE.VectorN)\\n\\nfunction setValueV2ui( 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.uniform2ui( 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.uniform2uiv( this.addr, v );\\n\\n\\t\\tcopyArray( cache, v );\\n\\n\\t}\\n\\n}\\n\\nfunction setValueV3ui( 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.uniform3ui( 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 {\\n\\n\\t\\tif ( arraysEqual( cache, v ) ) return;\\n\\n\\t\\tgl.uniform3uiv( this.addr, v );\\n\\n\\t\\tcopyArray( cache, v );\\n\\n\\t}\\n\\n}\\n\\nfunction setValueV4ui( 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.uniform4ui( 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.uniform4uiv( this.addr, v );\\n\\n\\t\\tcopyArray( cache, v );\\n\\n\\t}\\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\\tconst emptyTexture2D = ( this.type === gl.SAMPLER_2D_SHADOW ) ? emptyShadowTexture : emptyTexture;\\n\\n\\ttextures.setTexture2D( v || emptyTexture2D, 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 cache = this.cache;\\n\\n\\tconst n = v.length;\\n\\n\\tconst units = allocTexUnits( textures, n );\\n\\n\\tif ( ! arraysEqual( cache, units ) ) {\\n\\n\\t\\tgl.uniform1iv( this.addr, units );\\n\\n\\t\\tcopyArray( cache, units );\\n\\n\\t}\\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 cache = this.cache;\\n\\n\\tconst n = v.length;\\n\\n\\tconst units = allocTexUnits( textures, n );\\n\\n\\tif ( ! arraysEqual( cache, units ) ) {\\n\\n\\t\\tgl.uniform1iv( this.addr, units );\\n\\n\\t\\tcopyArray( cache, units );\\n\\n\\t}\\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 cache = this.cache;\\n\\n\\tconst n = v.length;\\n\\n\\tconst units = allocTexUnits( textures, n );\\n\\n\\tif ( ! arraysEqual( cache, units ) ) {\\n\\n\\t\\tgl.uniform1iv( this.addr, units );\\n\\n\\t\\tcopyArray( cache, units );\\n\\n\\t}\\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 cache = this.cache;\\n\\n\\tconst n = v.length;\\n\\n\\tconst units = allocTexUnits( textures, n );\\n\\n\\tif ( ! arraysEqual( cache, units ) ) {\\n\\n\\t\\tgl.uniform1iv( this.addr, units );\\n\\n\\t\\tcopyArray( cache, units );\\n\\n\\t}\\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.type = activeInfo.type;\\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.type = activeInfo.type;\\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, gl.ACTIVE_UNIFORMS );\\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\\n// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/\\nconst COMPLETION_STATUS_KHR = 0x91B1;\\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( colorSpace ) {\\n\\n\\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\\n\\tconst encodingPrimaries = ColorManagement.getPrimaries( colorSpace );\\n\\n\\tlet gamutMapping;\\n\\n\\tif ( workingPrimaries === encodingPrimaries ) {\\n\\n\\t\\tgamutMapping = '';\\n\\n\\t} else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) {\\n\\n\\t\\tgamutMapping = 'LinearDisplayP3ToLinearSRGB';\\n\\n\\t} else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {\\n\\n\\t\\tgamutMapping = 'LinearSRGBToLinearDisplayP3';\\n\\n\\t}\\n\\n\\tswitch ( colorSpace ) {\\n\\n\\t\\tcase LinearSRGBColorSpace:\\n\\t\\tcase LinearDisplayP3ColorSpace:\\n\\t\\t\\treturn [ gamutMapping, 'LinearTransferOETF' ];\\n\\n\\t\\tcase SRGBColorSpace:\\n\\t\\tcase DisplayP3ColorSpace:\\n\\t\\t\\treturn [ gamutMapping, 'sRGBTransferOETF' ];\\n\\n\\t\\tdefault:\\n\\t\\t\\tconsole.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );\\n\\t\\t\\treturn [ gamutMapping, 'LinearTransferOETF' ];\\n\\n\\t}\\n\\n}\\n\\nfunction getShaderErrors( gl, shader, type ) {\\n\\n\\tconst status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );\\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, colorSpace ) {\\n\\n\\tconst components = getEncodingComponents( colorSpace );\\n\\treturn `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`;\\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 AgXToneMapping:\\n\\t\\t\\ttoneMappingName = 'AgX';\\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.normalMapTangentSpace || parameters.clearcoatNormalMap || parameters.flatShading || parameters.alphaToCoverage || 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 generateVertexExtensions( parameters ) {\\n\\n\\tconst chunks = [\\n\\t\\tparameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '',\\n\\t\\tparameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '',\\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, gl.ACTIVE_ATTRIBUTES );\\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 === gl.FLOAT_MAT2 ) locationSize = 2;\\n\\t\\tif ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;\\n\\t\\tif ( info.type === gl.FLOAT_MAT4 ) 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\\tconst numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;\\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_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps )\\n\\t\\t.replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords )\\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_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps )\\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\\nconst shaderChunkMap = new Map( [\\n\\t[ 'encodings_fragment', 'colorspace_fragment' ], // @deprecated, r154\\n\\t[ 'encodings_pars_fragment', 'colorspace_pars_fragment' ], // @deprecated, r154\\n\\t[ 'output_fragment', 'opaque_fragment' ], // @deprecated, r154\\n] );\\n\\nfunction includeReplacer( match, include ) {\\n\\n\\tlet string = ShaderChunk[ include ];\\n\\n\\tif ( string === undefined ) {\\n\\n\\t\\tconst newInclude = shaderChunkMap.get( include );\\n\\n\\t\\tif ( newInclude !== undefined ) {\\n\\n\\t\\t\\tstring = ShaderChunk[ newInclude ];\\n\\t\\t\\tconsole.warn( 'THREE.WebGLRenderer: Shader chunk \\\"%s\\\" has been deprecated. Use \\\"%s\\\" instead.', include, newInclude );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tthrow new Error( 'Can not resolve #include <' + include + '>' );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\treturn resolveIncludes( string );\\n\\n}\\n\\n// Unroll Loops\\n\\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.replace( unrollLoopPattern, loopReplacer );\\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;\\n\\tprecision ${parameters.precision} int;\\n\\tprecision ${parameters.precision} sampler2D;\\n\\tprecision ${parameters.precision} samplerCube;\\n\\t`;\\n\\n\\tif ( parameters.isWebGL2 ) {\\n\\n\\t\\tprecisionstring += `precision ${parameters.precision} sampler3D;\\n\\t\\tprecision ${parameters.precision} sampler2DArray;\\n\\t\\tprecision ${parameters.precision} sampler2DShadow;\\n\\t\\tprecision ${parameters.precision} samplerCubeShadow;\\n\\t\\tprecision ${parameters.precision} sampler2DArrayShadow;\\n\\t\\tprecision ${parameters.precision} isampler2D;\\n\\t\\tprecision ${parameters.precision} isampler3D;\\n\\t\\tprecision ${parameters.precision} isamplerCube;\\n\\t\\tprecision ${parameters.precision} isampler2DArray;\\n\\t\\tprecision ${parameters.precision} usampler2D;\\n\\t\\tprecision ${parameters.precision} usampler3D;\\n\\t\\tprecision ${parameters.precision} usamplerCube;\\n\\t\\tprecision ${parameters.precision} usampler2DArray;\\n\\t\\t`;\\n\\n\\t}\\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 customVertexExtensions = generateVertexExtensions( 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\\t'#define SHADER_TYPE ' + parameters.shaderType,\\n\\t\\t\\t'#define SHADER_NAME ' + parameters.shaderName,\\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\\n\\t\\t\\t'#define SHADER_TYPE ' + parameters.shaderType,\\n\\t\\t\\t'#define SHADER_NAME ' + parameters.shaderName,\\n\\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_TYPE ' + parameters.shaderType,\\n\\t\\t\\t'#define SHADER_NAME ' + parameters.shaderName,\\n\\n\\t\\t\\tcustomDefines,\\n\\n\\t\\t\\tparameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '',\\n\\t\\t\\tparameters.batching ? '#define USE_BATCHING' : '',\\n\\t\\t\\tparameters.instancing ? '#define USE_INSTANCING' : '',\\n\\t\\t\\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\\n\\n\\t\\t\\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\\n\\t\\t\\tparameters.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.bumpMap ? '#define USE_BUMPMAP' : '',\\n\\t\\t\\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\\n\\t\\t\\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\\n\\t\\t\\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\\n\\t\\t\\tparameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',\\n\\t\\t\\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\\n\\n\\t\\t\\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\\n\\t\\t\\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\\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.specularMap ? '#define USE_SPECULARMAP' : '',\\n\\t\\t\\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\\n\\t\\t\\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\\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\\t\\t\\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\\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_SHEEN_COLORMAP' : '',\\n\\t\\t\\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tparameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '',\\n\\t\\t\\tparameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '',\\n\\t\\t\\tparameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '',\\n\\t\\t\\tparameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '',\\n\\t\\t\\tparameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '',\\n\\t\\t\\tparameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '',\\n\\t\\t\\tparameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '',\\n\\t\\t\\tparameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '',\\n\\n\\t\\t\\tparameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '',\\n\\t\\t\\tparameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '',\\n\\n\\t\\t\\tparameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '',\\n\\n\\t\\t\\tparameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '',\\n\\t\\t\\tparameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '',\\n\\t\\t\\tparameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '',\\n\\n\\t\\t\\tparameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '',\\n\\t\\t\\tparameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '',\\n\\n\\t\\t\\tparameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '',\\n\\t\\t\\tparameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '',\\n\\n\\t\\t\\tparameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '',\\n\\t\\t\\tparameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '',\\n\\t\\t\\tparameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '',\\n\\n\\t\\t\\tparameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '',\\n\\t\\t\\tparameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '',\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\\n\\t\\t\\tparameters.vertexColors ? '#define USE_COLOR' : '',\\n\\t\\t\\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\\n\\t\\t\\tparameters.vertexUv1s ? '#define USE_UV1' : '',\\n\\t\\t\\tparameters.vertexUv2s ? '#define USE_UV2' : '',\\n\\t\\t\\tparameters.vertexUv3s ? '#define USE_UV3' : '',\\n\\n\\t\\t\\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\\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.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',\\n\\n\\t\\t\\tparameters.useLegacyLights ? '#define LEGACY_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 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_UV1',\\n\\n\\t\\t\\t'\\tattribute vec2 uv1;',\\n\\n\\t\\t\\t'#endif',\\n\\n\\t\\t\\t'#ifdef USE_UV2',\\n\\n\\t\\t\\t'\\tattribute vec2 uv2;',\\n\\n\\t\\t\\t'#endif',\\n\\n\\t\\t\\t'#ifdef USE_UV3',\\n\\n\\t\\t\\t'\\tattribute vec2 uv3;',\\n\\n\\t\\t\\t'#endif',\\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_TYPE ' + parameters.shaderType,\\n\\t\\t\\t'#define SHADER_NAME ' + parameters.shaderName,\\n\\n\\t\\t\\tcustomDefines,\\n\\n\\t\\t\\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\\n\\t\\t\\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\\n\\n\\t\\t\\tparameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '',\\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.bumpMap ? '#define USE_BUMPMAP' : '',\\n\\t\\t\\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\\n\\t\\t\\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\\n\\t\\t\\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\\n\\t\\t\\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\\n\\n\\t\\t\\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\\n\\t\\t\\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\\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.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\\n\\t\\t\\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\\n\\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\\t\\t\\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\\n\\n\\t\\t\\tparameters.sheen ? '#define USE_SHEEN' : '',\\n\\t\\t\\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\\n\\t\\t\\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\\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.vertexTangents && parameters.flatShading === false ? '#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.vertexUv1s ? '#define USE_UV1' : '',\\n\\t\\t\\tparameters.vertexUv2s ? '#define USE_UV2' : '',\\n\\t\\t\\tparameters.vertexUv3s ? '#define USE_UV3' : '',\\n\\n\\t\\t\\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\\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.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',\\n\\n\\t\\t\\tparameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',\\n\\n\\t\\t\\tparameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',\\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[ 'colorspace_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.outputColorSpace ),\\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\\tcustomVertexExtensions,\\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'precision mediump sampler2DArray;',\\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, gl.VERTEX_SHADER, vertexGlsl );\\n\\tconst glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, 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\\tfunction onFirstUse( self ) {\\n\\n\\t\\t// check for link errors\\n\\t\\tif ( renderer.debug.checkShaderErrors ) {\\n\\n\\t\\t\\tconst programLog = gl.getProgramInfoLog( program ).trim();\\n\\t\\t\\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\\n\\t\\t\\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\\n\\n\\t\\t\\tlet runnable = true;\\n\\t\\t\\tlet haveDiagnostics = true;\\n\\n\\t\\t\\tif ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {\\n\\n\\t\\t\\t\\trunnable = false;\\n\\n\\t\\t\\t\\tif ( typeof renderer.debug.onShaderError === 'function' ) {\\n\\n\\t\\t\\t\\t\\trenderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t// default error reporting\\n\\n\\t\\t\\t\\t\\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\\n\\t\\t\\t\\t\\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\\n\\n\\t\\t\\t\\t\\tconsole.error(\\n\\t\\t\\t\\t\\t\\t'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +\\n\\t\\t\\t\\t\\t\\t'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\\\\n\\\\n' +\\n\\t\\t\\t\\t\\t\\t'Material Name: ' + self.name + '\\\\n' +\\n\\t\\t\\t\\t\\t\\t'Material Type: ' + self.type + '\\\\n\\\\n' +\\n\\t\\t\\t\\t\\t\\t'Program Info Log: ' + programLog + '\\\\n' +\\n\\t\\t\\t\\t\\t\\tvertexErrors + '\\\\n' +\\n\\t\\t\\t\\t\\t\\tfragmentErrors\\n\\t\\t\\t\\t\\t);\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else if ( programLog !== '' ) {\\n\\n\\t\\t\\t\\tconsole.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );\\n\\n\\t\\t\\t} else if ( vertexLog === '' || fragmentLog === '' ) {\\n\\n\\t\\t\\t\\thaveDiagnostics = false;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( haveDiagnostics ) {\\n\\n\\t\\t\\t\\tself.diagnostics = {\\n\\n\\t\\t\\t\\t\\trunnable: runnable,\\n\\n\\t\\t\\t\\t\\tprogramLog: programLog,\\n\\n\\t\\t\\t\\t\\tvertexShader: {\\n\\n\\t\\t\\t\\t\\t\\tlog: vertexLog,\\n\\t\\t\\t\\t\\t\\tprefix: prefixVertex\\n\\n\\t\\t\\t\\t\\t},\\n\\n\\t\\t\\t\\t\\tfragmentShader: {\\n\\n\\t\\t\\t\\t\\t\\tlog: fragmentLog,\\n\\t\\t\\t\\t\\t\\tprefix: prefixFragment\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t};\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// Clean up\\n\\n\\t\\t// Crashes in iOS9 and iOS10. #18402\\n\\t\\t// gl.detachShader( program, glVertexShader );\\n\\t\\t// gl.detachShader( program, glFragmentShader );\\n\\n\\t\\tgl.deleteShader( glVertexShader );\\n\\t\\tgl.deleteShader( glFragmentShader );\\n\\n\\t\\tcachedUniforms = new WebGLUniforms( gl, program );\\n\\t\\tcachedAttributes = fetchAttributeLocations( gl, program );\\n\\n\\t}\\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\\t// Populates cachedUniforms and cachedAttributes\\n\\t\\t\\tonFirstUse( this );\\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\\t// Populates cachedAttributes and cachedUniforms\\n\\t\\t\\tonFirstUse( this );\\n\\n\\t\\t}\\n\\n\\t\\treturn cachedAttributes;\\n\\n\\t};\\n\\n\\t// indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported,\\n\\t// flag the program as ready immediately. It may cause a stall when it's first used.\\n\\n\\tlet programReady = ( parameters.rendererExtensionParallelShaderCompile === false );\\n\\n\\tthis.isReady = function () {\\n\\n\\t\\tif ( programReady === false ) {\\n\\n\\t\\t\\tprogramReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR );\\n\\n\\t\\t}\\n\\n\\t\\treturn programReady;\\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.type = parameters.shaderType;\\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$1 = 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\\t\\tlet set = cache.get( material );\\n\\n\\t\\tif ( set === undefined ) {\\n\\n\\t\\t\\tset = new Set();\\n\\t\\t\\tcache.set( material, set );\\n\\n\\t\\t}\\n\\n\\t\\treturn set;\\n\\n\\t}\\n\\n\\t_getShaderStage( code ) {\\n\\n\\t\\tconst cache = this.shaderCache;\\n\\t\\tlet stage = cache.get( code );\\n\\n\\t\\tif ( stage === undefined ) {\\n\\n\\t\\t\\tstage = new WebGLShaderStage( code );\\n\\t\\t\\tcache.set( code, stage );\\n\\n\\t\\t}\\n\\n\\t\\treturn stage;\\n\\n\\t}\\n\\n}\\n\\nclass WebGLShaderStage {\\n\\n\\tconstructor( code ) {\\n\\n\\t\\tthis.id = _id$1 ++;\\n\\n\\t\\tthis.code = code;\\n\\t\\tthis.usedTimes = 0;\\n\\n\\t}\\n\\n}\\n\\nfunction WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {\\n\\n\\tconst _programLayers = new Layers();\\n\\tconst _customShaders = new WebGLShaderCache();\\n\\tconst _activeChannels = new Set();\\n\\tconst programs = [];\\n\\n\\tconst IS_WEBGL2 = capabilities.isWebGL2;\\n\\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\\n\\tconst SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures;\\n\\n\\tlet precision = capabilities.precision;\\n\\n\\tconst shaderIDs = {\\n\\t\\tMeshDepthMaterial: 'depth',\\n\\t\\tMeshDistanceMaterial: 'distanceRGBA',\\n\\t\\tMeshNormalMaterial: 'normal',\\n\\t\\tMeshBasicMaterial: 'basic',\\n\\t\\tMeshLambertMaterial: 'lambert',\\n\\t\\tMeshPhongMaterial: 'phong',\\n\\t\\tMeshToonMaterial: 'toon',\\n\\t\\tMeshStandardMaterial: 'physical',\\n\\t\\tMeshPhysicalMaterial: 'physical',\\n\\t\\tMeshMatcapMaterial: 'matcap',\\n\\t\\tLineBasicMaterial: 'basic',\\n\\t\\tLineDashedMaterial: 'dashed',\\n\\t\\tPointsMaterial: 'points',\\n\\t\\tShadowMaterial: 'shadow',\\n\\t\\tSpriteMaterial: 'sprite'\\n\\t};\\n\\n\\tfunction getChannel( value ) {\\n\\n\\t\\t_activeChannels.add( value );\\n\\n\\t\\tif ( value === 0 ) return 'uv';\\n\\n\\t\\treturn `uv${ value }`;\\n\\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 IS_INSTANCEDMESH = object.isInstancedMesh === true;\\n\\t\\tconst IS_BATCHEDMESH = object.isBatchedMesh === true;\\n\\n\\t\\tconst HAS_MAP = !! material.map;\\n\\t\\tconst HAS_MATCAP = !! material.matcap;\\n\\t\\tconst HAS_ENVMAP = !! envMap;\\n\\t\\tconst HAS_AOMAP = !! material.aoMap;\\n\\t\\tconst HAS_LIGHTMAP = !! material.lightMap;\\n\\t\\tconst HAS_BUMPMAP = !! material.bumpMap;\\n\\t\\tconst HAS_NORMALMAP = !! material.normalMap;\\n\\t\\tconst HAS_DISPLACEMENTMAP = !! material.displacementMap;\\n\\t\\tconst HAS_EMISSIVEMAP = !! material.emissiveMap;\\n\\n\\t\\tconst HAS_METALNESSMAP = !! material.metalnessMap;\\n\\t\\tconst HAS_ROUGHNESSMAP = !! material.roughnessMap;\\n\\n\\t\\tconst HAS_ANISOTROPY = material.anisotropy > 0;\\n\\t\\tconst HAS_CLEARCOAT = material.clearcoat > 0;\\n\\t\\tconst HAS_IRIDESCENCE = material.iridescence > 0;\\n\\t\\tconst HAS_SHEEN = material.sheen > 0;\\n\\t\\tconst HAS_TRANSMISSION = material.transmission > 0;\\n\\n\\t\\tconst HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap;\\n\\n\\t\\tconst HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap;\\n\\t\\tconst HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap;\\n\\t\\tconst HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap;\\n\\n\\t\\tconst HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap;\\n\\t\\tconst HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap;\\n\\n\\t\\tconst HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap;\\n\\t\\tconst HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap;\\n\\n\\t\\tconst HAS_SPECULARMAP = !! material.specularMap;\\n\\t\\tconst HAS_SPECULAR_COLORMAP = !! material.specularColorMap;\\n\\t\\tconst HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap;\\n\\n\\t\\tconst HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap;\\n\\t\\tconst HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap;\\n\\n\\t\\tconst HAS_GRADIENTMAP = !! material.gradientMap;\\n\\n\\t\\tconst HAS_ALPHAMAP = !! material.alphaMap;\\n\\n\\t\\tconst HAS_ALPHATEST = material.alphaTest > 0;\\n\\n\\t\\tconst HAS_ALPHAHASH = !! material.alphaHash;\\n\\n\\t\\tconst HAS_EXTENSIONS = !! material.extensions;\\n\\n\\t\\tlet toneMapping = NoToneMapping;\\n\\n\\t\\tif ( material.toneMapped ) {\\n\\n\\t\\t\\tif ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) {\\n\\n\\t\\t\\t\\ttoneMapping = renderer.toneMapping;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tconst parameters = {\\n\\n\\t\\t\\tisWebGL2: IS_WEBGL2,\\n\\n\\t\\t\\tshaderID: shaderID,\\n\\t\\t\\tshaderType: material.type,\\n\\t\\t\\tshaderName: material.name,\\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\\tbatching: IS_BATCHEDMESH,\\n\\t\\t\\tinstancing: IS_INSTANCEDMESH,\\n\\t\\t\\tinstancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,\\n\\n\\t\\t\\tsupportsVertexTextures: SUPPORTS_VERTEX_TEXTURES,\\n\\t\\t\\toutputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ),\\n\\t\\t\\talphaToCoverage: !! material.alphaToCoverage,\\n\\n\\t\\t\\tmap: HAS_MAP,\\n\\t\\t\\tmatcap: HAS_MATCAP,\\n\\t\\t\\tenvMap: HAS_ENVMAP,\\n\\t\\t\\tenvMapMode: HAS_ENVMAP && envMap.mapping,\\n\\t\\t\\tenvMapCubeUVHeight: envMapCubeUVHeight,\\n\\t\\t\\taoMap: HAS_AOMAP,\\n\\t\\t\\tlightMap: HAS_LIGHTMAP,\\n\\t\\t\\tbumpMap: HAS_BUMPMAP,\\n\\t\\t\\tnormalMap: HAS_NORMALMAP,\\n\\t\\t\\tdisplacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP,\\n\\t\\t\\temissiveMap: HAS_EMISSIVEMAP,\\n\\n\\t\\t\\tnormalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,\\n\\t\\t\\tnormalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,\\n\\n\\t\\t\\tmetalnessMap: HAS_METALNESSMAP,\\n\\t\\t\\troughnessMap: HAS_ROUGHNESSMAP,\\n\\n\\t\\t\\tanisotropy: HAS_ANISOTROPY,\\n\\t\\t\\tanisotropyMap: HAS_ANISOTROPYMAP,\\n\\n\\t\\t\\tclearcoat: HAS_CLEARCOAT,\\n\\t\\t\\tclearcoatMap: HAS_CLEARCOATMAP,\\n\\t\\t\\tclearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,\\n\\t\\t\\tclearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,\\n\\n\\t\\t\\tiridescence: HAS_IRIDESCENCE,\\n\\t\\t\\tiridescenceMap: HAS_IRIDESCENCEMAP,\\n\\t\\t\\tiridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,\\n\\n\\t\\t\\tsheen: HAS_SHEEN,\\n\\t\\t\\tsheenColorMap: HAS_SHEEN_COLORMAP,\\n\\t\\t\\tsheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,\\n\\n\\t\\t\\tspecularMap: HAS_SPECULARMAP,\\n\\t\\t\\tspecularColorMap: HAS_SPECULAR_COLORMAP,\\n\\t\\t\\tspecularIntensityMap: HAS_SPECULAR_INTENSITYMAP,\\n\\n\\t\\t\\ttransmission: HAS_TRANSMISSION,\\n\\t\\t\\ttransmissionMap: HAS_TRANSMISSIONMAP,\\n\\t\\t\\tthicknessMap: HAS_THICKNESSMAP,\\n\\n\\t\\t\\tgradientMap: HAS_GRADIENTMAP,\\n\\n\\t\\t\\topaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false,\\n\\n\\t\\t\\talphaMap: HAS_ALPHAMAP,\\n\\t\\t\\talphaTest: HAS_ALPHATEST,\\n\\t\\t\\talphaHash: HAS_ALPHAHASH,\\n\\n\\t\\t\\tcombine: material.combine,\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tmapUv: HAS_MAP && getChannel( material.map.channel ),\\n\\t\\t\\taoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ),\\n\\t\\t\\tlightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ),\\n\\t\\t\\tbumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ),\\n\\t\\t\\tnormalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ),\\n\\t\\t\\tdisplacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ),\\n\\t\\t\\temissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ),\\n\\n\\t\\t\\tmetalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ),\\n\\t\\t\\troughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ),\\n\\n\\t\\t\\tanisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ),\\n\\n\\t\\t\\tclearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ),\\n\\t\\t\\tclearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ),\\n\\t\\t\\tclearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ),\\n\\n\\t\\t\\tiridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ),\\n\\t\\t\\tiridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ),\\n\\n\\t\\t\\tsheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ),\\n\\t\\t\\tsheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ),\\n\\n\\t\\t\\tspecularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ),\\n\\t\\t\\tspecularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ),\\n\\t\\t\\tspecularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ),\\n\\n\\t\\t\\ttransmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ),\\n\\t\\t\\tthicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ),\\n\\n\\t\\t\\talphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ),\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tvertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ),\\n\\t\\t\\tvertexColors: material.vertexColors,\\n\\t\\t\\tvertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,\\n\\n\\t\\t\\tpointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ),\\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 === true,\\n\\n\\t\\t\\tsizeAttenuation: material.sizeAttenuation === true,\\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\\tnumSpotLightMaps: lights.spotLightMap.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\\t\\t\\tnumSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,\\n\\n\\t\\t\\tnumLightProbes: lights.numLightProbes,\\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: toneMapping,\\n\\t\\t\\tuseLegacyLights: renderer._useLegacyLights,\\n\\n\\t\\t\\tdecodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),\\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 >= 0,\\n\\t\\t\\tdepthPacking: material.depthPacking || 0,\\n\\n\\t\\t\\tindex0AttributeName: material.index0AttributeName,\\n\\n\\t\\t\\textensionDerivatives: HAS_EXTENSIONS && material.extensions.derivatives === true,\\n\\t\\t\\textensionFragDepth: HAS_EXTENSIONS && material.extensions.fragDepth === true,\\n\\t\\t\\textensionDrawBuffers: HAS_EXTENSIONS && material.extensions.drawBuffers === true,\\n\\t\\t\\textensionShaderTextureLOD: HAS_EXTENSIONS && material.extensions.shaderTextureLOD === true,\\n\\t\\t\\textensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ),\\n\\t\\t\\textensionMultiDraw: HAS_EXTENSIONS && material.extensions.multiDraw === true && extensions.has( 'WEBGL_multi_draw' ),\\n\\n\\t\\t\\trendererExtensionFragDepth: IS_WEBGL2 || extensions.has( 'EXT_frag_depth' ),\\n\\t\\t\\trendererExtensionDrawBuffers: IS_WEBGL2 || extensions.has( 'WEBGL_draw_buffers' ),\\n\\t\\t\\trendererExtensionShaderTextureLod: IS_WEBGL2 || extensions.has( 'EXT_shader_texture_lod' ),\\n\\t\\t\\trendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ),\\n\\n\\t\\t\\tcustomProgramCacheKey: material.customProgramCacheKey()\\n\\n\\t\\t};\\n\\n\\t\\t// the usage of getChannel() determines the active texture channels for this shader\\n\\n\\t\\tparameters.vertexUv1s = _activeChannels.has( 1 );\\n\\t\\tparameters.vertexUv2s = _activeChannels.has( 2 );\\n\\t\\tparameters.vertexUv3s = _activeChannels.has( 3 );\\n\\n\\t\\t_activeChannels.clear();\\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.outputColorSpace );\\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.outputColorSpace );\\n\\t\\tarray.push( parameters.envMapMode );\\n\\t\\tarray.push( parameters.envMapCubeUVHeight );\\n\\t\\tarray.push( parameters.mapUv );\\n\\t\\tarray.push( parameters.alphaMapUv );\\n\\t\\tarray.push( parameters.lightMapUv );\\n\\t\\tarray.push( parameters.aoMapUv );\\n\\t\\tarray.push( parameters.bumpMapUv );\\n\\t\\tarray.push( parameters.normalMapUv );\\n\\t\\tarray.push( parameters.displacementMapUv );\\n\\t\\tarray.push( parameters.emissiveMapUv );\\n\\t\\tarray.push( parameters.metalnessMapUv );\\n\\t\\tarray.push( parameters.roughnessMapUv );\\n\\t\\tarray.push( parameters.anisotropyMapUv );\\n\\t\\tarray.push( parameters.clearcoatMapUv );\\n\\t\\tarray.push( parameters.clearcoatNormalMapUv );\\n\\t\\tarray.push( parameters.clearcoatRoughnessMapUv );\\n\\t\\tarray.push( parameters.iridescenceMapUv );\\n\\t\\tarray.push( parameters.iridescenceThicknessMapUv );\\n\\t\\tarray.push( parameters.sheenColorMapUv );\\n\\t\\tarray.push( parameters.sheenRoughnessMapUv );\\n\\t\\tarray.push( parameters.specularMapUv );\\n\\t\\tarray.push( parameters.specularColorMapUv );\\n\\t\\tarray.push( parameters.specularIntensityMapUv );\\n\\t\\tarray.push( parameters.transmissionMapUv );\\n\\t\\tarray.push( parameters.thicknessMapUv );\\n\\t\\tarray.push( parameters.combine );\\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.numSpotLightMaps );\\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.numSpotLightShadowsWithMaps );\\n\\t\\tarray.push( parameters.numLightProbes );\\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.matcap )\\n\\t\\t\\t_programLayers.enable( 4 );\\n\\t\\tif ( parameters.envMap )\\n\\t\\t\\t_programLayers.enable( 5 );\\n\\t\\tif ( parameters.normalMapObjectSpace )\\n\\t\\t\\t_programLayers.enable( 6 );\\n\\t\\tif ( parameters.normalMapTangentSpace )\\n\\t\\t\\t_programLayers.enable( 7 );\\n\\t\\tif ( parameters.clearcoat )\\n\\t\\t\\t_programLayers.enable( 8 );\\n\\t\\tif ( parameters.iridescence )\\n\\t\\t\\t_programLayers.enable( 9 );\\n\\t\\tif ( parameters.alphaTest )\\n\\t\\t\\t_programLayers.enable( 10 );\\n\\t\\tif ( parameters.vertexColors )\\n\\t\\t\\t_programLayers.enable( 11 );\\n\\t\\tif ( parameters.vertexAlphas )\\n\\t\\t\\t_programLayers.enable( 12 );\\n\\t\\tif ( parameters.vertexUv1s )\\n\\t\\t\\t_programLayers.enable( 13 );\\n\\t\\tif ( parameters.vertexUv2s )\\n\\t\\t\\t_programLayers.enable( 14 );\\n\\t\\tif ( parameters.vertexUv3s )\\n\\t\\t\\t_programLayers.enable( 15 );\\n\\t\\tif ( parameters.vertexTangents )\\n\\t\\t\\t_programLayers.enable( 16 );\\n\\t\\tif ( parameters.anisotropy )\\n\\t\\t\\t_programLayers.enable( 17 );\\n\\t\\tif ( parameters.alphaHash )\\n\\t\\t\\t_programLayers.enable( 18 );\\n\\t\\tif ( parameters.batching )\\n\\t\\t\\t_programLayers.enable( 19 );\\n\\n\\t\\tarray.push( _programLayers.mask );\\n\\t\\t_programLayers.disableAll();\\n\\n\\t\\tif ( parameters.fog )\\n\\t\\t\\t_programLayers.enable( 0 );\\n\\t\\tif ( parameters.useFog )\\n\\t\\t\\t_programLayers.enable( 1 );\\n\\t\\tif ( parameters.flatShading )\\n\\t\\t\\t_programLayers.enable( 2 );\\n\\t\\tif ( parameters.logarithmicDepthBuffer )\\n\\t\\t\\t_programLayers.enable( 3 );\\n\\t\\tif ( parameters.skinning )\\n\\t\\t\\t_programLayers.enable( 4 );\\n\\t\\tif ( parameters.morphTargets )\\n\\t\\t\\t_programLayers.enable( 5 );\\n\\t\\tif ( parameters.morphNormals )\\n\\t\\t\\t_programLayers.enable( 6 );\\n\\t\\tif ( parameters.morphColors )\\n\\t\\t\\t_programLayers.enable( 7 );\\n\\t\\tif ( parameters.premultipliedAlpha )\\n\\t\\t\\t_programLayers.enable( 8 );\\n\\t\\tif ( parameters.shadowMapEnabled )\\n\\t\\t\\t_programLayers.enable( 9 );\\n\\t\\tif ( parameters.useLegacyLights )\\n\\t\\t\\t_programLayers.enable( 10 );\\n\\t\\tif ( parameters.doubleSided )\\n\\t\\t\\t_programLayers.enable( 11 );\\n\\t\\tif ( parameters.flipSided )\\n\\t\\t\\t_programLayers.enable( 12 );\\n\\t\\tif ( parameters.useDepthPacking )\\n\\t\\t\\t_programLayers.enable( 13 );\\n\\t\\tif ( parameters.dithering )\\n\\t\\t\\t_programLayers.enable( 14 );\\n\\t\\tif ( parameters.transmission )\\n\\t\\t\\t_programLayers.enable( 15 );\\n\\t\\tif ( parameters.sheen )\\n\\t\\t\\t_programLayers.enable( 16 );\\n\\t\\tif ( parameters.opaque )\\n\\t\\t\\t_programLayers.enable( 17 );\\n\\t\\tif ( parameters.pointsUvs )\\n\\t\\t\\t_programLayers.enable( 18 );\\n\\t\\tif ( parameters.decodeVideoTexture )\\n\\t\\t\\t_programLayers.enable( 19 );\\n\\t\\tif ( parameters.alphaToCoverage )\\n\\t\\t\\t_programLayers.enable( 20 );\\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\\tconst listArray = lists.get( scene );\\n\\t\\tlet list;\\n\\n\\t\\tif ( listArray === undefined ) {\\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 >= listArray.length ) {\\n\\n\\t\\t\\t\\tlist = new WebGLRenderList();\\n\\t\\t\\t\\tlistArray.push( list );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tlist = listArray[ 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 shadowCastingAndTexturingLightsFirst( lightA, lightB ) {\\n\\n\\treturn ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 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\\tnumSpotMaps: - 1,\\n\\n\\t\\t\\tnumLightProbes: - 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\\tspotLightMap: [],\\n\\t\\tspotShadow: [],\\n\\t\\tspotShadowMap: [],\\n\\t\\tspotLightMatrix: [],\\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\\t\\tnumSpotLightShadowsWithMaps: 0,\\n\\t\\tnumLightProbes: 0\\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, useLegacyLights ) {\\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\\t\\tlet numSpotMaps = 0;\\n\\t\\tlet numSpotShadowsWithMaps = 0;\\n\\n\\t\\tlet numLightProbes = 0;\\n\\n\\t\\t// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]\\n\\t\\tlights.sort( shadowCastingAndTexturingLightsFirst );\\n\\n\\t\\t// artist-friendly light intensity scaling factor\\n\\t\\tconst scaleFactor = ( useLegacyLights === 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\\tnumLightProbes ++;\\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\\tstate.spot[ spotLength ] = uniforms;\\n\\n\\t\\t\\t\\tconst shadow = light.shadow;\\n\\n\\t\\t\\t\\tif ( light.map ) {\\n\\n\\t\\t\\t\\t\\tstate.spotLightMap[ numSpotMaps ] = light.map;\\n\\t\\t\\t\\t\\tnumSpotMaps ++;\\n\\n\\t\\t\\t\\t\\t// make sure the lightMatrix is up to date\\n\\t\\t\\t\\t\\t// TODO : do it if required only\\n\\t\\t\\t\\t\\tshadow.updateMatrices( light );\\n\\n\\t\\t\\t\\t\\tif ( light.castShadow ) numSpotShadowsWithMaps ++;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tstate.spotLightMatrix[ spotLength ] = shadow.matrix;\\n\\n\\t\\t\\t\\tif ( light.castShadow ) {\\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\\n\\t\\t\\t\\t\\tnumSpotShadows ++;\\n\\n\\t\\t\\t\\t}\\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\\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\\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 {\\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}\\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\\t\\t\\thash.numSpotMaps !== numSpotMaps ||\\n\\t\\t\\thash.numLightProbes !== numLightProbes ) {\\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.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;\\n\\t\\t\\tstate.spotLightMap.length = numSpotMaps;\\n\\t\\t\\tstate.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;\\n\\t\\t\\tstate.numLightProbes = numLightProbes;\\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\\t\\t\\thash.numSpotMaps = numSpotMaps;\\n\\n\\t\\t\\thash.numLightProbes = numLightProbes;\\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( useLegacyLights ) {\\n\\n\\t\\tlights.setup( lightsArray, useLegacyLights );\\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\\tconst renderStateArray = renderStates.get( scene );\\n\\t\\tlet renderState;\\n\\n\\t\\tif ( renderStateArray === undefined ) {\\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 >= renderStateArray.length ) {\\n\\n\\t\\t\\t\\trenderState = new WebGLRenderState( extensions, capabilities );\\n\\t\\t\\t\\trenderStateArray.push( renderState );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\trenderState = renderStateArray[ 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.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.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 = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: 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\\tlet _previousType = this.type;\\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// check for shadow map type changes\\n\\n\\t\\tconst toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap );\\n\\t\\tconst fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap );\\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 || toVSM === true || fromVSM === true ) {\\n\\n\\t\\t\\t\\tconst pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {};\\n\\n\\t\\t\\t\\tif ( shadow.map !== null ) {\\n\\n\\t\\t\\t\\t\\tshadow.map.dispose();\\n\\n\\t\\t\\t\\t}\\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\\t_previousType = this.type;\\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, 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\\tif ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||\\n\\t\\t\\t\\t( material.displacementMap && material.displacementScale !== 0 ) ||\\n\\t\\t\\t\\t( material.alphaMap && material.alphaTest > 0 ) ||\\n\\t\\t\\t\\t( material.map && material.alphaTest > 0 ) ) {\\n\\n\\t\\t\\t\\t// in this case we need a unique material instance reflecting the\\n\\t\\t\\t\\t// appropriate state\\n\\n\\t\\t\\t\\tconst keyA = result.uuid, keyB = material.uuid;\\n\\n\\t\\t\\t\\tlet materialsForVariant = _materialCache[ keyA ];\\n\\n\\t\\t\\t\\tif ( materialsForVariant === undefined ) {\\n\\n\\t\\t\\t\\t\\tmaterialsForVariant = {};\\n\\t\\t\\t\\t\\t_materialCache[ keyA ] = materialsForVariant;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tlet cachedMaterial = materialsForVariant[ keyB ];\\n\\n\\t\\t\\t\\tif ( cachedMaterial === undefined ) {\\n\\n\\t\\t\\t\\t\\tcachedMaterial = result.clone();\\n\\t\\t\\t\\t\\tmaterialsForVariant[ keyB ] = cachedMaterial;\\n\\t\\t\\t\\t\\tmaterial.addEventListener( 'dispose', onMaterialDispose );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tresult = cachedMaterial;\\n\\n\\t\\t\\t}\\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\\t\\tresult.map = material.map;\\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\\tconst materialProperties = _renderer.properties.get( result );\\n\\t\\t\\tmaterialProperties.light = light;\\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, type );\\n\\n\\t\\t\\t\\t\\t\\t\\tobject.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );\\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\\tobject.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, 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, type );\\n\\n\\t\\t\\t\\t\\tobject.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );\\n\\n\\t\\t\\t\\t\\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\\n\\n\\t\\t\\t\\t\\tobject.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, 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\\tfunction onMaterialDispose( event ) {\\n\\n\\t\\tconst material = event.target;\\n\\n\\t\\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\\n\\n\\t\\t// make sure to remove the unique distance/depth materials used for shadow map rendering\\n\\n\\t\\tfor ( const id in _materialCache ) {\\n\\n\\t\\t\\tconst cache = _materialCache[ id ];\\n\\n\\t\\t\\tconst uuid = event.target.uuid;\\n\\n\\t\\t\\tif ( uuid in cache ) {\\n\\n\\t\\t\\t\\tconst shadowMaterial = cache[ uuid ];\\n\\t\\t\\t\\tshadowMaterial.dispose();\\n\\t\\t\\t\\tdelete cache[ uuid ];\\n\\n\\t\\t\\t}\\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( gl.DEPTH_TEST );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tdisable( gl.DEPTH_TEST );\\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\\tswitch ( depthFunc ) {\\n\\n\\t\\t\\t\\t\\t\\tcase NeverDepth:\\n\\n\\t\\t\\t\\t\\t\\t\\tgl.depthFunc( gl.NEVER );\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase AlwaysDepth:\\n\\n\\t\\t\\t\\t\\t\\t\\tgl.depthFunc( gl.ALWAYS );\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase LessDepth:\\n\\n\\t\\t\\t\\t\\t\\t\\tgl.depthFunc( gl.LESS );\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase LessEqualDepth:\\n\\n\\t\\t\\t\\t\\t\\t\\tgl.depthFunc( gl.LEQUAL );\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase EqualDepth:\\n\\n\\t\\t\\t\\t\\t\\t\\tgl.depthFunc( gl.EQUAL );\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase GreaterEqualDepth:\\n\\n\\t\\t\\t\\t\\t\\t\\tgl.depthFunc( gl.GEQUAL );\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase GreaterDepth:\\n\\n\\t\\t\\t\\t\\t\\t\\tgl.depthFunc( gl.GREATER );\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase NotEqualDepth:\\n\\n\\t\\t\\t\\t\\t\\t\\tgl.depthFunc( gl.NOTEQUAL );\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tdefault:\\n\\n\\t\\t\\t\\t\\t\\t\\tgl.depthFunc( gl.LEQUAL );\\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( gl.STENCIL_TEST );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tdisable( gl.STENCIL_TEST );\\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 uboProgramMap = 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 currentBlendColor = new Color( 0, 0, 0 );\\n\\tlet currentBlendAlpha = 0;\\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( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );\\n\\n\\tlet lineWidthAvailable = false;\\n\\tlet version = 0;\\n\\tconst glVersion = gl.getParameter( gl.VERSION );\\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( gl.SCISSOR_BOX );\\n\\tconst viewportParam = gl.getParameter( gl.VIEWPORT );\\n\\n\\tconst currentScissor = new Vector4().fromArray( scissorParam );\\n\\tconst currentViewport = new Vector4().fromArray( viewportParam );\\n\\n\\tfunction createTexture( type, target, count, dimensions ) {\\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, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\\n\\t\\tgl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\\n\\n\\t\\tfor ( let i = 0; i < count; i ++ ) {\\n\\n\\t\\t\\tif ( isWebGL2 && ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) ) {\\n\\n\\t\\t\\t\\tgl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tgl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn texture;\\n\\n\\t}\\n\\n\\tconst emptyTextures = {};\\n\\temptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );\\n\\temptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );\\n\\n\\tif ( isWebGL2 ) {\\n\\n\\t\\temptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 );\\n\\t\\temptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 );\\n\\n\\t}\\n\\n\\t// init\\n\\n\\tcolorBuffer.setClear( 0, 0, 0, 1 );\\n\\tdepthBuffer.setClear( 1 );\\n\\tstencilBuffer.setClear( 0 );\\n\\n\\tenable( gl.DEPTH_TEST );\\n\\tdepthBuffer.setFunc( LessEqualDepth );\\n\\n\\tsetFlipSided( false );\\n\\tsetCullFace( CullFaceBack );\\n\\tenable( gl.CULL_FACE );\\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// gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER\\n\\n\\t\\t\\t\\tif ( target === gl.DRAW_FRAMEBUFFER ) {\\n\\n\\t\\t\\t\\t\\tcurrentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( target === gl.FRAMEBUFFER ) {\\n\\n\\t\\t\\t\\t\\tcurrentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = 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 ] !== gl.COLOR_ATTACHMENT0 ) {\\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 ] = gl.COLOR_ATTACHMENT0 + 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 ] !== gl.COLOR_ATTACHMENT0 ) {\\n\\n\\t\\t\\t\\t\\tdrawBuffers[ 0 ] = gl.COLOR_ATTACHMENT0;\\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 ] !== gl.BACK ) {\\n\\n\\t\\t\\t\\tdrawBuffers[ 0 ] = gl.BACK;\\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 ]: gl.FUNC_ADD,\\n\\t\\t[ SubtractEquation ]: gl.FUNC_SUBTRACT,\\n\\t\\t[ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT\\n\\t};\\n\\n\\tif ( isWebGL2 ) {\\n\\n\\t\\tequationToGL[ MinEquation ] = gl.MIN;\\n\\t\\tequationToGL[ MaxEquation ] = gl.MAX;\\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 ]: gl.ZERO,\\n\\t\\t[ OneFactor ]: gl.ONE,\\n\\t\\t[ SrcColorFactor ]: gl.SRC_COLOR,\\n\\t\\t[ SrcAlphaFactor ]: gl.SRC_ALPHA,\\n\\t\\t[ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,\\n\\t\\t[ DstColorFactor ]: gl.DST_COLOR,\\n\\t\\t[ DstAlphaFactor ]: gl.DST_ALPHA,\\n\\t\\t[ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,\\n\\t\\t[ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,\\n\\t\\t[ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,\\n\\t\\t[ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA,\\n\\t\\t[ ConstantColorFactor ]: gl.CONSTANT_COLOR,\\n\\t\\t[ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR,\\n\\t\\t[ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA,\\n\\t\\t[ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA\\n\\t};\\n\\n\\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) {\\n\\n\\t\\tif ( blending === NoBlending ) {\\n\\n\\t\\t\\tif ( currentBlendingEnabled === true ) {\\n\\n\\t\\t\\t\\tdisable( gl.BLEND );\\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( gl.BLEND );\\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( gl.FUNC_ADD );\\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( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\\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( gl.ONE, gl.ONE );\\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( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\\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( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );\\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( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\\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( gl.SRC_ALPHA, gl.ONE );\\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( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\\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( gl.ZERO, gl.SRC_COLOR );\\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\\t\\t\\t\\tcurrentBlendColor.set( 0, 0, 0 );\\n\\t\\t\\t\\tcurrentBlendAlpha = 0;\\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\\tif ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) {\\n\\n\\t\\t\\tgl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha );\\n\\n\\t\\t\\tcurrentBlendColor.copy( blendColor );\\n\\t\\t\\tcurrentBlendAlpha = blendAlpha;\\n\\n\\t\\t}\\n\\n\\t\\tcurrentBlending = blending;\\n\\t\\tcurrentPremultipledAlpha = false;\\n\\n\\t}\\n\\n\\tfunction setMaterial( material, frontFaceCW ) {\\n\\n\\t\\tmaterial.side === DoubleSide\\n\\t\\t\\t? disable( gl.CULL_FACE )\\n\\t\\t\\t: enable( gl.CULL_FACE );\\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.blendColor, material.blendAlpha, 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( gl.SAMPLE_ALPHA_TO_COVERAGE )\\n\\t\\t\\t: disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\\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( gl.CW );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tgl.frontFace( gl.CCW );\\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( gl.CULL_FACE );\\n\\n\\t\\t\\tif ( cullFace !== currentCullFace ) {\\n\\n\\t\\t\\t\\tif ( cullFace === CullFaceBack ) {\\n\\n\\t\\t\\t\\t\\tgl.cullFace( gl.BACK );\\n\\n\\t\\t\\t\\t} else if ( cullFace === CullFaceFront ) {\\n\\n\\t\\t\\t\\t\\tgl.cullFace( gl.FRONT );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tgl.cullFace( gl.FRONT_AND_BACK );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tdisable( gl.CULL_FACE );\\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( gl.POLYGON_OFFSET_FILL );\\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( gl.POLYGON_OFFSET_FILL );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tfunction setScissorTest( scissorTest ) {\\n\\n\\t\\tif ( scissorTest ) {\\n\\n\\t\\t\\tenable( gl.SCISSOR_TEST );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tdisable( gl.SCISSOR_TEST );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t// texture\\n\\n\\tfunction activeTexture( webglSlot ) {\\n\\n\\t\\tif ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + 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, webglSlot ) {\\n\\n\\t\\tif ( webglSlot === undefined ) {\\n\\n\\t\\t\\tif ( currentTextureSlot === null ) {\\n\\n\\t\\t\\t\\twebglSlot = gl.TEXTURE0 + maxTextures - 1;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\twebglSlot = currentTextureSlot;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tlet boundTexture = currentBoundTextures[ webglSlot ];\\n\\n\\t\\tif ( boundTexture === undefined ) {\\n\\n\\t\\t\\tboundTexture = { type: undefined, texture: undefined };\\n\\t\\t\\tcurrentBoundTextures[ webglSlot ] = boundTexture;\\n\\n\\t\\t}\\n\\n\\t\\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\\n\\n\\t\\t\\tif ( currentTextureSlot !== webglSlot ) {\\n\\n\\t\\t\\t\\tgl.activeTexture( webglSlot );\\n\\t\\t\\t\\tcurrentTextureSlot = webglSlot;\\n\\n\\t\\t\\t}\\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 compressedTexImage3D() {\\n\\n\\t\\ttry {\\n\\n\\t\\t\\tgl.compressedTexImage3D.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 compressedTexSubImage3D() {\\n\\n\\t\\ttry {\\n\\n\\t\\t\\tgl.compressedTexSubImage3D.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 = uboProgramMap.get( program );\\n\\n\\t\\tif ( mapping === undefined ) {\\n\\n\\t\\t\\tmapping = new WeakMap();\\n\\n\\t\\t\\tuboProgramMap.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 = uboProgramMap.get( program );\\n\\t\\tconst blockIndex = mapping.get( uniformsGroup );\\n\\n\\t\\tif ( uboBindings.get( program ) !== blockIndex ) {\\n\\n\\t\\t\\t// bind shader specific block index to global block point\\n\\t\\t\\tgl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex );\\n\\n\\t\\t\\tuboBindings.set( program, 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( gl.BLEND );\\n\\t\\tgl.disable( gl.CULL_FACE );\\n\\t\\tgl.disable( gl.DEPTH_TEST );\\n\\t\\tgl.disable( gl.POLYGON_OFFSET_FILL );\\n\\t\\tgl.disable( gl.SCISSOR_TEST );\\n\\t\\tgl.disable( gl.STENCIL_TEST );\\n\\t\\tgl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\\n\\n\\t\\tgl.blendEquation( gl.FUNC_ADD );\\n\\t\\tgl.blendFunc( gl.ONE, gl.ZERO );\\n\\t\\tgl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO );\\n\\t\\tgl.blendColor( 0, 0, 0, 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( gl.LESS );\\n\\t\\tgl.clearDepth( 1 );\\n\\n\\t\\tgl.stencilMask( 0xffffffff );\\n\\t\\tgl.stencilFunc( gl.ALWAYS, 0, 0xffffffff );\\n\\t\\tgl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );\\n\\t\\tgl.clearStencil( 0 );\\n\\n\\t\\tgl.cullFace( gl.BACK );\\n\\t\\tgl.frontFace( gl.CCW );\\n\\n\\t\\tgl.polygonOffset( 0, 0 );\\n\\n\\t\\tgl.activeTexture( gl.TEXTURE0 );\\n\\n\\t\\tgl.bindFramebuffer( gl.FRAMEBUFFER, null );\\n\\n\\t\\tif ( isWebGL2 === true ) {\\n\\n\\t\\t\\tgl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );\\n\\t\\t\\tgl.bindFramebuffer( gl.READ_FRAMEBUFFER, 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\\tcurrentBlendColor = new Color( 0, 0, 0 );\\n\\t\\tcurrentBlendAlpha = 0;\\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\\tcompressedTexImage3D: compressedTexImage3D,\\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\\t\\tcompressedTexSubImage3D: compressedTexSubImage3D,\\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 multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;\\n\\tconst supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /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, colorSpace, forceLinearTransfer = 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 === _gl.RED ) {\\n\\n\\t\\t\\tif ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;\\n\\t\\t\\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;\\n\\t\\t\\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;\\n\\n\\t\\t}\\n\\n\\t\\tif ( glFormat === _gl.RED_INTEGER ) {\\n\\n\\t\\t\\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI;\\n\\t\\t\\tif ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI;\\n\\t\\t\\tif ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI;\\n\\t\\t\\tif ( glType === _gl.BYTE ) internalFormat = _gl.R8I;\\n\\t\\t\\tif ( glType === _gl.SHORT ) internalFormat = _gl.R16I;\\n\\t\\t\\tif ( glType === _gl.INT ) internalFormat = _gl.R32I;\\n\\n\\t\\t}\\n\\n\\t\\tif ( glFormat === _gl.RG ) {\\n\\n\\t\\t\\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F;\\n\\t\\t\\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F;\\n\\t\\t\\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8;\\n\\n\\t\\t}\\n\\n\\t\\tif ( glFormat === _gl.RGBA ) {\\n\\n\\t\\t\\tconst transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );\\n\\n\\t\\t\\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;\\n\\t\\t\\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;\\n\\t\\t\\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;\\n\\t\\t\\tif ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;\\n\\t\\t\\tif ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;\\n\\n\\t\\t}\\n\\n\\t\\tif ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||\\n\\t\\t\\tinternalFormat === _gl.RG16F || internalFormat === _gl.RG32F ||\\n\\t\\t\\tinternalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {\\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 _gl.NEAREST;\\n\\n\\t\\t}\\n\\n\\t\\treturn _gl.LINEAR;\\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\\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) {\\n\\n\\t\\t\\t\\t\\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\\n\\n\\t\\t\\t\\t}\\n\\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\\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) {\\n\\n\\t\\t\\t\\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\\n\\n\\t\\t\\t}\\n\\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 >= capabilities.maxTextures ) {\\n\\n\\t\\t\\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.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.wrapR || 0 );\\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.colorSpace );\\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.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\\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.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\\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.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\\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.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\\n\\n\\t}\\n\\n\\tconst wrappingToGL = {\\n\\t\\t[ RepeatWrapping ]: _gl.REPEAT,\\n\\t\\t[ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,\\n\\t\\t[ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT\\n\\t};\\n\\n\\tconst filterToGL = {\\n\\t\\t[ NearestFilter ]: _gl.NEAREST,\\n\\t\\t[ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,\\n\\t\\t[ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,\\n\\n\\t\\t[ LinearFilter ]: _gl.LINEAR,\\n\\t\\t[ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,\\n\\t\\t[ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR\\n\\t};\\n\\n\\tconst compareToGL = {\\n\\t\\t[ NeverCompare ]: _gl.NEVER,\\n\\t\\t[ AlwaysCompare ]: _gl.ALWAYS,\\n\\t\\t[ LessCompare ]: _gl.LESS,\\n\\t\\t[ LessEqualCompare ]: _gl.LEQUAL,\\n\\t\\t[ EqualCompare ]: _gl.EQUAL,\\n\\t\\t[ GreaterEqualCompare ]: _gl.GEQUAL,\\n\\t\\t[ GreaterCompare ]: _gl.GREATER,\\n\\t\\t[ NotEqualCompare ]: _gl.NOTEQUAL\\n\\t};\\n\\n\\tfunction setTextureParameters( textureType, texture, supportsMips ) {\\n\\n\\t\\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false &&\\n\\t\\t\\t( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||\\n\\t\\t\\ttexture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) {\\n\\n\\t\\t\\tconsole.warn( 'THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' );\\n\\n\\t\\t}\\n\\n\\t\\tif ( supportsMips ) {\\n\\n\\t\\t\\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );\\n\\t\\t\\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );\\n\\n\\t\\t\\tif ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {\\n\\n\\t\\t\\t\\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );\\n\\t\\t\\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );\\n\\t\\t\\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );\\n\\n\\t\\t\\tif ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {\\n\\n\\t\\t\\t\\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE );\\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, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );\\n\\t\\t\\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, 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 ( texture.compareFunction ) {\\n\\n\\t\\t\\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE );\\n\\t\\t\\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );\\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.magFilter === NearestFilter ) return;\\n\\t\\t\\tif ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;\\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 = _gl.TEXTURE_2D;\\n\\n\\t\\tif ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY;\\n\\t\\tif ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D;\\n\\n\\t\\tconst forceUpload = initTexture( textureProperties, texture );\\n\\t\\tconst source = texture.source;\\n\\n\\t\\tstate.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\\n\\n\\t\\tconst sourceProperties = properties.get( source );\\n\\n\\t\\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\\n\\n\\t\\t\\tstate.activeTexture( _gl.TEXTURE0 + slot );\\n\\n\\t\\t\\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\\n\\t\\t\\tconst texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );\\n\\t\\t\\tconst unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;\\n\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );\\n\\n\\t\\t\\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;\\n\\t\\t\\tlet image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.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.colorSpace );\\n\\n\\t\\t\\tlet glType = utils.convert( texture.type ),\\n\\t\\t\\t\\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, 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 && glInternalFormat !== RGB_ETC1_Format );\\n\\t\\t\\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\\n\\t\\t\\tconst dataReady = source.dataReady;\\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 = _gl.DEPTH_COMPONENT;\\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 = _gl.DEPTH_COMPONENT32F;\\n\\n\\t\\t\\t\\t\\t} else if ( texture.type === UnsignedIntType ) {\\n\\n\\t\\t\\t\\t\\t\\tglInternalFormat = _gl.DEPTH_COMPONENT24;\\n\\n\\t\\t\\t\\t\\t} else if ( texture.type === UnsignedInt248Type ) {\\n\\n\\t\\t\\t\\t\\t\\tglInternalFormat = _gl.DEPTH24_STENCIL8;\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tglInternalFormat = _gl.DEPTH_COMPONENT16; // 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 === _gl.DEPTH_COMPONENT ) {\\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 === _gl.DEPTH_COMPONENT ) {\\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 = _gl.DEPTH_STENCIL;\\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( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tstate.texImage2D( _gl.TEXTURE_2D, 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( _gl.TEXTURE_2D, 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\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, 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\\tstate.texImage2D( _gl.TEXTURE_2D, 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( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tstate.texImage2D( _gl.TEXTURE_2D, 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 ( texture.isCompressedArrayTexture ) {\\n\\n\\t\\t\\t\\t\\tif ( useTexStorage && allocateMemory ) {\\n\\n\\t\\t\\t\\t\\t\\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth );\\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 ( 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\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tstate.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tstate.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 );\\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 .uploadTexture()' );\\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\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, 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\\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 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} else {\\n\\n\\t\\t\\t\\t\\tif ( useTexStorage && allocateMemory ) {\\n\\n\\t\\t\\t\\t\\t\\tstate.texStorage2D( _gl.TEXTURE_2D, 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 ( 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\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tstate.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tstate.compressedTexImage2D( _gl.TEXTURE_2D, i, 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 .uploadTexture()' );\\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\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, 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\\tstate.texImage2D( _gl.TEXTURE_2D, i, 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 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( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, 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( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\tstate.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tstate.texImage3D( _gl.TEXTURE_3D, 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( _gl.TEXTURE_2D, 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( _gl.TEXTURE_2D, 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( _gl.TEXTURE_2D, 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\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap );\\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\\tstate.texImage2D( _gl.TEXTURE_2D, 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( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tstate.texImage2D( _gl.TEXTURE_2D, 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\\tsourceProperties.__version = 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.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\\n\\n\\t\\tconst sourceProperties = properties.get( source );\\n\\n\\t\\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\\n\\n\\t\\t\\tstate.activeTexture( _gl.TEXTURE0 + slot );\\n\\n\\t\\t\\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\\n\\t\\t\\tconst texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );\\n\\t\\t\\tconst unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;\\n\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );\\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, capabilities.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.colorSpace ),\\n\\t\\t\\t\\tglType = utils.convert( texture.type ),\\n\\t\\t\\t\\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\\n\\n\\t\\t\\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );\\n\\t\\t\\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\\n\\t\\t\\tconst dataReady = source.dataReady;\\n\\t\\t\\tlet levels = getMipLevels( texture, image, supportsMips );\\n\\n\\t\\t\\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, 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( _gl.TEXTURE_CUBE_MAP, 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\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tstate.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tstate.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + 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\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, 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\\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + 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( _gl.TEXTURE_CUBE_MAP, 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\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].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\\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + 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\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.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\\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + 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\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );\\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\\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + 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\\tif ( dataReady ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );\\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\\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + 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( _gl.TEXTURE_CUBE_MAP );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tsourceProperties.__version = 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, level ) {\\n\\n\\t\\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\\n\\t\\tconst glType = utils.convert( texture.type );\\n\\t\\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\\n\\t\\tconst renderTargetProperties = properties.get( renderTarget );\\n\\n\\t\\tif ( ! renderTargetProperties.__hasExternalTextures ) {\\n\\n\\t\\t\\tconst width = Math.max( 1, renderTarget.width >> level );\\n\\t\\t\\tconst height = Math.max( 1, renderTarget.height >> level );\\n\\n\\t\\t\\tif ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {\\n\\n\\t\\t\\t\\tstate.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tstate.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\\n\\n\\t\\tif ( useMultisampledRTT( renderTarget ) ) {\\n\\n\\t\\t\\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );\\n\\n\\t\\t} else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753\\n\\n\\t\\t\\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, level );\\n\\n\\t\\t}\\n\\n\\t\\tstate.bindFramebuffer( _gl.FRAMEBUFFER, 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( _gl.RENDERBUFFER, renderbuffer );\\n\\n\\t\\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\\n\\n\\t\\t\\tlet glInternalFormat = ( isWebGL2 === true ) ? _gl.DEPTH_COMPONENT24 : _gl.DEPTH_COMPONENT16;\\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 = _gl.DEPTH_COMPONENT32F;\\n\\n\\t\\t\\t\\t\\t} else if ( depthTexture.type === UnsignedIntType ) {\\n\\n\\t\\t\\t\\t\\t\\tglInternalFormat = _gl.DEPTH_COMPONENT24;\\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( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, 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( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, 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( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );\\n\\n\\t\\t\\t} else if ( useMultisampledRTT( renderTarget ) ) {\\n\\n\\t\\t\\t\\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );\\n\\n\\t\\t\\t}\\n\\n\\n\\t\\t\\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, 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.colorSpace );\\n\\t\\t\\t\\tconst glType = utils.convert( texture.type );\\n\\t\\t\\t\\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\\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( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\\n\\n\\t\\t\\t\\t} else if ( useMultisampledRTT( renderTarget ) ) {\\n\\n\\t\\t\\t\\t\\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t_gl.renderbufferStorage( _gl.RENDERBUFFER, 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( _gl.RENDERBUFFER, 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( _gl.FRAMEBUFFER, 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( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, 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( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, 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( _gl.FRAMEBUFFER, 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( _gl.FRAMEBUFFER, 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( _gl.FRAMEBUFFER, 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, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 );\\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\\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\\n\\n\\t\\t\\t\\t\\trenderTargetProperties.__webglFramebuffer[ i ] = [];\\n\\n\\t\\t\\t\\t\\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\\n\\n\\t\\t\\t\\t\\t\\trenderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer();\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\\n\\n\\t\\t\\t\\trenderTargetProperties.__webglFramebuffer = [];\\n\\n\\t\\t\\t\\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\\n\\n\\t\\t\\t\\t\\trenderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer();\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\\n\\n\\t\\t\\t}\\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( _gl.FRAMEBUFFER, 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( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\\n\\n\\t\\t\\t\\t\\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\\n\\t\\t\\t\\t\\tconst glType = utils.convert( texture.type );\\n\\t\\t\\t\\t\\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true );\\n\\t\\t\\t\\t\\tconst samples = getRenderTargetSamples( renderTarget );\\n\\t\\t\\t\\t\\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\\n\\n\\t\\t\\t\\t\\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, 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( _gl.FRAMEBUFFER, 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( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );\\n\\t\\t\\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );\\n\\n\\t\\t\\tfor ( let i = 0; i < 6; i ++ ) {\\n\\n\\t\\t\\t\\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\\n\\n\\t\\t\\t\\t\\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\\n\\n\\t\\t\\t\\t\\t\\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 );\\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( _gl.TEXTURE_CUBE_MAP );\\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( _gl.TEXTURE_2D, attachmentProperties.__webglTexture );\\n\\t\\t\\t\\tsetTextureParameters( _gl.TEXTURE_2D, attachment, supportsMips );\\n\\t\\t\\t\\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 );\\n\\n\\t\\t\\t\\tif ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) {\\n\\n\\t\\t\\t\\t\\tgenerateMipmap( _gl.TEXTURE_2D );\\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 = _gl.TEXTURE_2D;\\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 ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;\\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\\n\\t\\t\\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\\n\\n\\t\\t\\t\\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\\n\\n\\t\\t\\t\\t\\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 );\\n\\n\\t\\t\\t}\\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 ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;\\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 = _gl.COLOR_BUFFER_BIT;\\n\\t\\t\\tconst invalidationArray = [];\\n\\t\\t\\tconst depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;\\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( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\\n\\t\\t\\t\\t\\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null );\\n\\n\\t\\t\\t\\t\\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\\n\\t\\t\\t\\t\\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\\n\\t\\t\\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\\n\\n\\t\\t\\tfor ( let i = 0; i < textures.length; i ++ ) {\\n\\n\\t\\t\\t\\tinvalidationArray.push( _gl.COLOR_ATTACHMENT0 + 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 |= _gl.DEPTH_BUFFER_BIT;\\n\\t\\t\\t\\t\\tif ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( isMultipleRenderTargets ) {\\n\\n\\t\\t\\t\\t\\t_gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, 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( _gl.READ_FRAMEBUFFER, [ depthStyle ] );\\n\\t\\t\\t\\t\\t_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ 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( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 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, _gl.NEAREST );\\n\\n\\t\\t\\t\\tif ( supportsInvalidateFramebuffer ) {\\n\\n\\t\\t\\t\\t\\t_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArray );\\n\\n\\t\\t\\t\\t}\\n\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );\\n\\t\\t\\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, 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( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\\n\\t\\t\\t\\t\\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\\n\\n\\t\\t\\t\\t\\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\\n\\n\\t\\t\\t\\t\\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\\n\\t\\t\\t\\t\\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tfunction getRenderTargetSamples( renderTarget ) {\\n\\n\\t\\treturn Math.min( capabilities.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 colorSpace = texture.colorSpace;\\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 ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) {\\n\\n\\t\\t\\t// sRGB\\n\\n\\t\\t\\tif ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {\\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 color space:', colorSpace );\\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, colorSpace = NoColorSpace ) {\\n\\n\\t\\tlet extension;\\n\\n\\t\\tconst transfer = ColorManagement.getTransfer( colorSpace );\\n\\n\\t\\tif ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;\\n\\t\\tif ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;\\n\\t\\tif ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;\\n\\n\\t\\tif ( p === ByteType ) return gl.BYTE;\\n\\t\\tif ( p === ShortType ) return gl.SHORT;\\n\\t\\tif ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;\\n\\t\\tif ( p === IntType ) return gl.INT;\\n\\t\\tif ( p === UnsignedIntType ) return gl.UNSIGNED_INT;\\n\\t\\tif ( p === FloatType ) return gl.FLOAT;\\n\\n\\t\\tif ( p === HalfFloatType ) {\\n\\n\\t\\t\\tif ( isWebGL2 ) return gl.HALF_FLOAT;\\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 gl.ALPHA;\\n\\t\\tif ( p === RGBAFormat ) return gl.RGBA;\\n\\t\\tif ( p === LuminanceFormat ) return gl.LUMINANCE;\\n\\t\\tif ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;\\n\\t\\tif ( p === DepthFormat ) return gl.DEPTH_COMPONENT;\\n\\t\\tif ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;\\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 === RedFormat ) return gl.RED;\\n\\t\\tif ( p === RedIntegerFormat ) return gl.RED_INTEGER;\\n\\t\\tif ( p === RGFormat ) return gl.RG;\\n\\t\\tif ( p === RGIntegerFormat ) return gl.RG_INTEGER;\\n\\t\\tif ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;\\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 ( transfer === SRGBTransfer ) {\\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 ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;\\n\\t\\t\\t\\tif ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? 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 ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;\\n\\t\\t\\t\\tif ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? 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 || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_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 ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;\\n\\t\\t\\t\\tif ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;\\n\\t\\t\\t\\tif ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_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// RGTC\\n\\n\\t\\tif ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {\\n\\n\\t\\t\\textension = extensions.get( 'EXT_texture_compression_rgtc' );\\n\\n\\t\\t\\tif ( extension !== null ) {\\n\\n\\t\\t\\t\\tif ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;\\n\\t\\t\\t\\tif ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;\\n\\t\\t\\t\\tif ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;\\n\\t\\t\\t\\tif ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_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 gl.UNSIGNED_INT_24_8;\\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\\tconnect( inputSource ) {\\n\\n\\t\\tif ( inputSource && inputSource.hand ) {\\n\\n\\t\\t\\tconst hand = this._hand;\\n\\n\\t\\t\\tif ( hand ) {\\n\\n\\t\\t\\t\\tfor ( const inputjoint of inputSource.hand.values() ) {\\n\\n\\t\\t\\t\\t\\t// Initialize hand with joints when connected\\n\\t\\t\\t\\t\\tthis._getHandJoint( hand, inputjoint );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tthis.dispatchEvent( { type: 'connected', data: inputSource } );\\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\\t// The transform of this joint will be updated with the joint pose on each frame\\n\\t\\t\\t\\t\\tconst joint = this._getHandJoint( hand, inputjoint );\\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.matrixWorldNeedsUpdate = true;\\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\\t\\t\\t\\t\\t\\tgrip.matrixWorldNeedsUpdate = true;\\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\\t\\t\\t\\t\\ttargetRay.matrixWorldNeedsUpdate = true;\\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\\t// private method\\n\\n\\t_getHandJoint( hand, inputjoint ) {\\n\\n\\t\\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\\n\\n\\t\\t\\tconst joint = new Group();\\n\\t\\t\\tjoint.matrixAutoUpdate = false;\\n\\t\\t\\tjoint.visible = false;\\n\\t\\t\\thand.joints[ inputjoint.jointName ] = joint;\\n\\n\\t\\t\\thand.add( joint );\\n\\n\\t\\t}\\n\\n\\t\\treturn hand.joints[ inputjoint.jointName ];\\n\\n\\t}\\n\\n}\\n\\nconst _occlusion_vertex = `\\nvoid main() {\\n\\n\\tgl_Position = vec4( position, 1.0 );\\n\\n}`;\\n\\nconst _occlusion_fragment = `\\nuniform sampler2DArray depthColor;\\nuniform float depthWidth;\\nuniform float depthHeight;\\n\\nvoid main() {\\n\\n\\tvec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );\\n\\n\\tif ( coord.x >= 1.0 ) {\\n\\n\\t\\tgl_FragDepthEXT = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;\\n\\n\\t} else {\\n\\n\\t\\tgl_FragDepthEXT = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;\\n\\n\\t}\\n\\n}`;\\n\\nclass WebXRDepthSensing {\\n\\n\\tconstructor() {\\n\\n\\t\\tthis.texture = null;\\n\\t\\tthis.mesh = null;\\n\\n\\t\\tthis.depthNear = 0;\\n\\t\\tthis.depthFar = 0;\\n\\n\\t}\\n\\n\\tinit( renderer, depthData, renderState ) {\\n\\n\\t\\tif ( this.texture === null ) {\\n\\n\\t\\t\\tconst texture = new Texture();\\n\\n\\t\\t\\tconst texProps = renderer.properties.get( texture );\\n\\t\\t\\ttexProps.__webglTexture = depthData.texture;\\n\\n\\t\\t\\tif ( ( depthData.depthNear != renderState.depthNear ) || ( depthData.depthFar != renderState.depthFar ) ) {\\n\\n\\t\\t\\t\\tthis.depthNear = depthData.depthNear;\\n\\t\\t\\t\\tthis.depthFar = depthData.depthFar;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tthis.texture = texture;\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\trender( renderer, cameraXR ) {\\n\\n\\t\\tif ( this.texture !== null ) {\\n\\n\\t\\t\\tif ( this.mesh === null ) {\\n\\n\\t\\t\\t\\tconst viewport = cameraXR.cameras[ 0 ].viewport;\\n\\t\\t\\t\\tconst material = new ShaderMaterial( {\\n\\t\\t\\t\\t\\textensions: { fragDepth: true },\\n\\t\\t\\t\\t\\tvertexShader: _occlusion_vertex,\\n\\t\\t\\t\\t\\tfragmentShader: _occlusion_fragment,\\n\\t\\t\\t\\t\\tuniforms: {\\n\\t\\t\\t\\t\\t\\tdepthColor: { value: this.texture },\\n\\t\\t\\t\\t\\t\\tdepthWidth: { value: viewport.z },\\n\\t\\t\\t\\t\\t\\tdepthHeight: { value: viewport.w }\\n\\t\\t\\t\\t\\t}\\n\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\tthis.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\trenderer.render( this.mesh, cameraXR );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\treset() {\\n\\n\\t\\tthis.texture = null;\\n\\t\\tthis.mesh = null;\\n\\n\\t}\\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\\n\\t\\tlet framebufferScaleFactor = 1.0;\\n\\n\\t\\tlet referenceSpace = null;\\n\\t\\tlet referenceSpaceType = 'local-floor';\\n\\t\\t// Set default foveation to maximum.\\n\\t\\tlet foveation = 1.0;\\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\\n\\t\\tconst depthSensing = new WebXRDepthSensing();\\n\\t\\tconst attributes = gl.getContextAttributes();\\n\\n\\t\\tlet initialRenderTarget = null;\\n\\t\\tlet newRenderTarget = null;\\n\\n\\t\\tconst controllers = [];\\n\\t\\tconst controllerInputSources = [];\\n\\n\\t\\tconst currentSize = new Vector2();\\n\\t\\tlet currentPixelRatio = null;\\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 cameraXR = new ArrayCamera();\\n\\t\\tcameraXR.layers.enable( 1 );\\n\\t\\tcameraXR.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.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace );\\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\\tdepthSensing.reset();\\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\\trenderer.setPixelRatio( currentPixelRatio );\\n\\t\\t\\trenderer.setSize( currentSize.width, currentSize.height, 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\\tcurrentPixelRatio = renderer.getPixelRatio();\\n\\t\\t\\t\\trenderer.getSize( currentSize );\\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: true,\\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\\trenderer.setPixelRatio( 1 );\\n\\t\\t\\t\\t\\trenderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false );\\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\\tcolorSpace: renderer.outputColorSpace,\\n\\t\\t\\t\\t\\t\\t\\tstencilBuffer: attributes.stencil\\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 ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\\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: gl.RGBA8,\\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\\trenderer.setPixelRatio( 1 );\\n\\t\\t\\t\\t\\trenderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false );\\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\\tcolorSpace: renderer.outputColorSpace,\\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\\tthis.setFoveation( foveation );\\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\\tthis.getEnvironmentBlendMode = function () {\\n\\n\\t\\t\\tif ( session !== null ) {\\n\\n\\t\\t\\t\\treturn session.environmentBlendMode;\\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 ].disconnect( 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.connect( 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\\t\\t\\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\\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\\tif ( depthSensing.texture !== null ) {\\n\\n\\t\\t\\t\\tcamera.near = depthSensing.depthNear;\\n\\t\\t\\t\\tcamera.far = depthSensing.depthFar;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tcameraXR.near = cameraR.near = cameraL.near = camera.near;\\n\\t\\t\\tcameraXR.far = cameraR.far = cameraL.far = camera.far;\\n\\n\\t\\t\\tif ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.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: cameraXR.near,\\n\\t\\t\\t\\t\\tdepthFar: cameraXR.far\\n\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\t_currentDepthNear = cameraXR.near;\\n\\t\\t\\t\\t_currentDepthFar = cameraXR.far;\\n\\n\\t\\t\\t\\tcameraL.near = _currentDepthNear;\\n\\t\\t\\t\\tcameraL.far = _currentDepthFar;\\n\\t\\t\\t\\tcameraR.near = _currentDepthNear;\\n\\t\\t\\t\\tcameraR.far = _currentDepthFar;\\n\\n\\t\\t\\t\\tcameraL.updateProjectionMatrix();\\n\\t\\t\\t\\tcameraR.updateProjectionMatrix();\\n\\t\\t\\t\\tcamera.updateProjectionMatrix();\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst parent = camera.parent;\\n\\t\\t\\tconst cameras = cameraXR.cameras;\\n\\n\\t\\t\\tupdateCamera( cameraXR, 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\\t// update projection matrix for proper view frustum culling\\n\\n\\t\\t\\tif ( cameras.length === 2 ) {\\n\\n\\t\\t\\t\\tsetProjectionFromUnion( cameraXR, cameraL, cameraR );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t// assume single camera setup (AR)\\n\\n\\t\\t\\t\\tcameraXR.projectionMatrix.copy( cameraL.projectionMatrix );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// update user camera and its children\\n\\n\\t\\t\\tupdateUserCamera( camera, cameraXR, parent );\\n\\n\\t\\t};\\n\\n\\t\\tfunction updateUserCamera( camera, cameraXR, parent ) {\\n\\n\\t\\t\\tif ( parent === null ) {\\n\\n\\t\\t\\t\\tcamera.matrix.copy( cameraXR.matrixWorld );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tcamera.matrix.copy( parent.matrixWorld );\\n\\t\\t\\t\\tcamera.matrix.invert();\\n\\t\\t\\t\\tcamera.matrix.multiply( cameraXR.matrixWorld );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\\n\\t\\t\\tcamera.updateMatrixWorld( true );\\n\\n\\t\\t\\tcamera.projectionMatrix.copy( cameraXR.projectionMatrix );\\n\\t\\t\\tcamera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse );\\n\\n\\t\\t\\tif ( camera.isPerspectiveCamera ) {\\n\\n\\t\\t\\t\\tcamera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] );\\n\\t\\t\\t\\tcamera.zoom = 1;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tthis.getCamera = function () {\\n\\n\\t\\t\\treturn cameraXR;\\n\\n\\t\\t};\\n\\n\\t\\tthis.getFoveation = function () {\\n\\n\\t\\t\\tif ( glProjLayer === null && glBaseLayer === null ) {\\n\\n\\t\\t\\t\\treturn undefined;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn foveation;\\n\\n\\t\\t};\\n\\n\\t\\tthis.setFoveation = function ( value ) {\\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\\tfoveation = value;\\n\\n\\t\\t\\tif ( glProjLayer !== null ) {\\n\\n\\t\\t\\t\\tglProjLayer.fixedFoveation = value;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {\\n\\n\\t\\t\\t\\tglBaseLayer.fixedFoveation = value;\\n\\n\\t\\t\\t}\\n\\n\\t\\t};\\n\\n\\t\\tthis.hasDepthSensing = function () {\\n\\n\\t\\t\\treturn depthSensing.texture !== null;\\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 cameraXRNeedsUpdate = false;\\n\\n\\t\\t\\t\\t// check if it's necessary to rebuild cameraXR's camera list\\n\\n\\t\\t\\t\\tif ( views.length !== cameraXR.cameras.length ) {\\n\\n\\t\\t\\t\\t\\tcameraXR.cameras.length = 0;\\n\\t\\t\\t\\t\\tcameraXRNeedsUpdate = 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.matrix.decompose( camera.position, camera.quaternion, camera.scale );\\n\\t\\t\\t\\t\\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\\n\\t\\t\\t\\t\\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\\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\\tcameraXR.matrix.copy( camera.matrix );\\n\\t\\t\\t\\t\\t\\tcameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( cameraXRNeedsUpdate === true ) {\\n\\n\\t\\t\\t\\t\\t\\tcameraXR.cameras.push( camera );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t//\\n\\n\\t\\t\\t\\tconst enabledFeatures = session.enabledFeatures;\\n\\n\\t\\t\\t\\tif ( enabledFeatures && enabledFeatures.includes( 'depth-sensing' ) ) {\\n\\n\\t\\t\\t\\t\\tconst depthData = glBinding.getDepthInformation( views[ 0 ] );\\n\\n\\t\\t\\t\\t\\tif ( depthData && depthData.isValid && depthData.texture ) {\\n\\n\\t\\t\\t\\t\\t\\tdepthSensing.init( renderer, depthData, session.renderState );\\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\\tdepthSensing.render( renderer, cameraXR );\\n\\n\\t\\t\\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\\n\\n\\t\\t\\tif ( frame.detectedPlanes ) {\\n\\n\\t\\t\\t\\tscope.dispatchEvent( { type: 'planesdetected', data: frame } );\\n\\n\\t\\t\\t}\\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 refreshTransformUniform( map, uniform ) {\\n\\n\\t\\tif ( map.matrixAutoUpdate === true ) {\\n\\n\\t\\t\\tmap.updateMatrix();\\n\\n\\t\\t}\\n\\n\\t\\tuniform.value.copy( map.matrix );\\n\\n\\t}\\n\\n\\tfunction refreshFogUniforms( uniforms, fog ) {\\n\\n\\t\\tfog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) );\\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\\trefreshTransformUniform( material.map, uniforms.mapTransform );\\n\\n\\t\\t}\\n\\n\\t\\tif ( material.alphaMap ) {\\n\\n\\t\\t\\tuniforms.alphaMap.value = material.alphaMap;\\n\\n\\t\\t\\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\\n\\n\\t\\t}\\n\\n\\t\\tif ( material.bumpMap ) {\\n\\n\\t\\t\\tuniforms.bumpMap.value = material.bumpMap;\\n\\n\\t\\t\\trefreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform );\\n\\n\\t\\t\\tuniforms.bumpScale.value = material.bumpScale;\\n\\n\\t\\t\\tif ( material.side === BackSide ) {\\n\\n\\t\\t\\t\\tuniforms.bumpScale.value *= - 1;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tif ( material.normalMap ) {\\n\\n\\t\\t\\tuniforms.normalMap.value = material.normalMap;\\n\\n\\t\\t\\trefreshTransformUniform( material.normalMap, uniforms.normalMapTransform );\\n\\n\\t\\t\\tuniforms.normalScale.value.copy( material.normalScale );\\n\\n\\t\\t\\tif ( material.side === BackSide ) {\\n\\n\\t\\t\\t\\tuniforms.normalScale.value.negate();\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tif ( material.displacementMap ) {\\n\\n\\t\\t\\tuniforms.displacementMap.value = material.displacementMap;\\n\\n\\t\\t\\trefreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform );\\n\\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\\trefreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform );\\n\\n\\t\\t}\\n\\n\\t\\tif ( material.specularMap ) {\\n\\n\\t\\t\\tuniforms.specularMap.value = material.specularMap;\\n\\n\\t\\t\\trefreshTransformUniform( material.specularMap, uniforms.specularMapTransform );\\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._useLegacyLights === true ) ? Math.PI : 1;\\n\\n\\t\\t\\tuniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor;\\n\\n\\t\\t\\trefreshTransformUniform( material.lightMap, uniforms.lightMapTransform );\\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\\trefreshTransformUniform( material.aoMap, uniforms.aoMapTransform );\\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\\tif ( material.map ) {\\n\\n\\t\\t\\tuniforms.map.value = material.map;\\n\\n\\t\\t\\trefreshTransformUniform( material.map, uniforms.mapTransform );\\n\\n\\t\\t}\\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\\trefreshTransformUniform( material.map, uniforms.uvTransform );\\n\\n\\t\\t}\\n\\n\\t\\tif ( material.alphaMap ) {\\n\\n\\t\\t\\tuniforms.alphaMap.value = material.alphaMap;\\n\\n\\t\\t\\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\\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}\\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\\trefreshTransformUniform( material.map, uniforms.mapTransform );\\n\\n\\t\\t}\\n\\n\\t\\tif ( material.alphaMap ) {\\n\\n\\t\\t\\tuniforms.alphaMap.value = material.alphaMap;\\n\\n\\t\\t\\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\\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}\\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.metalness.value = material.metalness;\\n\\n\\t\\tif ( material.metalnessMap ) {\\n\\n\\t\\t\\tuniforms.metalnessMap.value = material.metalnessMap;\\n\\n\\t\\t\\trefreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform );\\n\\n\\t\\t}\\n\\n\\t\\tuniforms.roughness.value = material.roughness;\\n\\n\\t\\tif ( material.roughnessMap ) {\\n\\n\\t\\t\\tuniforms.roughnessMap.value = material.roughnessMap;\\n\\n\\t\\t\\trefreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform );\\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\\trefreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform );\\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\\trefreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform );\\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\\trefreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform );\\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\\trefreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( material.clearcoatNormalMap ) {\\n\\n\\t\\t\\t\\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\\n\\n\\t\\t\\t\\trefreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform );\\n\\n\\t\\t\\t\\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\\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\\trefreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform );\\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\\trefreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform );\\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\\trefreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform );\\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\\trefreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform );\\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\\tif ( material.anisotropy > 0 ) {\\n\\n\\t\\t\\tuniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );\\n\\n\\t\\t\\tif ( material.anisotropyMap ) {\\n\\n\\t\\t\\t\\tuniforms.anisotropyMap.value = material.anisotropyMap;\\n\\n\\t\\t\\t\\trefreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform );\\n\\n\\t\\t\\t}\\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.specularColorMap ) {\\n\\n\\t\\t\\tuniforms.specularColorMap.value = material.specularColorMap;\\n\\n\\t\\t\\trefreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform );\\n\\n\\t\\t}\\n\\n\\t\\tif ( material.specularIntensityMap ) {\\n\\n\\t\\t\\tuniforms.specularIntensityMap.value = material.specularIntensityMap;\\n\\n\\t\\t\\trefreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform );\\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\\tconst light = properties.get( material ).light;\\n\\n\\t\\tuniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld );\\n\\t\\tuniforms.nearDistance.value = light.shadow.camera.near;\\n\\t\\tuniforms.farDistance.value = light.shadow.camera.far;\\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( gl.MAX_UNIFORM_BUFFER_BINDINGS ) : 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( gl.UNIFORM_BUFFER, buffer );\\n\\t\\tgl.bufferData( gl.UNIFORM_BUFFER, size, usage );\\n\\t\\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\\n\\t\\tgl.bindBufferBase( gl.UNIFORM_BUFFER, 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( gl.UNIFORM_BUFFER, buffer );\\n\\n\\t\\tfor ( let i = 0, il = uniforms.length; i < il; i ++ ) {\\n\\n\\t\\t\\tconst uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];\\n\\n\\t\\t\\tfor ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {\\n\\n\\t\\t\\t\\tconst uniform = uniformArray[ j ];\\n\\n\\t\\t\\t\\tif ( hasUniformChanged( uniform, i, j, cache ) === true ) {\\n\\n\\t\\t\\t\\t\\tconst offset = uniform.__offset;\\n\\n\\t\\t\\t\\t\\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\\n\\n\\t\\t\\t\\t\\tlet arrayOffset = 0;\\n\\n\\t\\t\\t\\t\\tfor ( let k = 0; k < values.length; k ++ ) {\\n\\n\\t\\t\\t\\t\\t\\tconst value = values[ k ];\\n\\n\\t\\t\\t\\t\\t\\tconst info = getUniformSize( value );\\n\\n\\t\\t\\t\\t\\t\\t// TODO add integer and struct support\\n\\t\\t\\t\\t\\t\\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 0 ] = value;\\n\\t\\t\\t\\t\\t\\t\\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data );\\n\\n\\t\\t\\t\\t\\t\\t} else if ( value.isMatrix3 ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t// manually converting 3x3 to 3x4\\n\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 0 ] = value.elements[ 0 ];\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 1 ] = value.elements[ 1 ];\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 2 ] = value.elements[ 2 ];\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 3 ] = 0;\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 4 ] = value.elements[ 3 ];\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 5 ] = value.elements[ 4 ];\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 6 ] = value.elements[ 5 ];\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 7 ] = 0;\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 8 ] = value.elements[ 6 ];\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 9 ] = value.elements[ 7 ];\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 10 ] = value.elements[ 8 ];\\n\\t\\t\\t\\t\\t\\t\\tuniform.__data[ 11 ] = 0;\\n\\n\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\tvalue.toArray( uniform.__data, arrayOffset );\\n\\n\\t\\t\\t\\t\\t\\t\\tarrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\\n\\n\\t}\\n\\n\\tfunction hasUniformChanged( uniform, index, indexArray, cache ) {\\n\\n\\t\\tconst value = uniform.value;\\n\\t\\tconst indexString = index + '_' + indexArray;\\n\\n\\t\\tif ( cache[ indexString ] === undefined ) {\\n\\n\\t\\t\\t// cache entry does not exist so far\\n\\n\\t\\t\\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\\n\\n\\t\\t\\t\\tcache[ indexString ] = value;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tcache[ indexString ] = value.clone();\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn true;\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tconst cachedObject = cache[ indexString ];\\n\\n\\t\\t\\t// compare current value with cached entry\\n\\n\\t\\t\\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\\n\\n\\t\\t\\t\\tif ( cachedObject !== value ) {\\n\\n\\t\\t\\t\\t\\tcache[ indexString ] = 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\\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\\n\\t\\tfor ( let i = 0, l = uniforms.length; i < l; i ++ ) {\\n\\n\\t\\t\\tconst uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];\\n\\n\\t\\t\\tfor ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {\\n\\n\\t\\t\\t\\tconst uniform = uniformArray[ j ];\\n\\n\\t\\t\\t\\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\\n\\n\\t\\t\\t\\tfor ( let k = 0, kl = values.length; k < kl; k ++ ) {\\n\\n\\t\\t\\t\\t\\tconst value = values[ k ];\\n\\n\\t\\t\\t\\t\\tconst info = getUniformSize( value );\\n\\n\\t\\t\\t\\t\\t// Calculate the chunk offset\\n\\t\\t\\t\\t\\tconst chunkOffsetUniform = offset % chunkSize;\\n\\n\\t\\t\\t\\t\\t// Check for chunk overflow\\n\\t\\t\\t\\t\\tif ( chunkOffsetUniform !== 0 && ( chunkSize - chunkOffsetUniform ) < info.boundary ) {\\n\\n\\t\\t\\t\\t\\t\\t// Add padding and adjust offset\\n\\t\\t\\t\\t\\t\\toffset += ( chunkSize - chunkOffsetUniform );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t// the following two properties will be used for partial buffer updates\\n\\n\\t\\t\\t\\t\\tuniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT );\\n\\t\\t\\t\\t\\tuniform.__offset = offset;\\n\\n\\n\\t\\t\\t\\t\\t// Update the global offset\\n\\t\\t\\t\\t\\toffset += info.storage;\\n\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// ensure correct final padding\\n\\n\\t\\tconst chunkOffset = 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( 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' || typeof value === 'boolean' ) {\\n\\n\\t\\t\\t// float/int/bool\\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\\nclass WebGLRenderer {\\n\\n\\tconstructor( parameters = {} ) {\\n\\n\\t\\tconst {\\n\\t\\t\\tcanvas = createCanvasElement(),\\n\\t\\t\\tcontext = null,\\n\\t\\t\\tdepth = true,\\n\\t\\t\\tstencil = true,\\n\\t\\t\\talpha = false,\\n\\t\\t\\tantialias = false,\\n\\t\\t\\tpremultipliedAlpha = true,\\n\\t\\t\\tpreserveDrawingBuffer = false,\\n\\t\\t\\tpowerPreference = 'default',\\n\\t\\t\\tfailIfMajorPerformanceCaveat = false,\\n\\t\\t} = parameters;\\n\\n\\t\\tthis.isWebGLRenderer = true;\\n\\n\\t\\tlet _alpha;\\n\\n\\t\\tif ( context !== null ) {\\n\\n\\t\\t\\t_alpha = context.getContextAttributes().alpha;\\n\\n\\t\\t} else {\\n\\n\\t\\t\\t_alpha = alpha;\\n\\n\\t\\t}\\n\\n\\t\\tconst uintClearColor = new Uint32Array( 4 );\\n\\t\\tconst intClearColor = new Int32Array( 4 );\\n\\n\\t\\tlet currentRenderList = null;\\n\\t\\tlet currentRenderState = null;\\n\\n\\t\\t// render() can be called from within a callback triggered by another render.\\n\\t\\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\\n\\n\\t\\tconst renderListStack = [];\\n\\t\\tconst renderStateStack = [];\\n\\n\\t\\t// public properties\\n\\n\\t\\tthis.domElement = canvas;\\n\\n\\t\\t// Debug configuration container\\n\\t\\tthis.debug = {\\n\\n\\t\\t\\t/**\\n\\t\\t\\t * Enables error checking and reporting when shader programs are being compiled\\n\\t\\t\\t * @type {boolean}\\n\\t\\t\\t */\\n\\t\\t\\tcheckShaderErrors: true,\\n\\t\\t\\t/**\\n\\t\\t\\t * Callback for custom error reporting.\\n\\t\\t\\t * @type {?Function}\\n\\t\\t\\t */\\n\\t\\t\\tonShaderError: null\\n\\t\\t};\\n\\n\\t\\t// clearing\\n\\n\\t\\tthis.autoClear = true;\\n\\t\\tthis.autoClearColor = true;\\n\\t\\tthis.autoClearDepth = true;\\n\\t\\tthis.autoClearStencil = true;\\n\\n\\t\\t// scene graph\\n\\n\\t\\tthis.sortObjects = true;\\n\\n\\t\\t// user-defined clipping\\n\\n\\t\\tthis.clippingPlanes = [];\\n\\t\\tthis.localClippingEnabled = false;\\n\\n\\t\\t// physically based shading\\n\\n\\t\\tthis._outputColorSpace = SRGBColorSpace;\\n\\n\\t\\t// physical lights\\n\\n\\t\\tthis._useLegacyLights = false;\\n\\n\\t\\t// tone mapping\\n\\n\\t\\tthis.toneMapping = NoToneMapping;\\n\\t\\tthis.toneMappingExposure = 1.0;\\n\\n\\t\\t// internal properties\\n\\n\\t\\tconst _this = this;\\n\\n\\t\\tlet _isContextLost = false;\\n\\n\\t\\t// internal state cache\\n\\n\\t\\tlet _currentActiveCubeFace = 0;\\n\\t\\tlet _currentActiveMipmapLevel = 0;\\n\\t\\tlet _currentRenderTarget = null;\\n\\t\\tlet _currentMaterialId = - 1;\\n\\n\\t\\tlet _currentCamera = null;\\n\\n\\t\\tconst _currentViewport = new Vector4();\\n\\t\\tconst _currentScissor = new Vector4();\\n\\t\\tlet _currentScissorTest = null;\\n\\n\\t\\tconst _currentClearColor = new Color( 0x000000 );\\n\\t\\tlet _currentClearAlpha = 0;\\n\\n\\t\\t//\\n\\n\\t\\tlet _width = canvas.width;\\n\\t\\tlet _height = canvas.height;\\n\\n\\t\\tlet _pixelRatio = 1;\\n\\t\\tlet _opaqueSort = null;\\n\\t\\tlet _transparentSort = null;\\n\\n\\t\\tconst _viewport = new Vector4( 0, 0, _width, _height );\\n\\t\\tconst _scissor = new Vector4( 0, 0, _width, _height );\\n\\t\\tlet _scissorTest = false;\\n\\n\\t\\t// frustum\\n\\n\\t\\tconst _frustum = new Frustum();\\n\\n\\t\\t// clipping\\n\\n\\t\\tlet _clippingEnabled = false;\\n\\t\\tlet _localClippingEnabled = false;\\n\\n\\t\\t// transmission\\n\\n\\t\\tlet _transmissionRenderTarget = null;\\n\\n\\t\\t// camera matrices cache\\n\\n\\t\\tconst _projScreenMatrix = new Matrix4();\\n\\n\\t\\tconst _vector2 = new Vector2();\\n\\t\\tconst _vector3 = new Vector3();\\n\\n\\t\\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\\n\\n\\t\\tfunction getTargetPixelRatio() {\\n\\n\\t\\t\\treturn _currentRenderTarget === null ? _pixelRatio : 1;\\n\\n\\t\\t}\\n\\n\\t\\t// initialize\\n\\n\\t\\tlet _gl = context;\\n\\n\\t\\tfunction getContext( contextNames, contextAttributes ) {\\n\\n\\t\\t\\tfor ( let i = 0; i < contextNames.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst contextName = contextNames[ i ];\\n\\t\\t\\t\\tconst context = canvas.getContext( contextName, contextAttributes );\\n\\t\\t\\t\\tif ( context !== null ) return context;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\ttry {\\n\\n\\t\\t\\tconst contextAttributes = {\\n\\t\\t\\t\\talpha: true,\\n\\t\\t\\t\\tdepth,\\n\\t\\t\\t\\tstencil,\\n\\t\\t\\t\\tantialias,\\n\\t\\t\\t\\tpremultipliedAlpha,\\n\\t\\t\\t\\tpreserveDrawingBuffer,\\n\\t\\t\\t\\tpowerPreference,\\n\\t\\t\\t\\tfailIfMajorPerformanceCaveat,\\n\\t\\t\\t};\\n\\n\\t\\t\\t// OffscreenCanvas does not have setAttribute, see #22811\\n\\t\\t\\tif ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );\\n\\n\\t\\t\\t// event listeners must be registered before WebGL context is created, see #12753\\n\\t\\t\\tcanvas.addEventListener( 'webglcontextlost', onContextLost, false );\\n\\t\\t\\tcanvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\\n\\t\\t\\tcanvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );\\n\\n\\t\\t\\tif ( _gl === null ) {\\n\\n\\t\\t\\t\\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\\n\\n\\t\\t\\t\\tif ( _this.isWebGL1Renderer === true ) {\\n\\n\\t\\t\\t\\t\\tcontextNames.shift();\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t_gl = getContext( contextNames, contextAttributes );\\n\\n\\t\\t\\t\\tif ( _gl === null ) {\\n\\n\\t\\t\\t\\t\\tif ( getContext( contextNames ) ) {\\n\\n\\t\\t\\t\\t\\t\\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tthrow new Error( 'Error creating WebGL context.' );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( typeof WebGLRenderingContext !== 'undefined' && _gl instanceof WebGLRenderingContext ) { // @deprecated, r153\\n\\n\\t\\t\\t\\tconsole.warn( 'THREE.WebGLRenderer: WebGL 1 support was deprecated in r153 and will be removed in r163.' );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\\n\\n\\t\\t\\tif ( _gl.getShaderPrecisionFormat === undefined ) {\\n\\n\\t\\t\\t\\t_gl.getShaderPrecisionFormat = function () {\\n\\n\\t\\t\\t\\t\\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\\n\\n\\t\\t\\t\\t};\\n\\n\\t\\t\\t}\\n\\n\\t\\t} catch ( error ) {\\n\\n\\t\\t\\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\\n\\t\\t\\tthrow error;\\n\\n\\t\\t}\\n\\n\\t\\tlet extensions, capabilities, state, info;\\n\\t\\tlet properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;\\n\\t\\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\\n\\n\\t\\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\\n\\n\\t\\tlet utils, bindingStates, uniformsGroups;\\n\\n\\t\\tfunction initGLContext() {\\n\\n\\t\\t\\textensions = new WebGLExtensions( _gl );\\n\\n\\t\\t\\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\\n\\n\\t\\t\\textensions.init( capabilities );\\n\\n\\t\\t\\tutils = new WebGLUtils( _gl, extensions, capabilities );\\n\\n\\t\\t\\tstate = new WebGLState( _gl, extensions, capabilities );\\n\\n\\t\\t\\tinfo = new WebGLInfo( _gl );\\n\\t\\t\\tproperties = new WebGLProperties();\\n\\t\\t\\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\\n\\t\\t\\tcubemaps = new WebGLCubeMaps( _this );\\n\\t\\t\\tcubeuvmaps = new WebGLCubeUVMaps( _this );\\n\\t\\t\\tattributes = new WebGLAttributes( _gl, capabilities );\\n\\t\\t\\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\\n\\t\\t\\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\\n\\t\\t\\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\\n\\t\\t\\tmorphtargets = new WebGLMorphtargets( _gl, capabilities, textures );\\n\\t\\t\\tclipping = new WebGLClipping( properties );\\n\\t\\t\\tprogramCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );\\n\\t\\t\\tmaterials = new WebGLMaterials( _this, properties );\\n\\t\\t\\trenderLists = new WebGLRenderLists();\\n\\t\\t\\trenderStates = new WebGLRenderStates( extensions, capabilities );\\n\\t\\t\\tbackground = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );\\n\\t\\t\\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\\n\\t\\t\\tuniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );\\n\\n\\t\\t\\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\\n\\t\\t\\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\\n\\n\\t\\t\\tinfo.programs = programCache.programs;\\n\\n\\t\\t\\t_this.capabilities = capabilities;\\n\\t\\t\\t_this.extensions = extensions;\\n\\t\\t\\t_this.properties = properties;\\n\\t\\t\\t_this.renderLists = renderLists;\\n\\t\\t\\t_this.shadowMap = shadowMap;\\n\\t\\t\\t_this.state = state;\\n\\t\\t\\t_this.info = info;\\n\\n\\t\\t}\\n\\n\\t\\tinitGLContext();\\n\\n\\t\\t// xr\\n\\n\\t\\tconst xr = new WebXRManager( _this, _gl );\\n\\n\\t\\tthis.xr = xr;\\n\\n\\t\\t// API\\n\\n\\t\\tthis.getContext = function () {\\n\\n\\t\\t\\treturn _gl;\\n\\n\\t\\t};\\n\\n\\t\\tthis.getContextAttributes = function () {\\n\\n\\t\\t\\treturn _gl.getContextAttributes();\\n\\n\\t\\t};\\n\\n\\t\\tthis.forceContextLoss = function () {\\n\\n\\t\\t\\tconst extension = extensions.get( 'WEBGL_lose_context' );\\n\\t\\t\\tif ( extension ) extension.loseContext();\\n\\n\\t\\t};\\n\\n\\t\\tthis.forceContextRestore = function () {\\n\\n\\t\\t\\tconst extension = extensions.get( 'WEBGL_lose_context' );\\n\\t\\t\\tif ( extension ) extension.restoreContext();\\n\\n\\t\\t};\\n\\n\\t\\tthis.getPixelRatio = function () {\\n\\n\\t\\t\\treturn _pixelRatio;\\n\\n\\t\\t};\\n\\n\\t\\tthis.setPixelRatio = function ( value ) {\\n\\n\\t\\t\\tif ( value === undefined ) return;\\n\\n\\t\\t\\t_pixelRatio = value;\\n\\n\\t\\t\\tthis.setSize( _width, _height, false );\\n\\n\\t\\t};\\n\\n\\t\\tthis.getSize = function ( target ) {\\n\\n\\t\\t\\treturn target.set( _width, _height );\\n\\n\\t\\t};\\n\\n\\t\\tthis.setSize = function ( width, height, updateStyle = true ) {\\n\\n\\t\\t\\tif ( xr.isPresenting ) {\\n\\n\\t\\t\\t\\tconsole.warn( 'THREE.WebGLRenderer: Can\\\\'t change size while VR device is presenting.' );\\n\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t_width = width;\\n\\t\\t\\t_height = height;\\n\\n\\t\\t\\tcanvas.width = Math.floor( width * _pixelRatio );\\n\\t\\t\\tcanvas.height = Math.floor( height * _pixelRatio );\\n\\n\\t\\t\\tif ( updateStyle === true ) {\\n\\n\\t\\t\\t\\tcanvas.style.width = width + 'px';\\n\\t\\t\\t\\tcanvas.style.height = height + 'px';\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tthis.setViewport( 0, 0, width, height );\\n\\n\\t\\t};\\n\\n\\t\\tthis.getDrawingBufferSize = function ( target ) {\\n\\n\\t\\t\\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\\n\\n\\t\\t};\\n\\n\\t\\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\\n\\n\\t\\t\\t_width = width;\\n\\t\\t\\t_height = height;\\n\\n\\t\\t\\t_pixelRatio = pixelRatio;\\n\\n\\t\\t\\tcanvas.width = Math.floor( width * pixelRatio );\\n\\t\\t\\tcanvas.height = Math.floor( height * pixelRatio );\\n\\n\\t\\t\\tthis.setViewport( 0, 0, width, height );\\n\\n\\t\\t};\\n\\n\\t\\tthis.getCurrentViewport = function ( target ) {\\n\\n\\t\\t\\treturn target.copy( _currentViewport );\\n\\n\\t\\t};\\n\\n\\t\\tthis.getViewport = function ( target ) {\\n\\n\\t\\t\\treturn target.copy( _viewport );\\n\\n\\t\\t};\\n\\n\\t\\tthis.setViewport = function ( x, y, width, height ) {\\n\\n\\t\\t\\tif ( x.isVector4 ) {\\n\\n\\t\\t\\t\\t_viewport.set( x.x, x.y, x.z, x.w );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t_viewport.set( x, y, width, height );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\\n\\n\\t\\t};\\n\\n\\t\\tthis.getScissor = function ( target ) {\\n\\n\\t\\t\\treturn target.copy( _scissor );\\n\\n\\t\\t};\\n\\n\\t\\tthis.setScissor = function ( x, y, width, height ) {\\n\\n\\t\\t\\tif ( x.isVector4 ) {\\n\\n\\t\\t\\t\\t_scissor.set( x.x, x.y, x.z, x.w );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t_scissor.set( x, y, width, height );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\\n\\n\\t\\t};\\n\\n\\t\\tthis.getScissorTest = function () {\\n\\n\\t\\t\\treturn _scissorTest;\\n\\n\\t\\t};\\n\\n\\t\\tthis.setScissorTest = function ( boolean ) {\\n\\n\\t\\t\\tstate.setScissorTest( _scissorTest = boolean );\\n\\n\\t\\t};\\n\\n\\t\\tthis.setOpaqueSort = function ( method ) {\\n\\n\\t\\t\\t_opaqueSort = method;\\n\\n\\t\\t};\\n\\n\\t\\tthis.setTransparentSort = function ( method ) {\\n\\n\\t\\t\\t_transparentSort = method;\\n\\n\\t\\t};\\n\\n\\t\\t// Clearing\\n\\n\\t\\tthis.getClearColor = function ( target ) {\\n\\n\\t\\t\\treturn target.copy( background.getClearColor() );\\n\\n\\t\\t};\\n\\n\\t\\tthis.setClearColor = function () {\\n\\n\\t\\t\\tbackground.setClearColor.apply( background, arguments );\\n\\n\\t\\t};\\n\\n\\t\\tthis.getClearAlpha = function () {\\n\\n\\t\\t\\treturn background.getClearAlpha();\\n\\n\\t\\t};\\n\\n\\t\\tthis.setClearAlpha = function () {\\n\\n\\t\\t\\tbackground.setClearAlpha.apply( background, arguments );\\n\\n\\t\\t};\\n\\n\\t\\tthis.clear = function ( color = true, depth = true, stencil = true ) {\\n\\n\\t\\t\\tlet bits = 0;\\n\\n\\t\\t\\tif ( color ) {\\n\\n\\t\\t\\t\\t// check if we're trying to clear an integer target\\n\\t\\t\\t\\tlet isIntegerFormat = false;\\n\\t\\t\\t\\tif ( _currentRenderTarget !== null ) {\\n\\n\\t\\t\\t\\t\\tconst targetFormat = _currentRenderTarget.texture.format;\\n\\t\\t\\t\\t\\tisIntegerFormat = targetFormat === RGBAIntegerFormat ||\\n\\t\\t\\t\\t\\t\\ttargetFormat === RGIntegerFormat ||\\n\\t\\t\\t\\t\\t\\ttargetFormat === RedIntegerFormat;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// use the appropriate clear functions to clear the target if it's a signed\\n\\t\\t\\t\\t// or unsigned integer target\\n\\t\\t\\t\\tif ( isIntegerFormat ) {\\n\\n\\t\\t\\t\\t\\tconst targetType = _currentRenderTarget.texture.type;\\n\\t\\t\\t\\t\\tconst isUnsignedType = targetType === UnsignedByteType ||\\n\\t\\t\\t\\t\\t\\ttargetType === UnsignedIntType ||\\n\\t\\t\\t\\t\\t\\ttargetType === UnsignedShortType ||\\n\\t\\t\\t\\t\\t\\ttargetType === UnsignedInt248Type ||\\n\\t\\t\\t\\t\\t\\ttargetType === UnsignedShort4444Type ||\\n\\t\\t\\t\\t\\t\\ttargetType === UnsignedShort5551Type;\\n\\n\\t\\t\\t\\t\\tconst clearColor = background.getClearColor();\\n\\t\\t\\t\\t\\tconst a = background.getClearAlpha();\\n\\t\\t\\t\\t\\tconst r = clearColor.r;\\n\\t\\t\\t\\t\\tconst g = clearColor.g;\\n\\t\\t\\t\\t\\tconst b = clearColor.b;\\n\\n\\t\\t\\t\\t\\tif ( isUnsignedType ) {\\n\\n\\t\\t\\t\\t\\t\\tuintClearColor[ 0 ] = r;\\n\\t\\t\\t\\t\\t\\tuintClearColor[ 1 ] = g;\\n\\t\\t\\t\\t\\t\\tuintClearColor[ 2 ] = b;\\n\\t\\t\\t\\t\\t\\tuintClearColor[ 3 ] = a;\\n\\t\\t\\t\\t\\t\\t_gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tintClearColor[ 0 ] = r;\\n\\t\\t\\t\\t\\t\\tintClearColor[ 1 ] = g;\\n\\t\\t\\t\\t\\t\\tintClearColor[ 2 ] = b;\\n\\t\\t\\t\\t\\t\\tintClearColor[ 3 ] = a;\\n\\t\\t\\t\\t\\t\\t_gl.clearBufferiv( _gl.COLOR, 0, intClearColor );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tbits |= _gl.COLOR_BUFFER_BIT;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;\\n\\t\\t\\tif ( stencil ) {\\n\\n\\t\\t\\t\\tbits |= _gl.STENCIL_BUFFER_BIT;\\n\\t\\t\\t\\tthis.state.buffers.stencil.setMask( 0xffffffff );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t_gl.clear( bits );\\n\\n\\t\\t};\\n\\n\\t\\tthis.clearColor = function () {\\n\\n\\t\\t\\tthis.clear( true, false, false );\\n\\n\\t\\t};\\n\\n\\t\\tthis.clearDepth = function () {\\n\\n\\t\\t\\tthis.clear( false, true, false );\\n\\n\\t\\t};\\n\\n\\t\\tthis.clearStencil = function () {\\n\\n\\t\\t\\tthis.clear( false, false, true );\\n\\n\\t\\t};\\n\\n\\t\\t//\\n\\n\\t\\tthis.dispose = function () {\\n\\n\\t\\t\\tcanvas.removeEventListener( 'webglcontextlost', onContextLost, false );\\n\\t\\t\\tcanvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\\n\\t\\t\\tcanvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );\\n\\n\\t\\t\\trenderLists.dispose();\\n\\t\\t\\trenderStates.dispose();\\n\\t\\t\\tproperties.dispose();\\n\\t\\t\\tcubemaps.dispose();\\n\\t\\t\\tcubeuvmaps.dispose();\\n\\t\\t\\tobjects.dispose();\\n\\t\\t\\tbindingStates.dispose();\\n\\t\\t\\tuniformsGroups.dispose();\\n\\t\\t\\tprogramCache.dispose();\\n\\n\\t\\t\\txr.dispose();\\n\\n\\t\\t\\txr.removeEventListener( 'sessionstart', onXRSessionStart );\\n\\t\\t\\txr.removeEventListener( 'sessionend', onXRSessionEnd );\\n\\n\\t\\t\\tif ( _transmissionRenderTarget ) {\\n\\n\\t\\t\\t\\t_transmissionRenderTarget.dispose();\\n\\t\\t\\t\\t_transmissionRenderTarget = null;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tanimation.stop();\\n\\n\\t\\t};\\n\\n\\t\\t// Events\\n\\n\\t\\tfunction onContextLost( event ) {\\n\\n\\t\\t\\tevent.preventDefault();\\n\\n\\t\\t\\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\\n\\n\\t\\t\\t_isContextLost = true;\\n\\n\\t\\t}\\n\\n\\t\\tfunction onContextRestore( /* event */ ) {\\n\\n\\t\\t\\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\\n\\n\\t\\t\\t_isContextLost = false;\\n\\n\\t\\t\\tconst infoAutoReset = info.autoReset;\\n\\t\\t\\tconst shadowMapEnabled = shadowMap.enabled;\\n\\t\\t\\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\\n\\t\\t\\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\\n\\t\\t\\tconst shadowMapType = shadowMap.type;\\n\\n\\t\\t\\tinitGLContext();\\n\\n\\t\\t\\tinfo.autoReset = infoAutoReset;\\n\\t\\t\\tshadowMap.enabled = shadowMapEnabled;\\n\\t\\t\\tshadowMap.autoUpdate = shadowMapAutoUpdate;\\n\\t\\t\\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\\n\\t\\t\\tshadowMap.type = shadowMapType;\\n\\n\\t\\t}\\n\\n\\t\\tfunction onContextCreationError( event ) {\\n\\n\\t\\t\\tconsole.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );\\n\\n\\t\\t}\\n\\n\\t\\tfunction onMaterialDispose( event ) {\\n\\n\\t\\t\\tconst material = event.target;\\n\\n\\t\\t\\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\\n\\n\\t\\t\\tdeallocateMaterial( material );\\n\\n\\t\\t}\\n\\n\\t\\t// Buffer deallocation\\n\\n\\t\\tfunction deallocateMaterial( material ) {\\n\\n\\t\\t\\treleaseMaterialProgramReferences( material );\\n\\n\\t\\t\\tproperties.remove( material );\\n\\n\\t\\t}\\n\\n\\n\\t\\tfunction releaseMaterialProgramReferences( material ) {\\n\\n\\t\\t\\tconst programs = properties.get( material ).programs;\\n\\n\\t\\t\\tif ( programs !== undefined ) {\\n\\n\\t\\t\\t\\tprograms.forEach( function ( program ) {\\n\\n\\t\\t\\t\\t\\tprogramCache.releaseProgram( program );\\n\\n\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\tif ( material.isShaderMaterial ) {\\n\\n\\t\\t\\t\\t\\tprogramCache.releaseShaderCache( material );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// Buffer rendering\\n\\n\\t\\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\\n\\n\\t\\t\\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\\n\\n\\t\\t\\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\\n\\n\\t\\t\\tconst program = setProgram( camera, scene, geometry, material, object );\\n\\n\\t\\t\\tstate.setMaterial( material, frontFaceCW );\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tlet index = geometry.index;\\n\\t\\t\\tlet rangeFactor = 1;\\n\\n\\t\\t\\tif ( material.wireframe === true ) {\\n\\n\\t\\t\\t\\tindex = geometries.getWireframeAttribute( geometry );\\n\\n\\t\\t\\t\\tif ( index === undefined ) return;\\n\\n\\t\\t\\t\\trangeFactor = 2;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tconst drawRange = geometry.drawRange;\\n\\t\\t\\tconst position = geometry.attributes.position;\\n\\n\\t\\t\\tlet drawStart = drawRange.start * rangeFactor;\\n\\t\\t\\tlet drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;\\n\\n\\t\\t\\tif ( group !== null ) {\\n\\n\\t\\t\\t\\tdrawStart = Math.max( drawStart, group.start * rangeFactor );\\n\\t\\t\\t\\tdrawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( index !== null ) {\\n\\n\\t\\t\\t\\tdrawStart = Math.max( drawStart, 0 );\\n\\t\\t\\t\\tdrawEnd = Math.min( drawEnd, index.count );\\n\\n\\t\\t\\t} else if ( position !== undefined && position !== null ) {\\n\\n\\t\\t\\t\\tdrawStart = Math.max( drawStart, 0 );\\n\\t\\t\\t\\tdrawEnd = Math.min( drawEnd, position.count );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst drawCount = drawEnd - drawStart;\\n\\n\\t\\t\\tif ( drawCount < 0 || drawCount === Infinity ) return;\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tbindingStates.setup( object, material, program, geometry, index );\\n\\n\\t\\t\\tlet attribute;\\n\\t\\t\\tlet renderer = bufferRenderer;\\n\\n\\t\\t\\tif ( index !== null ) {\\n\\n\\t\\t\\t\\tattribute = attributes.get( index );\\n\\n\\t\\t\\t\\trenderer = indexedBufferRenderer;\\n\\t\\t\\t\\trenderer.setIndex( attribute );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tif ( object.isMesh ) {\\n\\n\\t\\t\\t\\tif ( material.wireframe === true ) {\\n\\n\\t\\t\\t\\t\\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\\n\\t\\t\\t\\t\\trenderer.setMode( _gl.LINES );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\trenderer.setMode( _gl.TRIANGLES );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else if ( object.isLine ) {\\n\\n\\t\\t\\t\\tlet lineWidth = material.linewidth;\\n\\n\\t\\t\\t\\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\\n\\n\\t\\t\\t\\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\\n\\n\\t\\t\\t\\tif ( object.isLineSegments ) {\\n\\n\\t\\t\\t\\t\\trenderer.setMode( _gl.LINES );\\n\\n\\t\\t\\t\\t} else if ( object.isLineLoop ) {\\n\\n\\t\\t\\t\\t\\trenderer.setMode( _gl.LINE_LOOP );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\trenderer.setMode( _gl.LINE_STRIP );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else if ( object.isPoints ) {\\n\\n\\t\\t\\t\\trenderer.setMode( _gl.POINTS );\\n\\n\\t\\t\\t} else if ( object.isSprite ) {\\n\\n\\t\\t\\t\\trenderer.setMode( _gl.TRIANGLES );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( object.isBatchedMesh ) {\\n\\n\\t\\t\\t\\trenderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );\\n\\n\\t\\t\\t} else if ( object.isInstancedMesh ) {\\n\\n\\t\\t\\t\\trenderer.renderInstances( drawStart, drawCount, object.count );\\n\\n\\t\\t\\t} else if ( geometry.isInstancedBufferGeometry ) {\\n\\n\\t\\t\\t\\tconst maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;\\n\\t\\t\\t\\tconst instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );\\n\\n\\t\\t\\t\\trenderer.renderInstances( drawStart, drawCount, instanceCount );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\trenderer.render( drawStart, drawCount );\\n\\n\\t\\t\\t}\\n\\n\\t\\t};\\n\\n\\t\\t// Compile\\n\\n\\t\\tfunction prepareMaterial( material, scene, object ) {\\n\\n\\t\\t\\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\\n\\n\\t\\t\\t\\tmaterial.side = BackSide;\\n\\t\\t\\t\\tmaterial.needsUpdate = true;\\n\\t\\t\\t\\tgetProgram( material, scene, object );\\n\\n\\t\\t\\t\\tmaterial.side = FrontSide;\\n\\t\\t\\t\\tmaterial.needsUpdate = true;\\n\\t\\t\\t\\tgetProgram( material, scene, object );\\n\\n\\t\\t\\t\\tmaterial.side = DoubleSide;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tgetProgram( material, scene, object );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tthis.compile = function ( scene, camera, targetScene = null ) {\\n\\n\\t\\t\\tif ( targetScene === null ) targetScene = scene;\\n\\n\\t\\t\\tcurrentRenderState = renderStates.get( targetScene );\\n\\t\\t\\tcurrentRenderState.init();\\n\\n\\t\\t\\trenderStateStack.push( currentRenderState );\\n\\n\\t\\t\\t// gather lights from both the target scene and the new object that will be added to the scene.\\n\\n\\t\\t\\ttargetScene.traverseVisible( function ( object ) {\\n\\n\\t\\t\\t\\tif ( object.isLight && object.layers.test( camera.layers ) ) {\\n\\n\\t\\t\\t\\t\\tcurrentRenderState.pushLight( object );\\n\\n\\t\\t\\t\\t\\tif ( object.castShadow ) {\\n\\n\\t\\t\\t\\t\\t\\tcurrentRenderState.pushShadow( object );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} );\\n\\n\\t\\t\\tif ( scene !== targetScene ) {\\n\\n\\t\\t\\t\\tscene.traverseVisible( function ( object ) {\\n\\n\\t\\t\\t\\t\\tif ( object.isLight && object.layers.test( camera.layers ) ) {\\n\\n\\t\\t\\t\\t\\t\\tcurrentRenderState.pushLight( object );\\n\\n\\t\\t\\t\\t\\t\\tif ( object.castShadow ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tcurrentRenderState.pushShadow( object );\\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\\tcurrentRenderState.setupLights( _this._useLegacyLights );\\n\\n\\t\\t\\t// Only initialize materials in the new scene, not the targetScene.\\n\\n\\t\\t\\tconst materials = new Set();\\n\\n\\t\\t\\tscene.traverse( function ( object ) {\\n\\n\\t\\t\\t\\tconst material = object.material;\\n\\n\\t\\t\\t\\tif ( material ) {\\n\\n\\t\\t\\t\\t\\tif ( Array.isArray( material ) ) {\\n\\n\\t\\t\\t\\t\\t\\tfor ( let i = 0; i < material.length; i ++ ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst material2 = material[ i ];\\n\\n\\t\\t\\t\\t\\t\\t\\tprepareMaterial( material2, targetScene, object );\\n\\t\\t\\t\\t\\t\\t\\tmaterials.add( material2 );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tprepareMaterial( material, targetScene, object );\\n\\t\\t\\t\\t\\t\\tmaterials.add( material );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} );\\n\\n\\t\\t\\trenderStateStack.pop();\\n\\t\\t\\tcurrentRenderState = null;\\n\\n\\t\\t\\treturn materials;\\n\\n\\t\\t};\\n\\n\\t\\t// compileAsync\\n\\n\\t\\tthis.compileAsync = function ( scene, camera, targetScene = null ) {\\n\\n\\t\\t\\tconst materials = this.compile( scene, camera, targetScene );\\n\\n\\t\\t\\t// Wait for all the materials in the new object to indicate that they're\\n\\t\\t\\t// ready to be used before resolving the promise.\\n\\n\\t\\t\\treturn new Promise( ( resolve ) => {\\n\\n\\t\\t\\t\\tfunction checkMaterialsReady() {\\n\\n\\t\\t\\t\\t\\tmaterials.forEach( function ( material ) {\\n\\n\\t\\t\\t\\t\\t\\tconst materialProperties = properties.get( material );\\n\\t\\t\\t\\t\\t\\tconst program = materialProperties.currentProgram;\\n\\n\\t\\t\\t\\t\\t\\tif ( program.isReady() ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t// remove any programs that report they're ready to use from the list\\n\\t\\t\\t\\t\\t\\t\\tmaterials.delete( material );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\t\\t// once the list of compiling materials is empty, call the callback\\n\\n\\t\\t\\t\\t\\tif ( materials.size === 0 ) {\\n\\n\\t\\t\\t\\t\\t\\tresolve( scene );\\n\\t\\t\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t// if some materials are still not ready, wait a bit and check again\\n\\n\\t\\t\\t\\t\\tsetTimeout( checkMaterialsReady, 10 );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {\\n\\n\\t\\t\\t\\t\\t// If we can check the compilation status of the materials without\\n\\t\\t\\t\\t\\t// blocking then do so right away.\\n\\n\\t\\t\\t\\t\\tcheckMaterialsReady();\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t// Otherwise start by waiting a bit to give the materials we just\\n\\t\\t\\t\\t\\t// initialized a chance to finish.\\n\\n\\t\\t\\t\\t\\tsetTimeout( checkMaterialsReady, 10 );\\n\\n\\t\\t\\t\\t}\\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 ) {\\n\\n\\t\\t\\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\\n\\n\\t\\t}\\n\\n\\t\\tfunction onXRSessionStart() {\\n\\n\\t\\t\\tanimation.stop();\\n\\n\\t\\t}\\n\\n\\t\\tfunction onXRSessionEnd() {\\n\\n\\t\\t\\tanimation.start();\\n\\n\\t\\t}\\n\\n\\t\\tconst animation = new WebGLAnimation();\\n\\t\\tanimation.setAnimationLoop( onAnimationFrame );\\n\\n\\t\\tif ( typeof self !== 'undefined' ) animation.setContext( self );\\n\\n\\t\\tthis.setAnimationLoop = function ( callback ) {\\n\\n\\t\\t\\tonAnimationFrameCallback = callback;\\n\\t\\t\\txr.setAnimationLoop( callback );\\n\\n\\t\\t\\t( callback === null ) ? animation.stop() : animation.start();\\n\\n\\t\\t};\\n\\n\\t\\txr.addEventListener( 'sessionstart', onXRSessionStart );\\n\\t\\txr.addEventListener( 'sessionend', onXRSessionEnd );\\n\\n\\t\\t// Rendering\\n\\n\\t\\tthis.render = function ( scene, camera ) {\\n\\n\\t\\t\\tif ( camera !== undefined && camera.isCamera !== true ) {\\n\\n\\t\\t\\t\\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\\n\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( _isContextLost === true ) return;\\n\\n\\t\\t\\t// update scene graph\\n\\n\\t\\t\\tif ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();\\n\\n\\t\\t\\t// update camera matrices and frustum\\n\\n\\t\\t\\tif ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();\\n\\n\\t\\t\\tif ( xr.enabled === true && xr.isPresenting === true ) {\\n\\n\\t\\t\\t\\tif ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );\\n\\n\\t\\t\\t\\tcamera = xr.getCamera(); // use XR camera for rendering\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//\\n\\t\\t\\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );\\n\\n\\t\\t\\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\\n\\t\\t\\tcurrentRenderState.init();\\n\\n\\t\\t\\trenderStateStack.push( currentRenderState );\\n\\n\\t\\t\\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\\n\\t\\t\\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\\n\\n\\t\\t\\t_localClippingEnabled = this.localClippingEnabled;\\n\\t\\t\\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );\\n\\n\\t\\t\\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\\n\\t\\t\\tcurrentRenderList.init();\\n\\n\\t\\t\\trenderListStack.push( currentRenderList );\\n\\n\\t\\t\\tprojectObject( scene, camera, 0, _this.sortObjects );\\n\\n\\t\\t\\tcurrentRenderList.finish();\\n\\n\\t\\t\\tif ( _this.sortObjects === true ) {\\n\\n\\t\\t\\t\\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tthis.info.render.frame ++;\\n\\n\\t\\t\\tif ( _clippingEnabled === true ) clipping.beginShadows();\\n\\n\\t\\t\\tconst shadowsArray = currentRenderState.state.shadowsArray;\\n\\n\\t\\t\\tshadowMap.render( shadowsArray, scene, camera );\\n\\n\\t\\t\\tif ( _clippingEnabled === true ) clipping.endShadows();\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tif ( this.info.autoReset === true ) this.info.reset();\\n\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tif ( xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false ) {\\n\\n\\t\\t\\t\\tbackground.render( currentRenderList, scene );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// render scene\\n\\n\\t\\t\\tcurrentRenderState.setupLights( _this._useLegacyLights );\\n\\n\\t\\t\\tif ( camera.isArrayCamera ) {\\n\\n\\t\\t\\t\\tconst cameras = camera.cameras;\\n\\n\\t\\t\\t\\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\t\\tconst camera2 = cameras[ i ];\\n\\n\\t\\t\\t\\t\\trenderScene( currentRenderList, scene, camera2, camera2.viewport );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\trenderScene( currentRenderList, scene, camera );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tif ( _currentRenderTarget !== null ) {\\n\\n\\t\\t\\t\\t// resolve multisample renderbuffers to a single-sample texture if necessary\\n\\n\\t\\t\\t\\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\\n\\n\\t\\t\\t\\t// Generate mipmap if we're using any kind of mipmap filtering\\n\\n\\t\\t\\t\\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\\n\\n\\t\\t\\t// _gl.finish();\\n\\n\\t\\t\\tbindingStates.resetDefaultState();\\n\\t\\t\\t_currentMaterialId = - 1;\\n\\t\\t\\t_currentCamera = null;\\n\\n\\t\\t\\trenderStateStack.pop();\\n\\n\\t\\t\\tif ( renderStateStack.length > 0 ) {\\n\\n\\t\\t\\t\\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tcurrentRenderState = null;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\trenderListStack.pop();\\n\\n\\t\\t\\tif ( renderListStack.length > 0 ) {\\n\\n\\t\\t\\t\\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tcurrentRenderList = null;\\n\\n\\t\\t\\t}\\n\\n\\t\\t};\\n\\n\\t\\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\\n\\n\\t\\t\\tif ( object.visible === false ) return;\\n\\n\\t\\t\\tconst visible = object.layers.test( camera.layers );\\n\\n\\t\\t\\tif ( visible ) {\\n\\n\\t\\t\\t\\tif ( object.isGroup ) {\\n\\n\\t\\t\\t\\t\\tgroupOrder = object.renderOrder;\\n\\n\\t\\t\\t\\t} else if ( object.isLOD ) {\\n\\n\\t\\t\\t\\t\\tif ( object.autoUpdate === true ) object.update( camera );\\n\\n\\t\\t\\t\\t} else if ( object.isLight ) {\\n\\n\\t\\t\\t\\t\\tcurrentRenderState.pushLight( object );\\n\\n\\t\\t\\t\\t\\tif ( object.castShadow ) {\\n\\n\\t\\t\\t\\t\\t\\tcurrentRenderState.pushShadow( object );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} else if ( object.isSprite ) {\\n\\n\\t\\t\\t\\t\\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\\n\\n\\t\\t\\t\\t\\t\\tif ( sortObjects ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t_vector3.setFromMatrixPosition( object.matrixWorld )\\n\\t\\t\\t\\t\\t\\t\\t\\t.applyMatrix4( _projScreenMatrix );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tconst geometry = objects.update( object );\\n\\t\\t\\t\\t\\t\\tconst material = object.material;\\n\\n\\t\\t\\t\\t\\t\\tif ( material.visible ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\\n\\n\\t\\t\\t\\t\\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\\n\\n\\t\\t\\t\\t\\t\\tconst geometry = objects.update( object );\\n\\t\\t\\t\\t\\t\\tconst material = object.material;\\n\\n\\t\\t\\t\\t\\t\\tif ( sortObjects ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tif ( object.boundingSphere !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\\n\\t\\t\\t\\t\\t\\t\\t\\t_vector3.copy( object.boundingSphere.center );\\n\\n\\t\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\\n\\t\\t\\t\\t\\t\\t\\t\\t_vector3.copy( geometry.boundingSphere.center );\\n\\n\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\t_vector3\\n\\t\\t\\t\\t\\t\\t\\t\\t.applyMatrix4( object.matrixWorld )\\n\\t\\t\\t\\t\\t\\t\\t\\t.applyMatrix4( _projScreenMatrix );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tif ( Array.isArray( material ) ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst groups = geometry.groups;\\n\\n\\t\\t\\t\\t\\t\\t\\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tconst group = groups[ i ];\\n\\t\\t\\t\\t\\t\\t\\t\\tconst groupMaterial = material[ group.materialIndex ];\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tif ( groupMaterial && groupMaterial.visible ) {\\n\\n\\t\\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\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t} else if ( material.visible ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, 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\\tconst children = object.children;\\n\\n\\t\\t\\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction renderScene( currentRenderList, scene, camera, viewport ) {\\n\\n\\t\\t\\tconst opaqueObjects = currentRenderList.opaque;\\n\\t\\t\\tconst transmissiveObjects = currentRenderList.transmissive;\\n\\t\\t\\tconst transparentObjects = currentRenderList.transparent;\\n\\n\\t\\t\\tcurrentRenderState.setupLightsView( camera );\\n\\n\\t\\t\\tif ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );\\n\\n\\t\\t\\tif ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );\\n\\n\\t\\t\\tif ( viewport ) state.viewport( _currentViewport.copy( viewport ) );\\n\\n\\t\\t\\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\\n\\t\\t\\tif ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );\\n\\t\\t\\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\\n\\n\\t\\t\\t// Ensure depth buffer writing is enabled so it can be cleared on next render\\n\\n\\t\\t\\tstate.buffers.depth.setTest( true );\\n\\t\\t\\tstate.buffers.depth.setMask( true );\\n\\t\\t\\tstate.buffers.color.setMask( true );\\n\\n\\t\\t\\tstate.setPolygonOffset( false );\\n\\n\\t\\t}\\n\\n\\t\\tfunction renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {\\n\\n\\t\\t\\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\\n\\n\\t\\t\\tif ( overrideMaterial !== null ) {\\n\\n\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst isWebGL2 = capabilities.isWebGL2;\\n\\n\\t\\t\\tif ( _transmissionRenderTarget === null ) {\\n\\n\\t\\t\\t\\t_transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {\\n\\t\\t\\t\\t\\tgenerateMipmaps: true,\\n\\t\\t\\t\\t\\ttype: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,\\n\\t\\t\\t\\t\\tminFilter: LinearMipmapLinearFilter,\\n\\t\\t\\t\\t\\tsamples: ( isWebGL2 ) ? 4 : 0\\n\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\t// debug\\n\\n\\t\\t\\t\\t/*\\n\\t\\t\\t\\tconst geometry = new PlaneGeometry();\\n\\t\\t\\t\\tconst material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );\\n\\n\\t\\t\\t\\tconst mesh = new Mesh( geometry, material );\\n\\t\\t\\t\\tscene.add( mesh );\\n\\t\\t\\t\\t*/\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t_this.getDrawingBufferSize( _vector2 );\\n\\n\\t\\t\\tif ( isWebGL2 ) {\\n\\n\\t\\t\\t\\t_transmissionRenderTarget.setSize( _vector2.x, _vector2.y );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t_transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tconst currentRenderTarget = _this.getRenderTarget();\\n\\t\\t\\t_this.setRenderTarget( _transmissionRenderTarget );\\n\\n\\t\\t\\t_this.getClearColor( _currentClearColor );\\n\\t\\t\\t_currentClearAlpha = _this.getClearAlpha();\\n\\t\\t\\tif ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );\\n\\n\\t\\t\\t_this.clear();\\n\\n\\t\\t\\t// Turn off the features which can affect the frag color for opaque objects pass.\\n\\t\\t\\t// Otherwise they are applied twice in opaque objects pass and transmission objects pass.\\n\\t\\t\\tconst currentToneMapping = _this.toneMapping;\\n\\t\\t\\t_this.toneMapping = NoToneMapping;\\n\\n\\t\\t\\trenderObjects( opaqueObjects, scene, camera );\\n\\n\\t\\t\\ttextures.updateMultisampleRenderTarget( _transmissionRenderTarget );\\n\\t\\t\\ttextures.updateRenderTargetMipmap( _transmissionRenderTarget );\\n\\n\\t\\t\\tlet renderTargetNeedsUpdate = false;\\n\\n\\t\\t\\tfor ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst renderItem = transmissiveObjects[ i ];\\n\\n\\t\\t\\t\\tconst object = renderItem.object;\\n\\t\\t\\t\\tconst geometry = renderItem.geometry;\\n\\t\\t\\t\\tconst material = renderItem.material;\\n\\t\\t\\t\\tconst group = renderItem.group;\\n\\n\\t\\t\\t\\tif ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {\\n\\n\\t\\t\\t\\t\\tconst currentSide = material.side;\\n\\n\\t\\t\\t\\t\\tmaterial.side = BackSide;\\n\\t\\t\\t\\t\\tmaterial.needsUpdate = true;\\n\\n\\t\\t\\t\\t\\trenderObject( object, scene, camera, geometry, material, group );\\n\\n\\t\\t\\t\\t\\tmaterial.side = currentSide;\\n\\t\\t\\t\\t\\tmaterial.needsUpdate = true;\\n\\n\\t\\t\\t\\t\\trenderTargetNeedsUpdate = true;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( renderTargetNeedsUpdate === true ) {\\n\\n\\t\\t\\t\\ttextures.updateMultisampleRenderTarget( _transmissionRenderTarget );\\n\\t\\t\\t\\ttextures.updateRenderTargetMipmap( _transmissionRenderTarget );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t_this.setRenderTarget( currentRenderTarget );\\n\\n\\t\\t\\t_this.setClearColor( _currentClearColor, _currentClearAlpha );\\n\\n\\t\\t\\t_this.toneMapping = currentToneMapping;\\n\\n\\t\\t}\\n\\n\\t\\tfunction renderObjects( renderList, scene, camera ) {\\n\\n\\t\\t\\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\\n\\n\\t\\t\\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst renderItem = renderList[ i ];\\n\\n\\t\\t\\t\\tconst object = renderItem.object;\\n\\t\\t\\t\\tconst geometry = renderItem.geometry;\\n\\t\\t\\t\\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\\n\\t\\t\\t\\tconst group = renderItem.group;\\n\\n\\t\\t\\t\\tif ( object.layers.test( camera.layers ) ) {\\n\\n\\t\\t\\t\\t\\trenderObject( object, scene, camera, geometry, material, group );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction renderObject( object, scene, camera, geometry, material, group ) {\\n\\n\\t\\t\\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\\n\\n\\t\\t\\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\\n\\t\\t\\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\\n\\n\\t\\t\\tmaterial.onBeforeRender( _this, scene, camera, geometry, object, group );\\n\\n\\t\\t\\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\\n\\n\\t\\t\\t\\tmaterial.side = BackSide;\\n\\t\\t\\t\\tmaterial.needsUpdate = true;\\n\\t\\t\\t\\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\\n\\n\\t\\t\\t\\tmaterial.side = FrontSide;\\n\\t\\t\\t\\tmaterial.needsUpdate = true;\\n\\t\\t\\t\\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\\n\\n\\t\\t\\t\\tmaterial.side = DoubleSide;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\\n\\n\\t\\t}\\n\\n\\t\\tfunction getProgram( material, scene, object ) {\\n\\n\\t\\t\\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\\n\\n\\t\\t\\tconst materialProperties = properties.get( material );\\n\\n\\t\\t\\tconst lights = currentRenderState.state.lights;\\n\\t\\t\\tconst shadowsArray = currentRenderState.state.shadowsArray;\\n\\n\\t\\t\\tconst lightsStateVersion = lights.state.version;\\n\\n\\t\\t\\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\\n\\t\\t\\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\\n\\n\\t\\t\\tlet programs = materialProperties.programs;\\n\\n\\t\\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\\t\\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\\n\\t\\t\\tmaterialProperties.fog = scene.fog;\\n\\t\\t\\tmaterialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );\\n\\n\\t\\t\\tif ( programs === undefined ) {\\n\\n\\t\\t\\t\\t// new material\\n\\n\\t\\t\\t\\tmaterial.addEventListener( 'dispose', onMaterialDispose );\\n\\n\\t\\t\\t\\tprograms = new Map();\\n\\t\\t\\t\\tmaterialProperties.programs = programs;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlet program = programs.get( programCacheKey );\\n\\n\\t\\t\\tif ( program !== undefined ) {\\n\\n\\t\\t\\t\\t// early out if program and light state is identical\\n\\n\\t\\t\\t\\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\\n\\n\\t\\t\\t\\t\\tupdateCommonMaterialProperties( material, parameters );\\n\\n\\t\\t\\t\\t\\treturn program;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tparameters.uniforms = programCache.getUniforms( material );\\n\\n\\t\\t\\t\\tmaterial.onBuild( object, parameters, _this );\\n\\n\\t\\t\\t\\tmaterial.onBeforeCompile( parameters, _this );\\n\\n\\t\\t\\t\\tprogram = programCache.acquireProgram( parameters, programCacheKey );\\n\\t\\t\\t\\tprograms.set( programCacheKey, program );\\n\\n\\t\\t\\t\\tmaterialProperties.uniforms = parameters.uniforms;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst uniforms = materialProperties.uniforms;\\n\\n\\t\\t\\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\\n\\n\\t\\t\\t\\tuniforms.clippingPlanes = clipping.uniform;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tupdateCommonMaterialProperties( material, parameters );\\n\\n\\t\\t\\t// store the light setup it was created for\\n\\n\\t\\t\\tmaterialProperties.needsLights = materialNeedsLights( material );\\n\\t\\t\\tmaterialProperties.lightsStateVersion = lightsStateVersion;\\n\\n\\t\\t\\tif ( materialProperties.needsLights ) {\\n\\n\\t\\t\\t\\t// wire up the material to this renderer's lighting state\\n\\n\\t\\t\\t\\tuniforms.ambientLightColor.value = lights.state.ambient;\\n\\t\\t\\t\\tuniforms.lightProbe.value = lights.state.probe;\\n\\t\\t\\t\\tuniforms.directionalLights.value = lights.state.directional;\\n\\t\\t\\t\\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\\n\\t\\t\\t\\tuniforms.spotLights.value = lights.state.spot;\\n\\t\\t\\t\\tuniforms.spotLightShadows.value = lights.state.spotShadow;\\n\\t\\t\\t\\tuniforms.rectAreaLights.value = lights.state.rectArea;\\n\\t\\t\\t\\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\\n\\t\\t\\t\\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\\n\\t\\t\\t\\tuniforms.pointLights.value = lights.state.point;\\n\\t\\t\\t\\tuniforms.pointLightShadows.value = lights.state.pointShadow;\\n\\t\\t\\t\\tuniforms.hemisphereLights.value = lights.state.hemi;\\n\\n\\t\\t\\t\\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\\n\\t\\t\\t\\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\\n\\t\\t\\t\\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\\n\\t\\t\\t\\tuniforms.spotLightMatrix.value = lights.state.spotLightMatrix;\\n\\t\\t\\t\\tuniforms.spotLightMap.value = lights.state.spotLightMap;\\n\\t\\t\\t\\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\\n\\t\\t\\t\\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\\n\\t\\t\\t\\t// TODO (abelnation): add area lights shadow info to uniforms\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tmaterialProperties.currentProgram = program;\\n\\t\\t\\tmaterialProperties.uniformsList = null;\\n\\n\\t\\t\\treturn program;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getUniformList( materialProperties ) {\\n\\n\\t\\t\\tif ( materialProperties.uniformsList === null ) {\\n\\n\\t\\t\\t\\tconst progUniforms = materialProperties.currentProgram.getUniforms();\\n\\t\\t\\t\\tmaterialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn materialProperties.uniformsList;\\n\\n\\t\\t}\\n\\n\\t\\tfunction updateCommonMaterialProperties( material, parameters ) {\\n\\n\\t\\t\\tconst materialProperties = properties.get( material );\\n\\n\\t\\t\\tmaterialProperties.outputColorSpace = parameters.outputColorSpace;\\n\\t\\t\\tmaterialProperties.batching = parameters.batching;\\n\\t\\t\\tmaterialProperties.instancing = parameters.instancing;\\n\\t\\t\\tmaterialProperties.instancingColor = parameters.instancingColor;\\n\\t\\t\\tmaterialProperties.skinning = parameters.skinning;\\n\\t\\t\\tmaterialProperties.morphTargets = parameters.morphTargets;\\n\\t\\t\\tmaterialProperties.morphNormals = parameters.morphNormals;\\n\\t\\t\\tmaterialProperties.morphColors = parameters.morphColors;\\n\\t\\t\\tmaterialProperties.morphTargetsCount = parameters.morphTargetsCount;\\n\\t\\t\\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\\n\\t\\t\\tmaterialProperties.numIntersection = parameters.numClipIntersection;\\n\\t\\t\\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\\n\\t\\t\\tmaterialProperties.vertexTangents = parameters.vertexTangents;\\n\\t\\t\\tmaterialProperties.toneMapping = parameters.toneMapping;\\n\\n\\t\\t}\\n\\n\\t\\tfunction setProgram( camera, scene, geometry, material, object ) {\\n\\n\\t\\t\\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\\n\\n\\t\\t\\ttextures.resetTextureUnits();\\n\\n\\t\\t\\tconst fog = scene.fog;\\n\\t\\t\\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\\n\\t\\t\\tconst colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );\\n\\t\\t\\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\\n\\t\\t\\tconst vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;\\n\\t\\t\\tconst vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );\\n\\t\\t\\tconst morphTargets = !! geometry.morphAttributes.position;\\n\\t\\t\\tconst morphNormals = !! geometry.morphAttributes.normal;\\n\\t\\t\\tconst morphColors = !! geometry.morphAttributes.color;\\n\\n\\t\\t\\tlet toneMapping = NoToneMapping;\\n\\n\\t\\t\\tif ( material.toneMapped ) {\\n\\n\\t\\t\\t\\tif ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {\\n\\n\\t\\t\\t\\t\\ttoneMapping = _this.toneMapping;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\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\\tconst materialProperties = properties.get( material );\\n\\t\\t\\tconst lights = currentRenderState.state.lights;\\n\\n\\t\\t\\tif ( _clippingEnabled === true ) {\\n\\n\\t\\t\\t\\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\\n\\n\\t\\t\\t\\t\\tconst useCache =\\n\\t\\t\\t\\t\\t\\tcamera === _currentCamera &&\\n\\t\\t\\t\\t\\t\\tmaterial.id === _currentMaterialId;\\n\\n\\t\\t\\t\\t\\t// we might want to call this function with some ClippingGroup\\n\\t\\t\\t\\t\\t// object instead of the material, once it becomes feasible\\n\\t\\t\\t\\t\\t// (#8465, #8379)\\n\\t\\t\\t\\t\\tclipping.setState( material, camera, useCache );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tlet needsProgramChange = false;\\n\\n\\t\\t\\tif ( material.version === materialProperties.__version ) {\\n\\n\\t\\t\\t\\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( materialProperties.outputColorSpace !== colorSpace ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( object.isBatchedMesh && materialProperties.batching === false ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( materialProperties.envMap !== envMap ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( material.fog === true && materialProperties.fog !== fog ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( materialProperties.numClippingPlanes !== undefined &&\\n\\t\\t\\t\\t\\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\\n\\t\\t\\t\\t\\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( materialProperties.vertexTangents !== vertexTangents ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( materialProperties.morphTargets !== morphTargets ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( materialProperties.morphNormals !== morphNormals ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( materialProperties.morphColors !== morphColors ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( materialProperties.toneMapping !== toneMapping ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t} else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {\\n\\n\\t\\t\\t\\t\\tneedsProgramChange = true;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tneedsProgramChange = true;\\n\\t\\t\\t\\tmaterialProperties.__version = material.version;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tlet program = materialProperties.currentProgram;\\n\\n\\t\\t\\tif ( needsProgramChange === true ) {\\n\\n\\t\\t\\t\\tprogram = getProgram( material, scene, object );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlet refreshProgram = false;\\n\\t\\t\\tlet refreshMaterial = false;\\n\\t\\t\\tlet refreshLights = false;\\n\\n\\t\\t\\tconst p_uniforms = program.getUniforms(),\\n\\t\\t\\t\\tm_uniforms = materialProperties.uniforms;\\n\\n\\t\\t\\tif ( state.useProgram( program.program ) ) {\\n\\n\\t\\t\\t\\trefreshProgram = true;\\n\\t\\t\\t\\trefreshMaterial = true;\\n\\t\\t\\t\\trefreshLights = true;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( material.id !== _currentMaterialId ) {\\n\\n\\t\\t\\t\\t_currentMaterialId = material.id;\\n\\n\\t\\t\\t\\trefreshMaterial = true;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( refreshProgram || _currentCamera !== camera ) {\\n\\n\\t\\t\\t\\t// common camera uniforms\\n\\n\\t\\t\\t\\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\\n\\t\\t\\t\\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\\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, _vector3.setFromMatrixPosition( camera.matrixWorld ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( capabilities.logarithmicDepthBuffer ) {\\n\\n\\t\\t\\t\\t\\tp_uniforms.setValue( _gl, 'logDepthBufFC',\\n\\t\\t\\t\\t\\t\\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067\\n\\n\\t\\t\\t\\tif ( material.isMeshPhongMaterial ||\\n\\t\\t\\t\\t\\tmaterial.isMeshToonMaterial ||\\n\\t\\t\\t\\t\\tmaterial.isMeshLambertMaterial ||\\n\\t\\t\\t\\t\\tmaterial.isMeshBasicMaterial ||\\n\\t\\t\\t\\t\\tmaterial.isMeshStandardMaterial ||\\n\\t\\t\\t\\t\\tmaterial.isShaderMaterial ) {\\n\\n\\t\\t\\t\\t\\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( _currentCamera !== camera ) {\\n\\n\\t\\t\\t\\t\\t_currentCamera = camera;\\n\\n\\t\\t\\t\\t\\t// lighting uniforms depend on the camera so enforce an update\\n\\t\\t\\t\\t\\t// now, in case this material supports lights - or later, when\\n\\t\\t\\t\\t\\t// the next material that does gets activated:\\n\\n\\t\\t\\t\\t\\trefreshMaterial = true;\\t\\t// set to true on material change\\n\\t\\t\\t\\t\\trefreshLights = true;\\t\\t// remains set until update done\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// skinning and morph target uniforms must be set even if material didn't change\\n\\t\\t\\t// auto-setting of texture unit for bone and morph texture must go before other textures\\n\\t\\t\\t// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures\\n\\n\\t\\t\\tif ( object.isSkinnedMesh ) {\\n\\n\\t\\t\\t\\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\\n\\t\\t\\t\\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\\n\\n\\t\\t\\t\\tconst skeleton = object.skeleton;\\n\\n\\t\\t\\t\\tif ( skeleton ) {\\n\\n\\t\\t\\t\\t\\tif ( capabilities.floatVertexTextures ) {\\n\\n\\t\\t\\t\\t\\t\\tif ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();\\n\\n\\t\\t\\t\\t\\t\\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\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\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( object.isBatchedMesh ) {\\n\\n\\t\\t\\t\\tp_uniforms.setOptional( _gl, object, 'batchingTexture' );\\n\\t\\t\\t\\tp_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst morphAttributes = geometry.morphAttributes;\\n\\n\\t\\t\\tif ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {\\n\\n\\t\\t\\t\\tmorphtargets.update( object, geometry, program );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\\n\\n\\t\\t\\t\\tmaterialProperties.receiveShadow = object.receiveShadow;\\n\\t\\t\\t\\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512\\n\\n\\t\\t\\tif ( material.isMeshGouraudMaterial && material.envMap !== null ) {\\n\\n\\t\\t\\t\\tm_uniforms.envMap.value = envMap;\\n\\n\\t\\t\\t\\tm_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( refreshMaterial ) {\\n\\n\\t\\t\\t\\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\\n\\n\\t\\t\\t\\tif ( materialProperties.needsLights ) {\\n\\n\\t\\t\\t\\t\\t// the current material requires lighting info\\n\\n\\t\\t\\t\\t\\t// note: all lighting uniforms are always set correctly\\n\\t\\t\\t\\t\\t// they simply reference the renderer's state for their\\n\\t\\t\\t\\t\\t// values\\n\\t\\t\\t\\t\\t//\\n\\t\\t\\t\\t\\t// use the current material's .needsUpdate flags to set\\n\\t\\t\\t\\t\\t// the GL state when required\\n\\n\\t\\t\\t\\t\\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// refresh uniforms common to several materials\\n\\n\\t\\t\\t\\tif ( fog && material.fog === true ) {\\n\\n\\t\\t\\t\\t\\tmaterials.refreshFogUniforms( m_uniforms, fog );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );\\n\\n\\t\\t\\t\\tWebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\\n\\n\\t\\t\\t\\tWebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );\\n\\t\\t\\t\\tmaterial.uniformsNeedUpdate = false;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( material.isSpriteMaterial ) {\\n\\n\\t\\t\\t\\tp_uniforms.setValue( _gl, 'center', object.center );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// common matrices\\n\\n\\t\\t\\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\\n\\t\\t\\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\\n\\t\\t\\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\\n\\n\\t\\t\\t// UBOs\\n\\n\\t\\t\\tif ( material.isShaderMaterial || material.isRawShaderMaterial ) {\\n\\n\\t\\t\\t\\tconst groups = material.uniformsGroups;\\n\\n\\t\\t\\t\\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\t\\tif ( capabilities.isWebGL2 ) {\\n\\n\\t\\t\\t\\t\\t\\tconst group = groups[ i ];\\n\\n\\t\\t\\t\\t\\t\\tuniformsGroups.update( group, program );\\n\\t\\t\\t\\t\\t\\tuniformsGroups.bind( group, program );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn program;\\n\\n\\t\\t}\\n\\n\\t\\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\\n\\n\\t\\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\\n\\n\\t\\t\\tuniforms.ambientLightColor.needsUpdate = value;\\n\\t\\t\\tuniforms.lightProbe.needsUpdate = value;\\n\\n\\t\\t\\tuniforms.directionalLights.needsUpdate = value;\\n\\t\\t\\tuniforms.directionalLightShadows.needsUpdate = value;\\n\\t\\t\\tuniforms.pointLights.needsUpdate = value;\\n\\t\\t\\tuniforms.pointLightShadows.needsUpdate = value;\\n\\t\\t\\tuniforms.spotLights.needsUpdate = value;\\n\\t\\t\\tuniforms.spotLightShadows.needsUpdate = value;\\n\\t\\t\\tuniforms.rectAreaLights.needsUpdate = value;\\n\\t\\t\\tuniforms.hemisphereLights.needsUpdate = value;\\n\\n\\t\\t}\\n\\n\\t\\tfunction materialNeedsLights( material ) {\\n\\n\\t\\t\\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\\n\\t\\t\\t\\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\\n\\t\\t\\t\\t( material.isShaderMaterial && material.lights === true );\\n\\n\\t\\t}\\n\\n\\t\\tthis.getActiveCubeFace = function () {\\n\\n\\t\\t\\treturn _currentActiveCubeFace;\\n\\n\\t\\t};\\n\\n\\t\\tthis.getActiveMipmapLevel = function () {\\n\\n\\t\\t\\treturn _currentActiveMipmapLevel;\\n\\n\\t\\t};\\n\\n\\t\\tthis.getRenderTarget = function () {\\n\\n\\t\\t\\treturn _currentRenderTarget;\\n\\n\\t\\t};\\n\\n\\t\\tthis.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {\\n\\n\\t\\t\\tproperties.get( renderTarget.texture ).__webglTexture = colorTexture;\\n\\t\\t\\tproperties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;\\n\\n\\t\\t\\tconst renderTargetProperties = properties.get( renderTarget );\\n\\t\\t\\trenderTargetProperties.__hasExternalTextures = true;\\n\\n\\t\\t\\tif ( renderTargetProperties.__hasExternalTextures ) {\\n\\n\\t\\t\\t\\trenderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;\\n\\n\\t\\t\\t\\tif ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {\\n\\n\\t\\t\\t\\t\\t// The multisample_render_to_texture extension doesn't work properly if there\\n\\t\\t\\t\\t\\t// are midframe flushes and an external depth buffer. Disable use of the extension.\\n\\t\\t\\t\\t\\tif ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {\\n\\n\\t\\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\\t\\trenderTargetProperties.__useRenderToTexture = 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.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {\\n\\n\\t\\t\\tconst renderTargetProperties = properties.get( renderTarget );\\n\\t\\t\\trenderTargetProperties.__webglFramebuffer = defaultFramebuffer;\\n\\t\\t\\trenderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;\\n\\n\\t\\t};\\n\\n\\t\\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\\n\\n\\t\\t\\t_currentRenderTarget = renderTarget;\\n\\t\\t\\t_currentActiveCubeFace = activeCubeFace;\\n\\t\\t\\t_currentActiveMipmapLevel = activeMipmapLevel;\\n\\n\\t\\t\\tlet useDefaultFramebuffer = true;\\n\\t\\t\\tlet framebuffer = null;\\n\\t\\t\\tlet isCube = false;\\n\\t\\t\\tlet isRenderTarget3D = false;\\n\\n\\t\\t\\tif ( renderTarget ) {\\n\\n\\t\\t\\t\\tconst renderTargetProperties = properties.get( renderTarget );\\n\\n\\t\\t\\t\\tif ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {\\n\\n\\t\\t\\t\\t\\t// We need to make sure to rebind the framebuffer.\\n\\t\\t\\t\\t\\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\\n\\t\\t\\t\\t\\tuseDefaultFramebuffer = false;\\n\\n\\t\\t\\t\\t} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {\\n\\n\\t\\t\\t\\t\\ttextures.setupRenderTarget( renderTarget );\\n\\n\\t\\t\\t\\t} else if ( renderTargetProperties.__hasExternalTextures ) {\\n\\n\\t\\t\\t\\t\\t// Color and depth texture must be rebound in order for the swapchain to update.\\n\\t\\t\\t\\t\\ttextures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tconst texture = renderTarget.texture;\\n\\n\\t\\t\\t\\tif ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\\n\\n\\t\\t\\t\\t\\tisRenderTarget3D = true;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\\n\\n\\t\\t\\t\\tif ( renderTarget.isWebGLCubeRenderTarget ) {\\n\\n\\t\\t\\t\\t\\tif ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {\\n\\n\\t\\t\\t\\t\\t\\tframebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tframebuffer = __webglFramebuffer[ activeCubeFace ];\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tisCube = true;\\n\\n\\t\\t\\t\\t} else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {\\n\\n\\t\\t\\t\\t\\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tif ( Array.isArray( __webglFramebuffer ) ) {\\n\\n\\t\\t\\t\\t\\t\\tframebuffer = __webglFramebuffer[ activeMipmapLevel ];\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tframebuffer = __webglFramebuffer;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t_currentViewport.copy( renderTarget.viewport );\\n\\t\\t\\t\\t_currentScissor.copy( renderTarget.scissor );\\n\\t\\t\\t\\t_currentScissorTest = renderTarget.scissorTest;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\\n\\t\\t\\t\\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\\n\\t\\t\\t\\t_currentScissorTest = _scissorTest;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\\n\\n\\t\\t\\tif ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {\\n\\n\\t\\t\\t\\tstate.drawBuffers( renderTarget, framebuffer );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tstate.viewport( _currentViewport );\\n\\t\\t\\tstate.scissor( _currentScissor );\\n\\t\\t\\tstate.setScissorTest( _currentScissorTest );\\n\\n\\t\\t\\tif ( isCube ) {\\n\\n\\t\\t\\t\\tconst textureProperties = properties.get( renderTarget.texture );\\n\\t\\t\\t\\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\\n\\n\\t\\t\\t} else if ( isRenderTarget3D ) {\\n\\n\\t\\t\\t\\tconst textureProperties = properties.get( renderTarget.texture );\\n\\t\\t\\t\\tconst layer = activeCubeFace || 0;\\n\\t\\t\\t\\t_gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings\\n\\n\\t\\t};\\n\\n\\t\\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\\n\\n\\t\\t\\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\\n\\n\\t\\t\\t\\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\\n\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\\n\\n\\t\\t\\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\\n\\n\\t\\t\\t\\tframebuffer = framebuffer[ activeCubeFaceIndex ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( framebuffer ) {\\n\\n\\t\\t\\t\\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\\n\\n\\t\\t\\t\\ttry {\\n\\n\\t\\t\\t\\t\\tconst texture = renderTarget.texture;\\n\\t\\t\\t\\t\\tconst textureFormat = texture.format;\\n\\t\\t\\t\\t\\tconst textureType = texture.type;\\n\\n\\t\\t\\t\\t\\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {\\n\\n\\t\\t\\t\\t\\t\\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\\n\\t\\t\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\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\\t\\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)\\n\\t\\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\\t! halfFloatSupportedByExt ) {\\n\\n\\t\\t\\t\\t\\t\\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\\n\\t\\t\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\\n\\n\\t\\t\\t\\t\\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\\n\\n\\t\\t\\t\\t\\t\\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} finally {\\n\\n\\t\\t\\t\\t\\t// restore framebuffer of current render target if necessary\\n\\n\\t\\t\\t\\t\\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\\n\\t\\t\\t\\t\\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t};\\n\\n\\t\\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\\n\\n\\t\\t\\tconst levelScale = Math.pow( 2, - level );\\n\\t\\t\\tconst width = Math.floor( texture.image.width * levelScale );\\n\\t\\t\\tconst height = Math.floor( texture.image.height * levelScale );\\n\\n\\t\\t\\ttextures.setTexture2D( texture, 0 );\\n\\n\\t\\t\\t_gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );\\n\\n\\t\\t\\tstate.unbindTexture();\\n\\n\\t\\t};\\n\\n\\t\\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\\n\\n\\t\\t\\tconst width = srcTexture.image.width;\\n\\t\\t\\tconst height = srcTexture.image.height;\\n\\t\\t\\tconst glFormat = utils.convert( dstTexture.format );\\n\\t\\t\\tconst glType = utils.convert( dstTexture.type );\\n\\n\\t\\t\\ttextures.setTexture2D( dstTexture, 0 );\\n\\n\\t\\t\\t// As another texture upload may have changed pixelStorei\\n\\t\\t\\t// parameters, make sure they are correct for the dstTexture\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\\n\\n\\t\\t\\tif ( srcTexture.isDataTexture ) {\\n\\n\\t\\t\\t\\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tif ( srcTexture.isCompressedTexture ) {\\n\\n\\t\\t\\t\\t\\t_gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// Generate mipmaps only when copying level 0\\n\\t\\t\\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );\\n\\n\\t\\t\\tstate.unbindTexture();\\n\\n\\t\\t};\\n\\n\\t\\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\\n\\n\\t\\t\\tif ( _this.isWebGL1Renderer ) {\\n\\n\\t\\t\\t\\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\\n\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst width = sourceBox.max.x - sourceBox.min.x + 1;\\n\\t\\t\\tconst height = sourceBox.max.y - sourceBox.min.y + 1;\\n\\t\\t\\tconst depth = sourceBox.max.z - sourceBox.min.z + 1;\\n\\t\\t\\tconst glFormat = utils.convert( dstTexture.format );\\n\\t\\t\\tconst glType = utils.convert( dstTexture.type );\\n\\t\\t\\tlet glTarget;\\n\\n\\t\\t\\tif ( dstTexture.isData3DTexture ) {\\n\\n\\t\\t\\t\\ttextures.setTexture3D( dstTexture, 0 );\\n\\t\\t\\t\\tglTarget = _gl.TEXTURE_3D;\\n\\n\\t\\t\\t} else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {\\n\\n\\t\\t\\t\\ttextures.setTexture2DArray( dstTexture, 0 );\\n\\t\\t\\t\\tglTarget = _gl.TEXTURE_2D_ARRAY;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\\n\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\\n\\n\\t\\t\\tconst unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );\\n\\t\\t\\tconst unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );\\n\\t\\t\\tconst unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );\\n\\t\\t\\tconst unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );\\n\\t\\t\\tconst unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );\\n\\n\\t\\t\\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;\\n\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );\\n\\n\\t\\t\\tif ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {\\n\\n\\t\\t\\t\\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tif ( srcTexture.isCompressedArrayTexture ) {\\n\\n\\t\\t\\t\\t\\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );\\n\\t\\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\\t} else {\\n\\n\\t\\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\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );\\n\\t\\t\\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );\\n\\n\\t\\t\\t// Generate mipmaps only when copying level 0\\n\\t\\t\\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\\n\\n\\t\\t\\tstate.unbindTexture();\\n\\n\\t\\t};\\n\\n\\t\\tthis.initTexture = function ( texture ) {\\n\\n\\t\\t\\tif ( texture.isCubeTexture ) {\\n\\n\\t\\t\\t\\ttextures.setTextureCube( texture, 0 );\\n\\n\\t\\t\\t} else if ( texture.isData3DTexture ) {\\n\\n\\t\\t\\t\\ttextures.setTexture3D( texture, 0 );\\n\\n\\t\\t\\t} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\\n\\n\\t\\t\\t\\ttextures.setTexture2DArray( texture, 0 );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\ttextures.setTexture2D( texture, 0 );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tstate.unbindTexture();\\n\\n\\t\\t};\\n\\n\\t\\tthis.resetState = function () {\\n\\n\\t\\t\\t_currentActiveCubeFace = 0;\\n\\t\\t\\t_currentActiveMipmapLevel = 0;\\n\\t\\t\\t_currentRenderTarget = null;\\n\\n\\t\\t\\tstate.reset();\\n\\t\\t\\tbindingStates.reset();\\n\\n\\t\\t};\\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\\tget coordinateSystem() {\\n\\n\\t\\treturn WebGLCoordinateSystem;\\n\\n\\t}\\n\\n\\tget outputColorSpace() {\\n\\n\\t\\treturn this._outputColorSpace;\\n\\n\\t}\\n\\n\\tset outputColorSpace( colorSpace ) {\\n\\n\\t\\tthis._outputColorSpace = colorSpace;\\n\\n\\t\\tconst gl = this.getContext();\\n\\t\\tgl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';\\n\\t\\tgl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';\\n\\n\\t}\\n\\n\\tget outputEncoding() { // @deprecated, r152\\n\\n\\t\\tconsole.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' );\\n\\t\\treturn this.outputColorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding;\\n\\n\\t}\\n\\n\\tset outputEncoding( encoding ) { // @deprecated, r152\\n\\n\\t\\tconsole.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' );\\n\\t\\tthis.outputColorSpace = encoding === sRGBEncoding ? SRGBColorSpace : LinearSRGBColorSpace;\\n\\n\\t}\\n\\n\\tget useLegacyLights() { // @deprecated, r155\\n\\n\\t\\tconsole.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );\\n\\t\\treturn this._useLegacyLights;\\n\\n\\t}\\n\\n\\tset useLegacyLights( value ) { // @deprecated, r155\\n\\n\\t\\tconsole.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );\\n\\t\\tthis._useLegacyLights = value;\\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\\tname: this.name,\\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\\tname: this.name,\\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.backgroundBlurriness = 0;\\n\\t\\tthis.backgroundIntensity = 1;\\n\\n\\t\\tthis.overrideMaterial = null;\\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\\tthis.backgroundBlurriness = source.backgroundBlurriness;\\n\\t\\tthis.backgroundIntensity = source.backgroundIntensity;\\n\\n\\t\\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\\n\\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\\t\\tif ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;\\n\\t\\tif ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;\\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\\t\\tthis.updateRanges = [];\\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\\tget updateRange() {\\n\\n\\t\\twarnOnce( 'THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159\\n\\t\\treturn this._updateRange;\\n\\n\\t}\\n\\n\\tsetUsage( value ) {\\n\\n\\t\\tthis.usage = value;\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\taddUpdateRange( start, count ) {\\n\\n\\t\\tthis.updateRanges.push( { start, count } );\\n\\n\\t}\\n\\n\\tclearUpdateRanges() {\\n\\n\\t\\tthis.updateRanges.length = 0;\\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;\\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\\tgetComponent( index, component ) {\\n\\n\\t\\tlet value = this.array[ index * this.data.stride + this.offset + component ];\\n\\n\\t\\tif ( this.normalized ) value = denormalize( value, this.array );\\n\\n\\t\\treturn value;\\n\\n\\t}\\n\\n\\tsetComponent( index, component, value ) {\\n\\n\\t\\tif ( this.normalized ) value = normalize( value, this.array );\\n\\n\\t\\tthis.data.array[ index * this.data.stride + this.offset + component ] = value;\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tsetX( index, x ) {\\n\\n\\t\\tif ( this.normalized ) x = normalize( x, this.array );\\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\\tif ( this.normalized ) y = normalize( y, this.array );\\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\\tif ( this.normalized ) z = normalize( z, this.array );\\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\\tif ( this.normalized ) w = normalize( w, this.array );\\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\\tlet x = this.data.array[ index * this.data.stride + this.offset ];\\n\\n\\t\\tif ( this.normalized ) x = denormalize( x, this.array );\\n\\n\\t\\treturn x;\\n\\n\\t}\\n\\n\\tgetY( index ) {\\n\\n\\t\\tlet y = this.data.array[ index * this.data.stride + this.offset + 1 ];\\n\\n\\t\\tif ( this.normalized ) y = denormalize( y, this.array );\\n\\n\\t\\treturn y;\\n\\n\\t}\\n\\n\\tgetZ( index ) {\\n\\n\\t\\tlet z = this.data.array[ index * this.data.stride + this.offset + 2 ];\\n\\n\\t\\tif ( this.normalized ) z = denormalize( z, this.array );\\n\\n\\t\\treturn z;\\n\\n\\t}\\n\\n\\tgetW( index ) {\\n\\n\\t\\tlet w = this.data.array[ index * this.data.stride + this.offset + 3 ];\\n\\n\\t\\tif ( this.normalized ) w = denormalize( w, this.array );\\n\\n\\t\\treturn w;\\n\\n\\t}\\n\\n\\tsetXY( index, x, y ) {\\n\\n\\t\\tindex = index * this.data.stride + this.offset;\\n\\n\\t\\tif ( this.normalized ) {\\n\\n\\t\\t\\tx = normalize( x, this.array );\\n\\t\\t\\ty = normalize( y, this.array );\\n\\n\\t\\t}\\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\\tif ( this.normalized ) {\\n\\n\\t\\t\\tx = normalize( x, this.array );\\n\\t\\t\\ty = normalize( y, this.array );\\n\\t\\t\\tz = normalize( z, this.array );\\n\\n\\t\\t}\\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\\tif ( this.normalized ) {\\n\\n\\t\\t\\tx = normalize( x, this.array );\\n\\t\\t\\ty = normalize( y, this.array );\\n\\t\\t\\tz = normalize( z, this.array );\\n\\t\\t\\tw = normalize( w, this.array );\\n\\n\\t\\t}\\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 de-interleave 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 de-interleave 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// de-interleave 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 attribute\\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 = new SpriteMaterial() ) {\\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;\\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.getInterpolation( _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, level.hysteresis );\\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, hysteresis = 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, hysteresis: hysteresis, 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\\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\\tlet levelDistance = levels[ i ].distance;\\n\\n\\t\\t\\t\\tif ( levels[ i ].object.visible ) {\\n\\n\\t\\t\\t\\t\\tlevelDistance -= levelDistance * levels[ i ].hysteresis;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( distance < levelDistance ) {\\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\\tlet levelDistance = levels[ i ].distance;\\n\\n\\t\\t\\t\\tif ( levels[ i ].object.visible ) {\\n\\n\\t\\t\\t\\t\\tlevelDistance -= levelDistance * levels[ i ].hysteresis;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( distance >= levelDistance ) {\\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\\thysteresis: level.hysteresis\\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 _vector3 = /*@__PURE__*/ new Vector3();\\nconst _matrix4 = /*@__PURE__*/ new Matrix4();\\nconst _vertex = /*@__PURE__*/ new Vector3();\\n\\nconst _sphere$4 = /*@__PURE__*/ new Sphere();\\nconst _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();\\nconst _ray$2 = /*@__PURE__*/ new Ray();\\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 = AttachedBindMode;\\n\\t\\tthis.bindMatrix = new Matrix4();\\n\\t\\tthis.bindMatrixInverse = new Matrix4();\\n\\n\\t\\tthis.boundingBox = null;\\n\\t\\tthis.boundingSphere = null;\\n\\n\\t}\\n\\n\\tcomputeBoundingBox() {\\n\\n\\t\\tconst geometry = this.geometry;\\n\\n\\t\\tif ( this.boundingBox === null ) {\\n\\n\\t\\t\\tthis.boundingBox = new Box3();\\n\\n\\t\\t}\\n\\n\\t\\tthis.boundingBox.makeEmpty();\\n\\n\\t\\tconst positionAttribute = geometry.getAttribute( 'position' );\\n\\n\\t\\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\\n\\n\\t\\t\\tthis.getVertexPosition( i, _vertex );\\n\\t\\t\\tthis.boundingBox.expandByPoint( _vertex );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tcomputeBoundingSphere() {\\n\\n\\t\\tconst geometry = this.geometry;\\n\\n\\t\\tif ( this.boundingSphere === null ) {\\n\\n\\t\\t\\tthis.boundingSphere = new Sphere();\\n\\n\\t\\t}\\n\\n\\t\\tthis.boundingSphere.makeEmpty();\\n\\n\\t\\tconst positionAttribute = geometry.getAttribute( 'position' );\\n\\n\\t\\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\\n\\n\\t\\t\\tthis.getVertexPosition( i, _vertex );\\n\\t\\t\\tthis.boundingSphere.expandByPoint( _vertex );\\n\\n\\t\\t}\\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\\tif ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();\\n\\t\\tif ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\traycast( raycaster, intersects ) {\\n\\n\\t\\tconst material = this.material;\\n\\t\\tconst matrixWorld = this.matrixWorld;\\n\\n\\t\\tif ( material === undefined ) return;\\n\\n\\t\\t// test with bounding sphere in world space\\n\\n\\t\\tif ( this.boundingSphere === null ) this.computeBoundingSphere();\\n\\n\\t\\t_sphere$4.copy( this.boundingSphere );\\n\\t\\t_sphere$4.applyMatrix4( matrixWorld );\\n\\n\\t\\tif ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;\\n\\n\\t\\t// convert ray to local space of skinned mesh\\n\\n\\t\\t_inverseMatrix$2.copy( matrixWorld ).invert();\\n\\t\\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\\n\\n\\t\\t// test with bounding box in local space\\n\\n\\t\\tif ( this.boundingBox !== null ) {\\n\\n\\t\\t\\tif ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;\\n\\n\\t\\t}\\n\\n\\t\\t// test for intersections with geometry\\n\\n\\t\\tthis._computeIntersections( raycaster, intersects, _ray$2 );\\n\\n\\t}\\n\\n\\tgetVertexPosition( index, target ) {\\n\\n\\t\\tsuper.getVertexPosition( index, target );\\n\\n\\t\\tthis.applyBoneTransform( index, target );\\n\\n\\t\\treturn target;\\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 === AttachedBindMode ) {\\n\\n\\t\\t\\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\\n\\n\\t\\t} else if ( this.bindMode === DetachedBindMode ) {\\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\\tapplyBoneTransform( index, vector ) {\\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( vector ).applyMatrix4( this.bindMatrix );\\n\\n\\t\\tvector.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_matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\\n\\n\\t\\t\\t\\tvector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn vector.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, colorSpace ) {\\n\\n\\t\\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\\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$1 = /*@__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\\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$1;\\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 = Math.ceil( size / 4 ) * 4;\\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\\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: 4.6,\\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\\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 _box3 = /*@__PURE__*/ new Box3();\\nconst _identity = /*@__PURE__*/ new Matrix4();\\nconst _mesh$1 = /*@__PURE__*/ new Mesh();\\nconst _sphere$3 = /*@__PURE__*/ new Sphere();\\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.boundingBox = null;\\n\\t\\tthis.boundingSphere = null;\\n\\n\\t\\tfor ( let i = 0; i < count; i ++ ) {\\n\\n\\t\\t\\tthis.setMatrixAt( i, _identity );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tcomputeBoundingBox() {\\n\\n\\t\\tconst geometry = this.geometry;\\n\\t\\tconst count = this.count;\\n\\n\\t\\tif ( this.boundingBox === null ) {\\n\\n\\t\\t\\tthis.boundingBox = new Box3();\\n\\n\\t\\t}\\n\\n\\t\\tif ( geometry.boundingBox === null ) {\\n\\n\\t\\t\\tgeometry.computeBoundingBox();\\n\\n\\t\\t}\\n\\n\\t\\tthis.boundingBox.makeEmpty();\\n\\n\\t\\tfor ( let i = 0; i < count; i ++ ) {\\n\\n\\t\\t\\tthis.getMatrixAt( i, _instanceLocalMatrix );\\n\\n\\t\\t\\t_box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );\\n\\n\\t\\t\\tthis.boundingBox.union( _box3 );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tcomputeBoundingSphere() {\\n\\n\\t\\tconst geometry = this.geometry;\\n\\t\\tconst count = this.count;\\n\\n\\t\\tif ( this.boundingSphere === null ) {\\n\\n\\t\\t\\tthis.boundingSphere = new Sphere();\\n\\n\\t\\t}\\n\\n\\t\\tif ( geometry.boundingSphere === null ) {\\n\\n\\t\\t\\tgeometry.computeBoundingSphere();\\n\\n\\t\\t}\\n\\n\\t\\tthis.boundingSphere.makeEmpty();\\n\\n\\t\\tfor ( let i = 0; i < count; i ++ ) {\\n\\n\\t\\t\\tthis.getMatrixAt( i, _instanceLocalMatrix );\\n\\n\\t\\t\\t_sphere$3.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );\\n\\n\\t\\t\\tthis.boundingSphere.union( _sphere$3 );\\n\\n\\t\\t}\\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\\tif ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();\\n\\t\\tif ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();\\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$1.geometry = this.geometry;\\n\\t\\t_mesh$1.material = this.material;\\n\\n\\t\\tif ( _mesh$1.material === undefined ) return;\\n\\n\\t\\t// test with bounding sphere first\\n\\n\\t\\tif ( this.boundingSphere === null ) this.computeBoundingSphere();\\n\\n\\t\\t_sphere$3.copy( this.boundingSphere );\\n\\t\\t_sphere$3.applyMatrix4( matrixWorld );\\n\\n\\t\\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\\n\\n\\t\\t// now test each instance\\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$1.matrixWorld = _instanceWorldMatrix;\\n\\n\\t\\t\\t_mesh$1.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\\nfunction sortOpaque( a, b ) {\\n\\n\\treturn a.z - b.z;\\n\\n}\\n\\nfunction sortTransparent( a, b ) {\\n\\n\\treturn b.z - a.z;\\n\\n}\\n\\nclass MultiDrawRenderList {\\n\\n\\tconstructor() {\\n\\n\\t\\tthis.index = 0;\\n\\t\\tthis.pool = [];\\n\\t\\tthis.list = [];\\n\\n\\t}\\n\\n\\tpush( drawRange, z ) {\\n\\n\\t\\tconst pool = this.pool;\\n\\t\\tconst list = this.list;\\n\\t\\tif ( this.index >= pool.length ) {\\n\\n\\t\\t\\tpool.push( {\\n\\n\\t\\t\\t\\tstart: - 1,\\n\\t\\t\\t\\tcount: - 1,\\n\\t\\t\\t\\tz: - 1,\\n\\n\\t\\t\\t} );\\n\\n\\t\\t}\\n\\n\\t\\tconst item = pool[ this.index ];\\n\\t\\tlist.push( item );\\n\\t\\tthis.index ++;\\n\\n\\t\\titem.start = drawRange.start;\\n\\t\\titem.count = drawRange.count;\\n\\t\\titem.z = z;\\n\\n\\t}\\n\\n\\treset() {\\n\\n\\t\\tthis.list.length = 0;\\n\\t\\tthis.index = 0;\\n\\n\\t}\\n\\n}\\n\\nconst ID_ATTR_NAME = 'batchId';\\nconst _matrix = /*@__PURE__*/ new Matrix4();\\nconst _invMatrixWorld = /*@__PURE__*/ new Matrix4();\\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\\nconst _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();\\nconst _frustum = /*@__PURE__*/ new Frustum();\\nconst _box$1 = /*@__PURE__*/ new Box3();\\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\\nconst _vector$5 = /*@__PURE__*/ new Vector3();\\nconst _renderList = /*@__PURE__*/ new MultiDrawRenderList();\\nconst _mesh = /*@__PURE__*/ new Mesh();\\nconst _batchIntersects = [];\\n\\n// @TODO: SkinnedMesh support?\\n// @TODO: geometry.groups support?\\n// @TODO: geometry.drawRange support?\\n// @TODO: geometry.morphAttributes support?\\n// @TODO: Support uniform parameter per geometry\\n// @TODO: Add an \\\"optimize\\\" function to pack geometry and remove data gaps\\n\\n// copies data from attribute \\\"src\\\" into \\\"target\\\" starting at \\\"targetOffset\\\"\\nfunction copyAttributeData( src, target, targetOffset = 0 ) {\\n\\n\\tconst itemSize = target.itemSize;\\n\\tif ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {\\n\\n\\t\\t// use the component getters and setters if the array data cannot\\n\\t\\t// be copied directly\\n\\t\\tconst vertexCount = src.count;\\n\\t\\tfor ( let i = 0; i < vertexCount; i ++ ) {\\n\\n\\t\\t\\tfor ( let c = 0; c < itemSize; c ++ ) {\\n\\n\\t\\t\\t\\ttarget.setComponent( i + targetOffset, c, src.getComponent( i, c ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t} else {\\n\\n\\t\\t// faster copy approach using typed array set function\\n\\t\\ttarget.array.set( src.array, targetOffset * itemSize );\\n\\n\\t}\\n\\n\\ttarget.needsUpdate = true;\\n\\n}\\n\\nclass BatchedMesh extends Mesh {\\n\\n\\tget maxGeometryCount() {\\n\\n\\t\\treturn this._maxGeometryCount;\\n\\n\\t}\\n\\n\\tconstructor( maxGeometryCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {\\n\\n\\t\\tsuper( new BufferGeometry(), material );\\n\\n\\t\\tthis.isBatchedMesh = true;\\n\\t\\tthis.perObjectFrustumCulled = true;\\n\\t\\tthis.sortObjects = true;\\n\\t\\tthis.boundingBox = null;\\n\\t\\tthis.boundingSphere = null;\\n\\t\\tthis.customSort = null;\\n\\n\\t\\tthis._drawRanges = [];\\n\\t\\tthis._reservedRanges = [];\\n\\n\\t\\tthis._visibility = [];\\n\\t\\tthis._active = [];\\n\\t\\tthis._bounds = [];\\n\\n\\t\\tthis._maxGeometryCount = maxGeometryCount;\\n\\t\\tthis._maxVertexCount = maxVertexCount;\\n\\t\\tthis._maxIndexCount = maxIndexCount;\\n\\n\\t\\tthis._geometryInitialized = false;\\n\\t\\tthis._geometryCount = 0;\\n\\t\\tthis._multiDrawCounts = new Int32Array( maxGeometryCount );\\n\\t\\tthis._multiDrawStarts = new Int32Array( maxGeometryCount );\\n\\t\\tthis._multiDrawCount = 0;\\n\\t\\tthis._visibilityChanged = true;\\n\\n\\t\\t// Local matrix per geometry by using data texture\\n\\t\\tthis._matricesTexture = null;\\n\\n\\t\\tthis._initMatricesTexture();\\n\\n\\t}\\n\\n\\t_initMatricesTexture() {\\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 matrices * 4 pixels =  (8 * 8)\\n\\t\\t//       16x16 pixel texture max   64 matrices * 4 pixels = (16 * 16)\\n\\t\\t//       32x32 pixel texture max  256 matrices * 4 pixels = (32 * 32)\\n\\t\\t//       64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\\n\\n\\t\\tlet size = Math.sqrt( this._maxGeometryCount * 4 ); // 4 pixels needed for 1 matrix\\n\\t\\tsize = Math.ceil( size / 4 ) * 4;\\n\\t\\tsize = Math.max( size, 4 );\\n\\n\\t\\tconst matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\\n\\t\\tconst matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );\\n\\n\\t\\tthis._matricesTexture = matricesTexture;\\n\\n\\t}\\n\\n\\t_initializeGeometry( reference ) {\\n\\n\\t\\tconst geometry = this.geometry;\\n\\t\\tconst maxVertexCount = this._maxVertexCount;\\n\\t\\tconst maxGeometryCount = this._maxGeometryCount;\\n\\t\\tconst maxIndexCount = this._maxIndexCount;\\n\\t\\tif ( this._geometryInitialized === false ) {\\n\\n\\t\\t\\tfor ( const attributeName in reference.attributes ) {\\n\\n\\t\\t\\t\\tconst srcAttribute = reference.getAttribute( attributeName );\\n\\t\\t\\t\\tconst { array, itemSize, normalized } = srcAttribute;\\n\\n\\t\\t\\t\\tconst dstArray = new array.constructor( maxVertexCount * itemSize );\\n\\t\\t\\t\\tconst dstAttribute = new srcAttribute.constructor( dstArray, itemSize, normalized );\\n\\t\\t\\t\\tdstAttribute.setUsage( srcAttribute.usage );\\n\\n\\t\\t\\t\\tgeometry.setAttribute( attributeName, dstAttribute );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( reference.getIndex() !== null ) {\\n\\n\\t\\t\\t\\tconst indexArray = maxVertexCount > 65536\\n\\t\\t\\t\\t\\t? new Uint32Array( maxIndexCount )\\n\\t\\t\\t\\t\\t: new Uint16Array( maxIndexCount );\\n\\n\\t\\t\\t\\tgeometry.setIndex( new BufferAttribute( indexArray, 1 ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst idArray = maxGeometryCount > 65536\\n\\t\\t\\t\\t? new Uint32Array( maxVertexCount )\\n\\t\\t\\t\\t: new Uint16Array( maxVertexCount );\\n\\t\\t\\tgeometry.setAttribute( ID_ATTR_NAME, new BufferAttribute( idArray, 1 ) );\\n\\n\\t\\t\\tthis._geometryInitialized = true;\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t// Make sure the geometry is compatible with the existing combined geometry atributes\\n\\t_validateGeometry( geometry ) {\\n\\n\\t\\t// check that the geometry doesn't have a version of our reserved id attribute\\n\\t\\tif ( geometry.getAttribute( ID_ATTR_NAME ) ) {\\n\\n\\t\\t\\tthrow new Error( `BatchedMesh: Geometry cannot use attribute \\\"${ ID_ATTR_NAME }\\\"` );\\n\\n\\t\\t}\\n\\n\\t\\t// check to ensure the geometries are using consistent attributes and indices\\n\\t\\tconst batchGeometry = this.geometry;\\n\\t\\tif ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {\\n\\n\\t\\t\\tthrow new Error( 'BatchedMesh: All geometries must consistently have \\\"index\\\".' );\\n\\n\\t\\t}\\n\\n\\t\\tfor ( const attributeName in batchGeometry.attributes ) {\\n\\n\\t\\t\\tif ( attributeName === ID_ATTR_NAME ) {\\n\\n\\t\\t\\t\\tcontinue;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( ! geometry.hasAttribute( attributeName ) ) {\\n\\n\\t\\t\\t\\tthrow new Error( `BatchedMesh: Added geometry missing \\\"${ attributeName }\\\". All geometries must have consistent attributes.` );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst srcAttribute = geometry.getAttribute( attributeName );\\n\\t\\t\\tconst dstAttribute = batchGeometry.getAttribute( attributeName );\\n\\t\\t\\tif ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {\\n\\n\\t\\t\\t\\tthrow new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tsetCustomSort( func ) {\\n\\n\\t\\tthis.customSort = func;\\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 geometryCount = this._geometryCount;\\n\\t\\tconst boundingBox = this.boundingBox;\\n\\t\\tconst active = this._active;\\n\\n\\t\\tboundingBox.makeEmpty();\\n\\t\\tfor ( let i = 0; i < geometryCount; i ++ ) {\\n\\n\\t\\t\\tif ( active[ i ] === false ) continue;\\n\\n\\t\\t\\tthis.getMatrixAt( i, _matrix );\\n\\t\\t\\tthis.getBoundingBoxAt( i, _box$1 ).applyMatrix4( _matrix );\\n\\t\\t\\tboundingBox.union( _box$1 );\\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 geometryCount = this._geometryCount;\\n\\t\\tconst boundingSphere = this.boundingSphere;\\n\\t\\tconst active = this._active;\\n\\n\\t\\tboundingSphere.makeEmpty();\\n\\t\\tfor ( let i = 0; i < geometryCount; i ++ ) {\\n\\n\\t\\t\\tif ( active[ i ] === false ) continue;\\n\\n\\t\\t\\tthis.getMatrixAt( i, _matrix );\\n\\t\\t\\tthis.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix );\\n\\t\\t\\tboundingSphere.union( _sphere$2 );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\taddGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {\\n\\n\\t\\tthis._initializeGeometry( geometry );\\n\\n\\t\\tthis._validateGeometry( geometry );\\n\\n\\t\\t// ensure we're not over geometry\\n\\t\\tif ( this._geometryCount >= this._maxGeometryCount ) {\\n\\n\\t\\t\\tthrow new Error( 'BatchedMesh: Maximum geometry count reached.' );\\n\\n\\t\\t}\\n\\n\\t\\t// get the necessary range fo the geometry\\n\\t\\tconst reservedRange = {\\n\\t\\t\\tvertexStart: - 1,\\n\\t\\t\\tvertexCount: - 1,\\n\\t\\t\\tindexStart: - 1,\\n\\t\\t\\tindexCount: - 1,\\n\\t\\t};\\n\\n\\t\\tlet lastRange = null;\\n\\t\\tconst reservedRanges = this._reservedRanges;\\n\\t\\tconst drawRanges = this._drawRanges;\\n\\t\\tconst bounds = this._bounds;\\n\\t\\tif ( this._geometryCount !== 0 ) {\\n\\n\\t\\t\\tlastRange = reservedRanges[ reservedRanges.length - 1 ];\\n\\n\\t\\t}\\n\\n\\t\\tif ( vertexCount === - 1 ) {\\n\\n\\t\\t\\treservedRange.vertexCount = geometry.getAttribute( 'position' ).count;\\n\\n\\t\\t} else {\\n\\n\\t\\t\\treservedRange.vertexCount = vertexCount;\\n\\n\\t\\t}\\n\\n\\t\\tif ( lastRange === null ) {\\n\\n\\t\\t\\treservedRange.vertexStart = 0;\\n\\n\\t\\t} else {\\n\\n\\t\\t\\treservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;\\n\\n\\t\\t}\\n\\n\\t\\tconst index = geometry.getIndex();\\n\\t\\tconst hasIndex = index !== null;\\n\\t\\tif ( hasIndex ) {\\n\\n\\t\\t\\tif ( indexCount\\t=== - 1 ) {\\n\\n\\t\\t\\t\\treservedRange.indexCount = index.count;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\treservedRange.indexCount = indexCount;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( lastRange === null ) {\\n\\n\\t\\t\\t\\treservedRange.indexStart = 0;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\treservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tif (\\n\\t\\t\\treservedRange.indexStart !== - 1 &&\\n\\t\\t\\treservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||\\n\\t\\t\\treservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount\\n\\t\\t) {\\n\\n\\t\\t\\tthrow new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );\\n\\n\\t\\t}\\n\\n\\t\\tconst visibility = this._visibility;\\n\\t\\tconst active = this._active;\\n\\t\\tconst matricesTexture = this._matricesTexture;\\n\\t\\tconst matricesArray = this._matricesTexture.image.data;\\n\\n\\t\\t// push new visibility states\\n\\t\\tvisibility.push( true );\\n\\t\\tactive.push( true );\\n\\n\\t\\t// update id\\n\\t\\tconst geometryId = this._geometryCount;\\n\\t\\tthis._geometryCount ++;\\n\\n\\t\\t// initialize matrix information\\n\\t\\t_identityMatrix.toArray( matricesArray, geometryId * 16 );\\n\\t\\tmatricesTexture.needsUpdate = true;\\n\\n\\t\\t// add the reserved range and draw range objects\\n\\t\\treservedRanges.push( reservedRange );\\n\\t\\tdrawRanges.push( {\\n\\t\\t\\tstart: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,\\n\\t\\t\\tcount: - 1\\n\\t\\t} );\\n\\t\\tbounds.push( {\\n\\t\\t\\tboxInitialized: false,\\n\\t\\t\\tbox: new Box3(),\\n\\n\\t\\t\\tsphereInitialized: false,\\n\\t\\t\\tsphere: new Sphere()\\n\\t\\t} );\\n\\n\\t\\t// set the id for the geometry\\n\\t\\tconst idAttribute = this.geometry.getAttribute( ID_ATTR_NAME );\\n\\t\\tfor ( let i = 0; i < reservedRange.vertexCount; i ++ ) {\\n\\n\\t\\t\\tidAttribute.setX( reservedRange.vertexStart + i, geometryId );\\n\\n\\t\\t}\\n\\n\\t\\tidAttribute.needsUpdate = true;\\n\\n\\t\\t// update the geometry\\n\\t\\tthis.setGeometryAt( geometryId, geometry );\\n\\n\\t\\treturn geometryId;\\n\\n\\t}\\n\\n\\tsetGeometryAt( id, geometry ) {\\n\\n\\t\\tif ( id >= this._geometryCount ) {\\n\\n\\t\\t\\tthrow new Error( 'BatchedMesh: Maximum geometry count reached.' );\\n\\n\\t\\t}\\n\\n\\t\\tthis._validateGeometry( geometry );\\n\\n\\t\\tconst batchGeometry = this.geometry;\\n\\t\\tconst hasIndex = batchGeometry.getIndex() !== null;\\n\\t\\tconst dstIndex = batchGeometry.getIndex();\\n\\t\\tconst srcIndex = geometry.getIndex();\\n\\t\\tconst reservedRange = this._reservedRanges[ id ];\\n\\t\\tif (\\n\\t\\t\\thasIndex &&\\n\\t\\t\\tsrcIndex.count > reservedRange.indexCount ||\\n\\t\\t\\tgeometry.attributes.position.count > reservedRange.vertexCount\\n\\t\\t) {\\n\\n\\t\\t\\tthrow new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );\\n\\n\\t\\t}\\n\\n\\t\\t// copy geometry over\\n\\t\\tconst vertexStart = reservedRange.vertexStart;\\n\\t\\tconst vertexCount = reservedRange.vertexCount;\\n\\t\\tfor ( const attributeName in batchGeometry.attributes ) {\\n\\n\\t\\t\\tif ( attributeName === ID_ATTR_NAME ) {\\n\\n\\t\\t\\t\\tcontinue;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// copy attribute data\\n\\t\\t\\tconst srcAttribute = geometry.getAttribute( attributeName );\\n\\t\\t\\tconst dstAttribute = batchGeometry.getAttribute( attributeName );\\n\\t\\t\\tcopyAttributeData( srcAttribute, dstAttribute, vertexStart );\\n\\n\\t\\t\\t// fill the rest in with zeroes\\n\\t\\t\\tconst itemSize = srcAttribute.itemSize;\\n\\t\\t\\tfor ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst index = vertexStart + i;\\n\\t\\t\\t\\tfor ( let c = 0; c < itemSize; c ++ ) {\\n\\n\\t\\t\\t\\t\\tdstAttribute.setComponent( index, c, 0 );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tdstAttribute.needsUpdate = true;\\n\\n\\t\\t}\\n\\n\\t\\t// copy index\\n\\t\\tif ( hasIndex ) {\\n\\n\\t\\t\\tconst indexStart = reservedRange.indexStart;\\n\\n\\t\\t\\t// copy index data over\\n\\t\\t\\tfor ( let i = 0; i < srcIndex.count; i ++ ) {\\n\\n\\t\\t\\t\\tdstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// fill the rest in with zeroes\\n\\t\\t\\tfor ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tdstIndex.setX( indexStart + i, vertexStart );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tdstIndex.needsUpdate = true;\\n\\n\\t\\t}\\n\\n\\t\\t// store the bounding boxes\\n\\t\\tconst bound = this._bounds[ id ];\\n\\t\\tif ( geometry.boundingBox !== null ) {\\n\\n\\t\\t\\tbound.box.copy( geometry.boundingBox );\\n\\t\\t\\tbound.boxInitialized = true;\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tbound.boxInitialized = false;\\n\\n\\t\\t}\\n\\n\\t\\tif ( geometry.boundingSphere !== null ) {\\n\\n\\t\\t\\tbound.sphere.copy( geometry.boundingSphere );\\n\\t\\t\\tbound.sphereInitialized = true;\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tbound.sphereInitialized = false;\\n\\n\\t\\t}\\n\\n\\t\\t// set drawRange count\\n\\t\\tconst drawRange = this._drawRanges[ id ];\\n\\t\\tconst posAttr = geometry.getAttribute( 'position' );\\n\\t\\tdrawRange.count = hasIndex ? srcIndex.count : posAttr.count;\\n\\t\\tthis._visibilityChanged = true;\\n\\n\\t\\treturn id;\\n\\n\\t}\\n\\n\\tdeleteGeometry( geometryId ) {\\n\\n\\t\\t// Note: User needs to call optimize() afterward to pack the data.\\n\\n\\t\\tconst active = this._active;\\n\\t\\tif ( geometryId >= active.length || active[ geometryId ] === false ) {\\n\\n\\t\\t\\treturn this;\\n\\n\\t\\t}\\n\\n\\t\\tactive[ geometryId ] = false;\\n\\t\\tthis._visibilityChanged = true;\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\t// get bounding box and compute it if it doesn't exist\\n\\tgetBoundingBoxAt( id, target ) {\\n\\n\\t\\tconst active = this._active;\\n\\t\\tif ( active[ id ] === false ) {\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\t// compute bounding box\\n\\t\\tconst bound = this._bounds[ id ];\\n\\t\\tconst box = bound.box;\\n\\t\\tconst geometry = this.geometry;\\n\\t\\tif ( bound.boxInitialized === false ) {\\n\\n\\t\\t\\tbox.makeEmpty();\\n\\n\\t\\t\\tconst index = geometry.index;\\n\\t\\t\\tconst position = geometry.attributes.position;\\n\\t\\t\\tconst drawRange = this._drawRanges[ id ];\\n\\t\\t\\tfor ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tlet iv = i;\\n\\t\\t\\t\\tif ( index ) {\\n\\n\\t\\t\\t\\t\\tiv = index.getX( iv );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tbox.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tbound.boxInitialized = true;\\n\\n\\t\\t}\\n\\n\\t\\ttarget.copy( box );\\n\\t\\treturn target;\\n\\n\\t}\\n\\n\\t// get bounding sphere and compute it if it doesn't exist\\n\\tgetBoundingSphereAt( id, target ) {\\n\\n\\t\\tconst active = this._active;\\n\\t\\tif ( active[ id ] === false ) {\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\t// compute bounding sphere\\n\\t\\tconst bound = this._bounds[ id ];\\n\\t\\tconst sphere = bound.sphere;\\n\\t\\tconst geometry = this.geometry;\\n\\t\\tif ( bound.sphereInitialized === false ) {\\n\\n\\t\\t\\tsphere.makeEmpty();\\n\\n\\t\\t\\tthis.getBoundingBoxAt( id, _box$1 );\\n\\t\\t\\t_box$1.getCenter( sphere.center );\\n\\n\\t\\t\\tconst index = geometry.index;\\n\\t\\t\\tconst position = geometry.attributes.position;\\n\\t\\t\\tconst drawRange = this._drawRanges[ id ];\\n\\n\\t\\t\\tlet maxRadiusSq = 0;\\n\\t\\t\\tfor ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tlet iv = i;\\n\\t\\t\\t\\tif ( index ) {\\n\\n\\t\\t\\t\\t\\tiv = index.getX( iv );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t_vector$5.fromBufferAttribute( position, iv );\\n\\t\\t\\t\\tmaxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tsphere.radius = Math.sqrt( maxRadiusSq );\\n\\t\\t\\tbound.sphereInitialized = true;\\n\\n\\t\\t}\\n\\n\\t\\ttarget.copy( sphere );\\n\\t\\treturn target;\\n\\n\\t}\\n\\n\\tsetMatrixAt( geometryId, matrix ) {\\n\\n\\t\\t// @TODO: Map geometryId to index of the arrays because\\n\\t\\t//        optimize() can make geometryId mismatch the index\\n\\n\\t\\tconst active = this._active;\\n\\t\\tconst matricesTexture = this._matricesTexture;\\n\\t\\tconst matricesArray = this._matricesTexture.image.data;\\n\\t\\tconst geometryCount = this._geometryCount;\\n\\t\\tif ( geometryId >= geometryCount || active[ geometryId ] === false ) {\\n\\n\\t\\t\\treturn this;\\n\\n\\t\\t}\\n\\n\\t\\tmatrix.toArray( matricesArray, geometryId * 16 );\\n\\t\\tmatricesTexture.needsUpdate = true;\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tgetMatrixAt( geometryId, matrix ) {\\n\\n\\t\\tconst active = this._active;\\n\\t\\tconst matricesArray = this._matricesTexture.image.data;\\n\\t\\tconst geometryCount = this._geometryCount;\\n\\t\\tif ( geometryId >= geometryCount || active[ geometryId ] === false ) {\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\treturn matrix.fromArray( matricesArray, geometryId * 16 );\\n\\n\\t}\\n\\n\\tsetVisibleAt( geometryId, value ) {\\n\\n\\t\\tconst visibility = this._visibility;\\n\\t\\tconst active = this._active;\\n\\t\\tconst geometryCount = this._geometryCount;\\n\\n\\t\\t// if the geometry is out of range, not active, or visibility state\\n\\t\\t// does not change then return early\\n\\t\\tif (\\n\\t\\t\\tgeometryId >= geometryCount ||\\n\\t\\t\\tactive[ geometryId ] === false ||\\n\\t\\t\\tvisibility[ geometryId ] === value\\n\\t\\t) {\\n\\n\\t\\t\\treturn this;\\n\\n\\t\\t}\\n\\n\\t\\tvisibility[ geometryId ] = value;\\n\\t\\tthis._visibilityChanged = true;\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tgetVisibleAt( geometryId ) {\\n\\n\\t\\tconst visibility = this._visibility;\\n\\t\\tconst active = this._active;\\n\\t\\tconst geometryCount = this._geometryCount;\\n\\n\\t\\t// return early if the geometry is out of range or not active\\n\\t\\tif ( geometryId >= geometryCount || active[ geometryId ] === false ) {\\n\\n\\t\\t\\treturn false;\\n\\n\\t\\t}\\n\\n\\t\\treturn visibility[ geometryId ];\\n\\n\\t}\\n\\n\\traycast( raycaster, intersects ) {\\n\\n\\t\\tconst visibility = this._visibility;\\n\\t\\tconst active = this._active;\\n\\t\\tconst drawRanges = this._drawRanges;\\n\\t\\tconst geometryCount = this._geometryCount;\\n\\t\\tconst matrixWorld = this.matrixWorld;\\n\\t\\tconst batchGeometry = this.geometry;\\n\\n\\t\\t// iterate over each geometry\\n\\t\\t_mesh.material = this.material;\\n\\t\\t_mesh.geometry.index = batchGeometry.index;\\n\\t\\t_mesh.geometry.attributes = batchGeometry.attributes;\\n\\t\\tif ( _mesh.geometry.boundingBox === null ) {\\n\\n\\t\\t\\t_mesh.geometry.boundingBox = new Box3();\\n\\n\\t\\t}\\n\\n\\t\\tif ( _mesh.geometry.boundingSphere === null ) {\\n\\n\\t\\t\\t_mesh.geometry.boundingSphere = new Sphere();\\n\\n\\t\\t}\\n\\n\\t\\tfor ( let i = 0; i < geometryCount; i ++ ) {\\n\\n\\t\\t\\tif ( ! visibility[ i ] || ! active[ i ] ) {\\n\\n\\t\\t\\t\\tcontinue;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst drawRange = drawRanges[ i ];\\n\\t\\t\\t_mesh.geometry.setDrawRange( drawRange.start, drawRange.count );\\n\\n\\t\\t\\t// ge the intersects\\n\\t\\t\\tthis.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );\\n\\t\\t\\tthis.getBoundingBoxAt( i, _mesh.geometry.boundingBox );\\n\\t\\t\\tthis.getBoundingSphereAt( i, _mesh.geometry.boundingSphere );\\n\\t\\t\\t_mesh.raycast( raycaster, _batchIntersects );\\n\\n\\t\\t\\t// add batch id to the intersects\\n\\t\\t\\tfor ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {\\n\\n\\t\\t\\t\\tconst intersect = _batchIntersects[ j ];\\n\\t\\t\\t\\tintersect.object = this;\\n\\t\\t\\t\\tintersect.batchId = i;\\n\\t\\t\\t\\tintersects.push( intersect );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t_batchIntersects.length = 0;\\n\\n\\t\\t}\\n\\n\\t\\t_mesh.material = null;\\n\\t\\t_mesh.geometry.index = null;\\n\\t\\t_mesh.geometry.attributes = {};\\n\\t\\t_mesh.geometry.setDrawRange( 0, Infinity );\\n\\n\\t}\\n\\n\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.geometry = source.geometry.clone();\\n\\t\\tthis.perObjectFrustumCulled = source.perObjectFrustumCulled;\\n\\t\\tthis.sortObjects = source.sortObjects;\\n\\t\\tthis.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;\\n\\t\\tthis.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;\\n\\n\\t\\tthis._drawRanges = source._drawRanges.map( range => ( { ...range } ) );\\n\\t\\tthis._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );\\n\\n\\t\\tthis._visibility = source._visibility.slice();\\n\\t\\tthis._active = source._active.slice();\\n\\t\\tthis._bounds = source._bounds.map( bound => ( {\\n\\t\\t\\tboxInitialized: bound.boxInitialized,\\n\\t\\t\\tbox: bound.box.clone(),\\n\\n\\t\\t\\tsphereInitialized: bound.sphereInitialized,\\n\\t\\t\\tsphere: bound.sphere.clone()\\n\\t\\t} ) );\\n\\n\\t\\tthis._maxGeometryCount = source._maxGeometryCount;\\n\\t\\tthis._maxVertexCount = source._maxVertexCount;\\n\\t\\tthis._maxIndexCount = source._maxIndexCount;\\n\\n\\t\\tthis._geometryInitialized = source._geometryInitialized;\\n\\t\\tthis._geometryCount = source._geometryCount;\\n\\t\\tthis._multiDrawCounts = source._multiDrawCounts.slice();\\n\\t\\tthis._multiDrawStarts = source._multiDrawStarts.slice();\\n\\n\\t\\tthis._matricesTexture = source._matricesTexture.clone();\\n\\t\\tthis._matricesTexture.image.data = this._matricesTexture.image.slice();\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tdispose() {\\n\\n\\t\\t// Assuming the geometry is not shared with other meshes\\n\\t\\tthis.geometry.dispose();\\n\\n\\t\\tthis._matricesTexture.dispose();\\n\\t\\tthis._matricesTexture = null;\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tonBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {\\n\\n\\t\\t// if visibility has not changed and frustum culling and object sorting is not required\\n\\t\\t// then skip iterating over all items\\n\\t\\tif ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {\\n\\n\\t\\t\\treturn;\\n\\n\\t\\t}\\n\\n\\t\\t// the indexed version of the multi draw function requires specifying the start\\n\\t\\t// offset in bytes.\\n\\t\\tconst index = geometry.getIndex();\\n\\t\\tconst bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;\\n\\n\\t\\tconst active = this._active;\\n\\t\\tconst visibility = this._visibility;\\n\\t\\tconst multiDrawStarts = this._multiDrawStarts;\\n\\t\\tconst multiDrawCounts = this._multiDrawCounts;\\n\\t\\tconst drawRanges = this._drawRanges;\\n\\t\\tconst perObjectFrustumCulled = this.perObjectFrustumCulled;\\n\\n\\t\\t// prepare the frustum in the local frame\\n\\t\\tif ( perObjectFrustumCulled ) {\\n\\n\\t\\t\\t_projScreenMatrix$2\\n\\t\\t\\t\\t.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )\\n\\t\\t\\t\\t.multiply( this.matrixWorld );\\n\\t\\t\\t_frustum.setFromProjectionMatrix(\\n\\t\\t\\t\\t_projScreenMatrix$2,\\n\\t\\t\\t\\trenderer.coordinateSystem\\n\\t\\t\\t);\\n\\n\\t\\t}\\n\\n\\t\\tlet count = 0;\\n\\t\\tif ( this.sortObjects ) {\\n\\n\\t\\t\\t// get the camera position in the local frame\\n\\t\\t\\t_invMatrixWorld.copy( this.matrixWorld ).invert();\\n\\t\\t\\t_vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld );\\n\\n\\t\\t\\tfor ( let i = 0, l = visibility.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tif ( visibility[ i ] && active[ i ] ) {\\n\\n\\t\\t\\t\\t\\t// get the bounds in world space\\n\\t\\t\\t\\t\\tthis.getMatrixAt( i, _matrix );\\n\\t\\t\\t\\t\\tthis.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix );\\n\\n\\t\\t\\t\\t\\t// determine whether the batched geometry is within the frustum\\n\\t\\t\\t\\t\\tlet culled = false;\\n\\t\\t\\t\\t\\tif ( perObjectFrustumCulled ) {\\n\\n\\t\\t\\t\\t\\t\\tculled = ! _frustum.intersectsSphere( _sphere$2 );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( ! culled ) {\\n\\n\\t\\t\\t\\t\\t\\t// get the distance from camera used for sorting\\n\\t\\t\\t\\t\\t\\tconst z = _vector$5.distanceTo( _sphere$2.center );\\n\\t\\t\\t\\t\\t\\t_renderList.push( drawRanges[ i ], z );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// Sort the draw ranges and prep for rendering\\n\\t\\t\\tconst list = _renderList.list;\\n\\t\\t\\tconst customSort = this.customSort;\\n\\t\\t\\tif ( customSort === null ) {\\n\\n\\t\\t\\t\\tlist.sort( material.transparent ? sortTransparent : sortOpaque );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tcustomSort.call( this, list, camera );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tfor ( let i = 0, l = list.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst item = list[ i ];\\n\\t\\t\\t\\tmultiDrawStarts[ count ] = item.start * bytesPerElement;\\n\\t\\t\\t\\tmultiDrawCounts[ count ] = item.count;\\n\\t\\t\\t\\tcount ++;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t_renderList.reset();\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tfor ( let i = 0, l = visibility.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tif ( visibility[ i ] && active[ i ] ) {\\n\\n\\t\\t\\t\\t\\t// determine whether the batched geometry is within the frustum\\n\\t\\t\\t\\t\\tlet culled = false;\\n\\t\\t\\t\\t\\tif ( perObjectFrustumCulled ) {\\n\\n\\t\\t\\t\\t\\t\\t// get the bounds in world space\\n\\t\\t\\t\\t\\t\\tthis.getMatrixAt( i, _matrix );\\n\\t\\t\\t\\t\\t\\tthis.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix );\\n\\t\\t\\t\\t\\t\\tculled = ! _frustum.intersectsSphere( _sphere$2 );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( ! culled ) {\\n\\n\\t\\t\\t\\t\\t\\tconst range = drawRanges[ i ];\\n\\t\\t\\t\\t\\t\\tmultiDrawStarts[ count ] = range.start * bytesPerElement;\\n\\t\\t\\t\\t\\t\\tmultiDrawCounts[ count ] = range.count;\\n\\t\\t\\t\\t\\t\\tcount ++;\\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._multiDrawCount = count;\\n\\t\\tthis._visibilityChanged = false;\\n\\n\\t}\\n\\n\\tonBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {\\n\\n\\t\\tthis.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );\\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.map = null;\\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.map = source.map;\\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 = Array.isArray( source.material ) ? source.material.slice() : 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 = Array.isArray( source.material ) ? source.material.slice() : 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 ) {\\n\\n\\t\\tsuper( { width, height } );\\n\\n\\t\\tthis.isFramebufferTexture = true;\\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, colorSpace ) {\\n\\n\\t\\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\\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 CompressedArrayTexture extends CompressedTexture {\\n\\n\\tconstructor( mipmaps, width, height, depth, format, type ) {\\n\\n\\t\\tsuper( mipmaps, width, height, format, type );\\n\\n\\t\\tthis.isCompressedArrayTexture = true;\\n\\t\\tthis.image.depth = depth;\\n\\t\\tthis.wrapR = ClampToEdgeWrapping;\\n\\n\\t}\\n\\n}\\n\\nclass CompressedCubeTexture extends CompressedTexture {\\n\\n\\tconstructor( images, format, type ) {\\n\\n\\t\\tsuper( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );\\n\\n\\t\\tthis.isCompressedCubeTexture = true;\\n\\t\\tthis.isCubeTexture = true;\\n\\n\\t\\tthis.image = images;\\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: 4.6,\\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 = new Vector2() ) {\\n\\n\\t\\treturn optionalTarget.subVectors( this.v2, this.v1 ).normalize();\\n\\n\\t}\\n\\n\\tgetTangentAt( u, optionalTarget ) {\\n\\n\\t\\treturn this.getTangent( u, optionalTarget );\\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\\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\\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 = new Vector3() ) {\\n\\n\\t\\treturn optionalTarget.subVectors( this.v2, this.v1 ).normalize();\\n\\n\\t}\\n\\n\\tgetTangentAt( u, optionalTarget ) {\\n\\n\\t\\treturn this.getTangent( u, optionalTarget );\\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 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\\tconst lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';\\n\\t\\t\\tthis.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn this;\\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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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\\tlength: 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 = 32, 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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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 = 32, 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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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 = 32, 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 subdivision 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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n}\\n\\nclass Shape extends Path {\\n\\n\\tconstructor( points ) {\\n\\n\\t\\tsuper( points );\\n\\n\\t\\tthis.uuid = 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 (v2.2.4)\\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 ? 32767 / invSize : 0;\\n\\n\\t\\t}\\n\\n\\t\\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );\\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 | 0 );\\n\\t\\t\\ttriangles.push( ear.i / dim | 0 );\\n\\t\\t\\ttriangles.push( next.i / dim | 0 );\\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\\tconst ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\\n\\n\\t// triangle bbox; min & max are calculated like this for speed\\n\\tconst x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),\\n\\t\\ty0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),\\n\\t\\tx1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),\\n\\t\\ty1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );\\n\\n\\tlet p = c.next;\\n\\twhile ( p !== a ) {\\n\\n\\t\\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\\n\\t\\t\\tpointInTriangle( ax, ay, bx, by, cx, cy, 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\\tconst ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\\n\\n\\t// triangle bbox; min & max are calculated like this for speed\\n\\tconst x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),\\n\\t\\ty0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),\\n\\t\\tx1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),\\n\\t\\ty1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );\\n\\n\\t// z-order range for the current triangle bbox;\\n\\tconst minZ = zOrder( x0, y0, minX, minY, invSize ),\\n\\t\\tmaxZ = zOrder( x1, y1, 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.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\\n\\t\\t\\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;\\n\\t\\tp = p.prevZ;\\n\\n\\t\\tif ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\\n\\t\\t\\tpointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( 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.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\\n\\t\\t\\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( 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.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\\n\\t\\t\\tpointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( 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 | 0 );\\n\\t\\t\\ttriangles.push( p.i / dim | 0 );\\n\\t\\t\\ttriangles.push( b.i / dim | 0 );\\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, 0 );\\n\\t\\t\\t\\tearcutLinked( c, triangles, dim, minX, minY, invSize, 0 );\\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\\touterNode = eliminateHole( queue[ i ], outerNode );\\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\\tconst bridge = findHoleBridge( hole, outerNode );\\n\\tif ( ! bridge ) {\\n\\n\\t\\treturn outerNode;\\n\\n\\t}\\n\\n\\tconst bridgeReverse = splitPolygon( bridge, hole );\\n\\n\\t// filter collinear points around the cuts\\n\\tfilterPoints( bridgeReverse, bridgeReverse.next );\\n\\treturn filterPoints( bridge, bridge.next );\\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\\t\\tqx = - Infinity,\\n\\t\\tm;\\n\\n\\tconst hx = hole.x, hy = hole.y;\\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\\tm = p.x < p.next.x ? p : p.next;\\n\\t\\t\\t\\tif ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint\\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\\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 === 0 ) 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 = ( x - minX ) * invSize | 0;\\n\\ty = ( y - minY ) * invSize | 0;\\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 ) &&\\n           ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&\\n           ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );\\n\\n}\\n\\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\\nfunction isValidDiagonal( a, b ) {\\n\\n\\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\\n           ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\\n            ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\\n            equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\\n\\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\\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( 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 = 0;\\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\\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 pt.clone().addScaledVector( vec, size );\\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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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 = 32, 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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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// indices\\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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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 = 12, tubularSegments = 48, 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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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\\tcopy( source ) {\\n\\n\\t\\tsuper.copy( source );\\n\\n\\t\\tthis.parameters = Object.assign( {}, source.parameters );\\n\\n\\t\\treturn this;\\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\\tCapsuleGeometry: CapsuleGeometry,\\n\\tCircleGeometry: CircleGeometry,\\n\\tConeGeometry: ConeGeometry,\\n\\tCylinderGeometry: CylinderGeometry,\\n\\tDodecahedronGeometry: DodecahedronGeometry,\\n\\tEdgesGeometry: EdgesGeometry,\\n\\tExtrudeGeometry: ExtrudeGeometry,\\n\\tIcosahedronGeometry: IcosahedronGeometry,\\n\\tLatheGeometry: LatheGeometry,\\n\\tOctahedronGeometry: OctahedronGeometry,\\n\\tPlaneGeometry: PlaneGeometry,\\n\\tPolyhedronGeometry: PolyhedronGeometry,\\n\\tRingGeometry: RingGeometry,\\n\\tShapeGeometry: ShapeGeometry,\\n\\tSphereGeometry: SphereGeometry,\\n\\tTetrahedronGeometry: TetrahedronGeometry,\\n\\tTorusGeometry: TorusGeometry,\\n\\tTorusKnotGeometry: TorusKnotGeometry,\\n\\tTubeGeometry: 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.anisotropyRotation = 0;\\n\\t\\tthis.anisotropyMap = null;\\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 = Infinity;\\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._anisotropy = 0;\\n\\t\\tthis._clearcoat = 0;\\n\\t\\tthis._iridescence = 0;\\n\\t\\tthis._sheen = 0.0;\\n\\t\\tthis._transmission = 0;\\n\\n\\t\\tthis.setValues( parameters );\\n\\n\\t}\\n\\n\\tget anisotropy() {\\n\\n\\t\\treturn this._anisotropy;\\n\\n\\t}\\n\\n\\tset anisotropy( value ) {\\n\\n\\t\\tif ( this._anisotropy > 0 !== value > 0 ) {\\n\\n\\t\\t\\tthis.version ++;\\n\\n\\t\\t}\\n\\n\\t\\tthis._anisotropy = 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 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 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.anisotropy = source.anisotropy;\\n\\t\\tthis.anisotropyRotation = source.anisotropyRotation;\\n\\t\\tthis.anisotropyMap = source.anisotropyMap;\\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.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\\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 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// 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 = referenceTrack.values.slice( 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 = referenceTrack.values.slice( 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 = interpolant.resultBuffer.slice( 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\\nconst AnimationUtils = {\\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 = times.slice( from, to );\\n\\t\\t\\tthis.values = this.values.slice( 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 = this.times.slice(),\\n\\t\\t\\tvalues = this.values.slice(),\\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 = times.slice( 0, writeIndex );\\n\\t\\t\\tthis.values = values.slice( 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 = this.times.slice();\\n\\t\\tconst values = this.values.slice();\\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\\nLoader.DEFAULT_MATERIAL_NAME = '__DEFAULT';\\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\\n\\t\\t\\t\\t\\t// Nginx needs X-File-Size check\\n\\t\\t\\t\\t\\t// https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content\\n\\t\\t\\t\\t\\tconst contentLength = response.headers.get( 'Content-Length' ) || response.headers.get( 'X-File-Size' );\\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\\t\\ttexture.colorSpace = SRGBColorSpace;\\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\\tlet texData;\\n\\n\\t\\t\\ttry {\\n\\n\\t\\t\\t\\ttexData = scope.parse( buffer );\\n\\n\\t\\t\\t} catch ( error ) {\\n\\n\\t\\t\\t\\tif ( onError !== undefined ) {\\n\\n\\t\\t\\t\\t\\tonError( error );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tconsole.error( error );\\n\\t\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\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.colorSpace !== undefined ) {\\n\\n\\t\\t\\t\\ttexture.colorSpace = texData.colorSpace;\\n\\n\\t\\t\\t} else if ( texData.encoding !== undefined ) { // @deprecated, r152\\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.DEFAULT_UP );\\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( _projScreenMatrix$1 );\\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 = 2 ) {\\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.DEFAULT_UP );\\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;\\n\\n\\t\\tthis.map = null;\\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 = 2 ) {\\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;\\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.DEFAULT_UP );\\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.anisotropy !== undefined ) material.anisotropy = json.anisotropy;\\n\\t\\tif ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;\\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.alphaHash !== undefined ) material.alphaHash = json.alphaHash;\\n\\t\\tif ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;\\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\\t\\tif ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;\\n\\t\\tif ( json.blendDst !== undefined ) material.blendDst = json.blendDst;\\n\\t\\tif ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;\\n\\t\\tif ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;\\n\\t\\tif ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;\\n\\t\\tif ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;\\n\\t\\tif ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );\\n\\t\\tif ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;\\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\\t\\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\\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 !== undefined ) 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\\t\\tif ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;\\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\\t\\tif ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;\\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\\tif ( json.lights !== undefined ) material.lights = json.lights;\\n\\t\\tif ( json.clipping !== undefined ) material.clipping = json.clipping;\\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.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );\\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\\ttoJSON() {\\n\\n\\t\\tconst data = super.toJSON();\\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\\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\\tif ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\\\\'t load ' + url ) );\\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\\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 ( 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 ( cache[ data.uuid ] === undefined ) {\\n\\n\\t\\t\\t\\t\\tcache[ data.uuid ] = loader.parse( data );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tmaterials[ data.uuid ] = cache[ data.uuid ];\\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\\t\\t\\t\\tif ( data.channel !== undefined ) texture.channel = data.channel;\\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.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;\\n\\t\\t\\t\\tif ( data.type !== undefined ) texture.type = data.type;\\n\\t\\t\\t\\tif ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;\\n\\t\\t\\t\\tif ( data.encoding !== undefined ) texture.encoding = data.encoding; // @deprecated, r152\\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.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;\\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\\t\\t\\t\\tif ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;\\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\\tif ( data.fog.name !== '' ) {\\n\\n\\t\\t\\t\\t\\t\\tobject.fog.name = data.fog.name;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;\\n\\t\\t\\t\\tif ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;\\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 'BatchedMesh':\\n\\n\\t\\t\\t\\tgeometry = getGeometry( data.geometry );\\n\\t\\t\\t\\tmaterial = getMaterial( data.material );\\n\\n\\t\\t\\t\\tobject = new BatchedMesh( data.maxGeometryCount, data.maxVertexCount, data.maxIndexCount, material );\\n\\t\\t\\t\\tobject.geometry = geometry;\\n\\t\\t\\t\\tobject.perObjectFrustumCulled = data.perObjectFrustumCulled;\\n\\t\\t\\t\\tobject.sortObjects = data.sortObjects;\\n\\n\\t\\t\\t\\tobject._drawRanges = data.drawRanges;\\n\\t\\t\\t\\tobject._reservedRanges = data.reservedRanges;\\n\\n\\t\\t\\t\\tobject._visibility = data.visibility;\\n\\t\\t\\t\\tobject._active = data.active;\\n\\t\\t\\t\\tobject._bounds = data.bounds.map( bound => {\\n\\n\\t\\t\\t\\t\\tconst box = new Box3();\\n\\t\\t\\t\\t\\tbox.min.fromArray( bound.boxMin );\\n\\t\\t\\t\\t\\tbox.max.fromArray( bound.boxMax );\\n\\n\\t\\t\\t\\t\\tconst sphere = new Sphere();\\n\\t\\t\\t\\t\\tsphere.radius = bound.sphereRadius;\\n\\t\\t\\t\\t\\tsphere.center.fromArray( bound.sphereCenter );\\n\\n\\t\\t\\t\\t\\treturn {\\n\\t\\t\\t\\t\\t\\tboxInitialized: bound.boxInitialized,\\n\\t\\t\\t\\t\\t\\tbox: box,\\n\\n\\t\\t\\t\\t\\t\\tsphereInitialized: bound.sphereInitialized,\\n\\t\\t\\t\\t\\t\\tsphere: sphere\\n\\t\\t\\t\\t\\t};\\n\\n\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\tobject._maxGeometryCount = data.maxGeometryCount;\\n\\t\\t\\t\\tobject._maxVertexCount = data.maxVertexCount;\\n\\t\\t\\t\\tobject._maxIndexCount = data.maxIndexCount;\\n\\n\\t\\t\\t\\tobject._geometryInitialized = data.geometryInitialized;\\n\\t\\t\\t\\tobject._geometryCount = data.geometryCount;\\n\\n\\t\\t\\t\\tobject._matricesTexture = getTexture( data.matricesTexture.uuid );\\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.up !== undefined ) object.up.fromArray( data.up );\\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, level.hysteresis );\\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\\t// If cached is a promise, wait for it to resolve\\n\\t\\t\\tif ( cached.then ) {\\n\\n\\t\\t\\t\\tcached.then( imageBitmap => {\\n\\n\\t\\t\\t\\t\\tif ( onLoad ) onLoad( imageBitmap );\\n\\n\\t\\t\\t\\t\\tscope.manager.itemEnd( url );\\n\\n\\t\\t\\t\\t} ).catch( e => {\\n\\n\\t\\t\\t\\t\\tif ( onError ) onError( e );\\n\\n\\t\\t\\t\\t} );\\n\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// If cached is not a promise (i.e., it's already an imageBitmap)\\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\\tconst promise = fetch( 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\\treturn imageBitmap;\\n\\n\\t\\t} ).catch( function ( e ) {\\n\\n\\t\\t\\tif ( onError ) onError( e );\\n\\n\\t\\t\\tCache.remove( url );\\n\\n\\t\\t\\tscope.manager.itemError( url );\\n\\t\\t\\tscope.manager.itemEnd( url );\\n\\n\\t\\t} );\\n\\n\\t\\tCache.add( url, promise );\\n\\t\\tscope.manager.itemStart( url );\\n\\n\\t}\\n\\n}\\n\\nlet _context;\\n\\nclass AudioContext {\\n\\n\\tstatic getContext() {\\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\\tstatic setContext( 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} ).catch( handleError );\\n\\n\\t\\t\\t} catch ( e ) {\\n\\n\\t\\t\\t\\thandleError( e );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}, onProgress, onError );\\n\\n\\t\\tfunction handleError( e ) {\\n\\n\\t\\t\\tif ( onError ) {\\n\\n\\t\\t\\t\\tonError( e );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tconsole.error( e );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tscope.manager.itemError( url );\\n\\n\\t\\t}\\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\\tif ( this.source !== null ) {\\n\\n\\t\\t\\tthis.source.stop();\\n\\t\\t\\tthis.source.onended = null;\\n\\n\\t\\t}\\n\\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._connected === false ) {\\n\\n\\t\\t\\treturn;\\n\\n\\t\\t}\\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.isPlaying === true && this.source.detune !== undefined ) {\\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\\tconnect() {\\n\\n\\t\\tsuper.connect();\\n\\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', 'map' ];\\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 );\\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 );\\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.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );\\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\\tcase 'map':\\n\\n\\t\\t\\t\\t\\tif ( 'map' in targetObject ) {\\n\\n\\t\\t\\t\\t\\t\\ttargetObject = targetObject.map;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t}\\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.map ) {\\n\\n\\t\\t\\t\\t\\t\\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );\\n\\t\\t\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\ttargetObject = targetObject.material.map;\\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\\tdeltaTime = 0;\\n\\n\\t\\t\\t} else {\\n\\n\\n\\t\\t\\t\\tthis._startTime = null; // unschedule\\n\\t\\t\\t\\tdeltaTime = timeDirection * timeRunning;\\n\\n\\t\\t\\t}\\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\\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\\tconst uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];\\n\\n\\t\\t\\tfor ( let j = 0; j < uniforms.length; j ++ ) {\\n\\n\\t\\t\\t\\tthis.uniforms.push( uniforms[ j ].clone() );\\n\\n\\t\\t\\t}\\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.name = '';\\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\\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\\treturn this.clampPoint( point, _vector$4 ).distanceTo( point );\\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\\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\\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\\n\\t\\tthis.matrix = light.matrixWorld;\\n\\t\\tthis.matrixAutoUpdate = false;\\n\\n\\t\\tthis.color = color;\\n\\n\\t\\tthis.type = 'SpotLightHelper';\\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.updateWorldMatrix( true, false );\\n\\t\\tthis.light.target.updateWorldMatrix( true, false );\\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\\tdispose() {\\n\\n\\t\\tthis.geometry.dispose();\\n\\t\\tthis.material.dispose();\\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\\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\\tthis.light.updateWorldMatrix( true, false );\\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\\n\\t\\tthis.matrix = light.matrixWorld;\\n\\t\\tthis.matrixAutoUpdate = false;\\n\\n\\t\\tthis.color = color;\\n\\n\\t\\tthis.type = 'HemisphereLightHelper';\\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\\tthis.light.updateWorldMatrix( true, false );\\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\\tdispose() {\\n\\n\\t\\tthis.geometry.dispose();\\n\\t\\tthis.material.dispose();\\n\\n\\t}\\n\\n}\\n\\nclass PolarGridHelper extends LineSegments {\\n\\n\\tconstructor( radius = 10, sectors = 16, rings = 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 sectors\\n\\n\\t\\tif ( sectors > 1 ) {\\n\\n\\t\\t\\tfor ( let i = 0; i < sectors; i ++ ) {\\n\\n\\t\\t\\t\\tconst v = ( i / sectors ) * ( Math.PI * 2 );\\n\\n\\t\\t\\t\\tconst x = Math.sin( v ) * radius;\\n\\t\\t\\t\\tconst z = Math.cos( v ) * radius;\\n\\n\\t\\t\\t\\tvertices.push( 0, 0, 0 );\\n\\t\\t\\t\\tvertices.push( x, 0, z );\\n\\n\\t\\t\\t\\tconst color = ( i & 1 ) ? color1 : color2;\\n\\n\\t\\t\\t\\tcolors.push( color.r, color.g, color.b );\\n\\t\\t\\t\\tcolors.push( color.r, color.g, color.b );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// create the rings\\n\\n\\t\\tfor ( let i = 0; i < rings; i ++ ) {\\n\\n\\t\\t\\tconst color = ( i & 1 ) ? color1 : color2;\\n\\n\\t\\t\\tconst r = radius - ( radius / rings * 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\\tdispose() {\\n\\n\\t\\tthis.geometry.dispose();\\n\\t\\tthis.material.dispose();\\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\\n\\t\\tthis.matrix = light.matrixWorld;\\n\\t\\tthis.matrixAutoUpdate = false;\\n\\n\\t\\tthis.color = color;\\n\\n\\t\\tthis.type = 'DirectionalLightHelper';\\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\\tthis.light.updateWorldMatrix( true, false );\\n\\t\\tthis.light.target.updateWorldMatrix( true, false );\\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\\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\\tdispose() {\\n\\n\\t\\tthis.geometry.dispose();\\n\\t\\tthis.material.dispose();\\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\\tdispose() {\\n\\n\\t\\tthis.geometry.dispose();\\n\\t\\tthis.material.dispose();\\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\\tdispose() {\\n\\n\\t\\tthis.geometry.dispose();\\n\\t\\tthis.material.dispose();\\n\\t\\tthis.children[ 0 ].geometry.dispose();\\n\\t\\tthis.children[ 0 ].material.dispose();\\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\\tdispose() {\\n\\n\\t\\tthis.line.geometry.dispose();\\n\\t\\tthis.line.material.dispose();\\n\\t\\tthis.cone.geometry.dispose();\\n\\t\\tthis.cone.material.dispose();\\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 ) {\\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\\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\\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\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/build/three.module.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/controls/OrbitControls.js\":\n/*!*******************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/controls/OrbitControls.js ***!\n  \\*******************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   OrbitControls: () => (/* binding */ OrbitControls)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n\\n\\n// OrbitControls performs orbiting, dollying (zooming), and panning.\\n// Unlike TrackballControls, it maintains the \\\"up\\\" direction object.up (+Y by default).\\n//\\n//    Orbit - left mouse / touch: one-finger move\\n//    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\\n//    Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move\\n\\nconst _changeEvent = { type: 'change' };\\nconst _startEvent = { type: 'start' };\\nconst _endEvent = { type: 'end' };\\nconst _ray = new three__WEBPACK_IMPORTED_MODULE_0__.Ray();\\nconst _plane = new three__WEBPACK_IMPORTED_MODULE_0__.Plane();\\nconst TILT_LIMIT = Math.cos( 70 * three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD );\\n\\nclass OrbitControls extends three__WEBPACK_IMPORTED_MODULE_0__.EventDispatcher {\\n\\n\\tconstructor( object, domElement ) {\\n\\n\\t\\tsuper();\\n\\n\\t\\tthis.object = object;\\n\\t\\tthis.domElement = domElement;\\n\\t\\tthis.domElement.style.touchAction = 'none'; // disable touch scroll\\n\\n\\t\\t// Set to false to disable this control\\n\\t\\tthis.enabled = true;\\n\\n\\t\\t// \\\"target\\\" sets the location of focus, where the object orbits around\\n\\t\\tthis.target = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\t// Sets the 3D cursor (similar to Blender), from which the maxTargetRadius takes effect\\n\\t\\tthis.cursor = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\t// How far you can dolly in and out ( PerspectiveCamera only )\\n\\t\\tthis.minDistance = 0;\\n\\t\\tthis.maxDistance = Infinity;\\n\\n\\t\\t// How far you can zoom in and out ( OrthographicCamera only )\\n\\t\\tthis.minZoom = 0;\\n\\t\\tthis.maxZoom = Infinity;\\n\\n\\t\\t// Limit camera target within a spherical area around the cursor\\n\\t\\tthis.minTargetRadius = 0;\\n\\t\\tthis.maxTargetRadius = Infinity;\\n\\n\\t\\t// How far you can orbit vertically, upper and lower limits.\\n\\t\\t// Range is 0 to Math.PI radians.\\n\\t\\tthis.minPolarAngle = 0; // radians\\n\\t\\tthis.maxPolarAngle = Math.PI; // radians\\n\\n\\t\\t// How far you can orbit horizontally, upper and lower limits.\\n\\t\\t// If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )\\n\\t\\tthis.minAzimuthAngle = - Infinity; // radians\\n\\t\\tthis.maxAzimuthAngle = Infinity; // radians\\n\\n\\t\\t// Set to true to enable damping (inertia)\\n\\t\\t// If damping is enabled, you must call controls.update() in your animation loop\\n\\t\\tthis.enableDamping = false;\\n\\t\\tthis.dampingFactor = 0.05;\\n\\n\\t\\t// This option actually enables dollying in and out; left as \\\"zoom\\\" for backwards compatibility.\\n\\t\\t// Set to false to disable zooming\\n\\t\\tthis.enableZoom = true;\\n\\t\\tthis.zoomSpeed = 1.0;\\n\\n\\t\\t// Set to false to disable rotating\\n\\t\\tthis.enableRotate = true;\\n\\t\\tthis.rotateSpeed = 1.0;\\n\\n\\t\\t// Set to false to disable panning\\n\\t\\tthis.enablePan = true;\\n\\t\\tthis.panSpeed = 1.0;\\n\\t\\tthis.screenSpacePanning = true; // if false, pan orthogonal to world-space direction camera.up\\n\\t\\tthis.keyPanSpeed = 7.0;\\t// pixels moved per arrow key push\\n\\t\\tthis.zoomToCursor = false;\\n\\n\\t\\t// Set to true to automatically rotate around the target\\n\\t\\t// If auto-rotate is enabled, you must call controls.update() in your animation loop\\n\\t\\tthis.autoRotate = false;\\n\\t\\tthis.autoRotateSpeed = 2.0; // 30 seconds per orbit when fps is 60\\n\\n\\t\\t// The four arrow keys\\n\\t\\tthis.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' };\\n\\n\\t\\t// Mouse buttons\\n\\t\\tthis.mouseButtons = { LEFT: three__WEBPACK_IMPORTED_MODULE_0__.MOUSE.ROTATE, MIDDLE: three__WEBPACK_IMPORTED_MODULE_0__.MOUSE.DOLLY, RIGHT: three__WEBPACK_IMPORTED_MODULE_0__.MOUSE.PAN };\\n\\n\\t\\t// Touch fingers\\n\\t\\tthis.touches = { ONE: three__WEBPACK_IMPORTED_MODULE_0__.TOUCH.ROTATE, TWO: three__WEBPACK_IMPORTED_MODULE_0__.TOUCH.DOLLY_PAN };\\n\\n\\t\\t// for reset\\n\\t\\tthis.target0 = this.target.clone();\\n\\t\\tthis.position0 = this.object.position.clone();\\n\\t\\tthis.zoom0 = this.object.zoom;\\n\\n\\t\\t// the target DOM element for key events\\n\\t\\tthis._domElementKeyEvents = null;\\n\\n\\t\\t//\\n\\t\\t// public methods\\n\\t\\t//\\n\\n\\t\\tthis.getPolarAngle = function () {\\n\\n\\t\\t\\treturn spherical.phi;\\n\\n\\t\\t};\\n\\n\\t\\tthis.getAzimuthalAngle = function () {\\n\\n\\t\\t\\treturn spherical.theta;\\n\\n\\t\\t};\\n\\n\\t\\tthis.getDistance = function () {\\n\\n\\t\\t\\treturn this.object.position.distanceTo( this.target );\\n\\n\\t\\t};\\n\\n\\t\\tthis.listenToKeyEvents = function ( domElement ) {\\n\\n\\t\\t\\tdomElement.addEventListener( 'keydown', onKeyDown );\\n\\t\\t\\tthis._domElementKeyEvents = domElement;\\n\\n\\t\\t};\\n\\n\\t\\tthis.stopListenToKeyEvents = function () {\\n\\n\\t\\t\\tthis._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );\\n\\t\\t\\tthis._domElementKeyEvents = null;\\n\\n\\t\\t};\\n\\n\\t\\tthis.saveState = function () {\\n\\n\\t\\t\\tscope.target0.copy( scope.target );\\n\\t\\t\\tscope.position0.copy( scope.object.position );\\n\\t\\t\\tscope.zoom0 = scope.object.zoom;\\n\\n\\t\\t};\\n\\n\\t\\tthis.reset = function () {\\n\\n\\t\\t\\tscope.target.copy( scope.target0 );\\n\\t\\t\\tscope.object.position.copy( scope.position0 );\\n\\t\\t\\tscope.object.zoom = scope.zoom0;\\n\\n\\t\\t\\tscope.object.updateProjectionMatrix();\\n\\t\\t\\tscope.dispatchEvent( _changeEvent );\\n\\n\\t\\t\\tscope.update();\\n\\n\\t\\t\\tstate = STATE.NONE;\\n\\n\\t\\t};\\n\\n\\t\\t// this method is exposed, but perhaps it would be better if we can make it private...\\n\\t\\tthis.update = function () {\\n\\n\\t\\t\\tconst offset = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\t\\t// so camera.up is the orbit axis\\n\\t\\t\\tconst quat = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion().setFromUnitVectors( object.up, new three__WEBPACK_IMPORTED_MODULE_0__.Vector3( 0, 1, 0 ) );\\n\\t\\t\\tconst quatInverse = quat.clone().invert();\\n\\n\\t\\t\\tconst lastPosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\t\\tconst lastQuaternion = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\\n\\t\\t\\tconst lastTargetPosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\t\\tconst twoPI = 2 * Math.PI;\\n\\n\\t\\t\\treturn function update( deltaTime = null ) {\\n\\n\\t\\t\\t\\tconst position = scope.object.position;\\n\\n\\t\\t\\t\\toffset.copy( position ).sub( scope.target );\\n\\n\\t\\t\\t\\t// rotate offset to \\\"y-axis-is-up\\\" space\\n\\t\\t\\t\\toffset.applyQuaternion( quat );\\n\\n\\t\\t\\t\\t// angle from z-axis around y-axis\\n\\t\\t\\t\\tspherical.setFromVector3( offset );\\n\\n\\t\\t\\t\\tif ( scope.autoRotate && state === STATE.NONE ) {\\n\\n\\t\\t\\t\\t\\trotateLeft( getAutoRotationAngle( deltaTime ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( scope.enableDamping ) {\\n\\n\\t\\t\\t\\t\\tspherical.theta += sphericalDelta.theta * scope.dampingFactor;\\n\\t\\t\\t\\t\\tspherical.phi += sphericalDelta.phi * scope.dampingFactor;\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tspherical.theta += sphericalDelta.theta;\\n\\t\\t\\t\\t\\tspherical.phi += sphericalDelta.phi;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// restrict theta to be between desired limits\\n\\n\\t\\t\\t\\tlet min = scope.minAzimuthAngle;\\n\\t\\t\\t\\tlet max = scope.maxAzimuthAngle;\\n\\n\\t\\t\\t\\tif ( isFinite( min ) && isFinite( max ) ) {\\n\\n\\t\\t\\t\\t\\tif ( min < - Math.PI ) min += twoPI; else if ( min > Math.PI ) min -= twoPI;\\n\\n\\t\\t\\t\\t\\tif ( max < - Math.PI ) max += twoPI; else if ( max > Math.PI ) max -= twoPI;\\n\\n\\t\\t\\t\\t\\tif ( min <= max ) {\\n\\n\\t\\t\\t\\t\\t\\tspherical.theta = Math.max( min, Math.min( max, spherical.theta ) );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tspherical.theta = ( spherical.theta > ( min + max ) / 2 ) ?\\n\\t\\t\\t\\t\\t\\t\\tMath.max( min, spherical.theta ) :\\n\\t\\t\\t\\t\\t\\t\\tMath.min( max, spherical.theta );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// restrict phi to be between desired limits\\n\\t\\t\\t\\tspherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );\\n\\n\\t\\t\\t\\tspherical.makeSafe();\\n\\n\\n\\t\\t\\t\\t// move target to panned location\\n\\n\\t\\t\\t\\tif ( scope.enableDamping === true ) {\\n\\n\\t\\t\\t\\t\\tscope.target.addScaledVector( panOffset, scope.dampingFactor );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tscope.target.add( panOffset );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// Limit the target distance from the cursor to create a sphere around the center of interest\\n\\t\\t\\t\\tscope.target.sub( scope.cursor );\\n\\t\\t\\t\\tscope.target.clampLength( scope.minTargetRadius, scope.maxTargetRadius );\\n\\t\\t\\t\\tscope.target.add( scope.cursor );\\n\\n\\t\\t\\t\\t// adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera\\n\\t\\t\\t\\t// we adjust zoom later in these cases\\n\\t\\t\\t\\tif ( scope.zoomToCursor && performCursorZoom || scope.object.isOrthographicCamera ) {\\n\\n\\t\\t\\t\\t\\tspherical.radius = clampDistance( spherical.radius );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tspherical.radius = clampDistance( spherical.radius * scale );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\toffset.setFromSpherical( spherical );\\n\\n\\t\\t\\t\\t// rotate offset back to \\\"camera-up-vector-is-up\\\" space\\n\\t\\t\\t\\toffset.applyQuaternion( quatInverse );\\n\\n\\t\\t\\t\\tposition.copy( scope.target ).add( offset );\\n\\n\\t\\t\\t\\tscope.object.lookAt( scope.target );\\n\\n\\t\\t\\t\\tif ( scope.enableDamping === true ) {\\n\\n\\t\\t\\t\\t\\tsphericalDelta.theta *= ( 1 - scope.dampingFactor );\\n\\t\\t\\t\\t\\tsphericalDelta.phi *= ( 1 - scope.dampingFactor );\\n\\n\\t\\t\\t\\t\\tpanOffset.multiplyScalar( 1 - scope.dampingFactor );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tsphericalDelta.set( 0, 0, 0 );\\n\\n\\t\\t\\t\\t\\tpanOffset.set( 0, 0, 0 );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// adjust camera position\\n\\t\\t\\t\\tlet zoomChanged = false;\\n\\t\\t\\t\\tif ( scope.zoomToCursor && performCursorZoom ) {\\n\\n\\t\\t\\t\\t\\tlet newRadius = null;\\n\\t\\t\\t\\t\\tif ( scope.object.isPerspectiveCamera ) {\\n\\n\\t\\t\\t\\t\\t\\t// move the camera down the pointer ray\\n\\t\\t\\t\\t\\t\\t// this method avoids floating point error\\n\\t\\t\\t\\t\\t\\tconst prevRadius = offset.length();\\n\\t\\t\\t\\t\\t\\tnewRadius = clampDistance( prevRadius * scale );\\n\\n\\t\\t\\t\\t\\t\\tconst radiusDelta = prevRadius - newRadius;\\n\\t\\t\\t\\t\\t\\tscope.object.position.addScaledVector( dollyDirection, radiusDelta );\\n\\t\\t\\t\\t\\t\\tscope.object.updateMatrixWorld();\\n\\n\\t\\t\\t\\t\\t} else if ( scope.object.isOrthographicCamera ) {\\n\\n\\t\\t\\t\\t\\t\\t// adjust the ortho camera position based on zoom changes\\n\\t\\t\\t\\t\\t\\tconst mouseBefore = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3( mouse.x, mouse.y, 0 );\\n\\t\\t\\t\\t\\t\\tmouseBefore.unproject( scope.object );\\n\\n\\t\\t\\t\\t\\t\\tscope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / scale ) );\\n\\t\\t\\t\\t\\t\\tscope.object.updateProjectionMatrix();\\n\\t\\t\\t\\t\\t\\tzoomChanged = true;\\n\\n\\t\\t\\t\\t\\t\\tconst mouseAfter = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3( mouse.x, mouse.y, 0 );\\n\\t\\t\\t\\t\\t\\tmouseAfter.unproject( scope.object );\\n\\n\\t\\t\\t\\t\\t\\tscope.object.position.sub( mouseAfter ).add( mouseBefore );\\n\\t\\t\\t\\t\\t\\tscope.object.updateMatrixWorld();\\n\\n\\t\\t\\t\\t\\t\\tnewRadius = offset.length();\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.' );\\n\\t\\t\\t\\t\\t\\tscope.zoomToCursor = false;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t// handle the placement of the target\\n\\t\\t\\t\\t\\tif ( newRadius !== null ) {\\n\\n\\t\\t\\t\\t\\t\\tif ( this.screenSpacePanning ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t// position the orbit target in front of the new camera position\\n\\t\\t\\t\\t\\t\\t\\tscope.target.set( 0, 0, - 1 )\\n\\t\\t\\t\\t\\t\\t\\t\\t.transformDirection( scope.object.matrix )\\n\\t\\t\\t\\t\\t\\t\\t\\t.multiplyScalar( newRadius )\\n\\t\\t\\t\\t\\t\\t\\t\\t.add( scope.object.position );\\n\\n\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\t// get the ray and translation plane to compute target\\n\\t\\t\\t\\t\\t\\t\\t_ray.origin.copy( scope.object.position );\\n\\t\\t\\t\\t\\t\\t\\t_ray.direction.set( 0, 0, - 1 ).transformDirection( scope.object.matrix );\\n\\n\\t\\t\\t\\t\\t\\t\\t// if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid\\n\\t\\t\\t\\t\\t\\t\\t// extremely large values\\n\\t\\t\\t\\t\\t\\t\\tif ( Math.abs( scope.object.up.dot( _ray.direction ) ) < TILT_LIMIT ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tobject.lookAt( scope.target );\\n\\n\\t\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t_plane.setFromNormalAndCoplanarPoint( scope.object.up, scope.target );\\n\\t\\t\\t\\t\\t\\t\\t\\t_ray.intersectPlane( _plane, scope.target );\\n\\n\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} else if ( scope.object.isOrthographicCamera ) {\\n\\n\\t\\t\\t\\t\\tzoomChanged = scale !== 1;\\n\\n\\t\\t\\t\\t\\tif ( zoomChanged ) {\\n\\n\\t\\t\\t\\t\\t\\tscope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / scale ) );\\n\\t\\t\\t\\t\\t\\tscope.object.updateProjectionMatrix();\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tscale = 1;\\n\\t\\t\\t\\tperformCursorZoom = false;\\n\\n\\t\\t\\t\\t// update condition is:\\n\\t\\t\\t\\t// min(camera displacement, camera rotation in radians)^2 > EPS\\n\\t\\t\\t\\t// using small-angle approximation cos(x/2) = 1 - x^2 / 8\\n\\n\\t\\t\\t\\tif ( zoomChanged ||\\n\\t\\t\\t\\t\\tlastPosition.distanceToSquared( scope.object.position ) > EPS ||\\n\\t\\t\\t\\t\\t8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ||\\n\\t\\t\\t\\t\\tlastTargetPosition.distanceToSquared( scope.target ) > 0 ) {\\n\\n\\t\\t\\t\\t\\tscope.dispatchEvent( _changeEvent );\\n\\n\\t\\t\\t\\t\\tlastPosition.copy( scope.object.position );\\n\\t\\t\\t\\t\\tlastQuaternion.copy( scope.object.quaternion );\\n\\t\\t\\t\\t\\tlastTargetPosition.copy( scope.target );\\n\\n\\t\\t\\t\\t\\treturn true;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\treturn false;\\n\\n\\t\\t\\t};\\n\\n\\t\\t}();\\n\\n\\t\\tthis.dispose = function () {\\n\\n\\t\\t\\tscope.domElement.removeEventListener( 'contextmenu', onContextMenu );\\n\\n\\t\\t\\tscope.domElement.removeEventListener( 'pointerdown', onPointerDown );\\n\\t\\t\\tscope.domElement.removeEventListener( 'pointercancel', onPointerUp );\\n\\t\\t\\tscope.domElement.removeEventListener( 'wheel', onMouseWheel );\\n\\n\\t\\t\\tscope.domElement.removeEventListener( 'pointermove', onPointerMove );\\n\\t\\t\\tscope.domElement.removeEventListener( 'pointerup', onPointerUp );\\n\\n\\n\\t\\t\\tif ( scope._domElementKeyEvents !== null ) {\\n\\n\\t\\t\\t\\tscope._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );\\n\\t\\t\\t\\tscope._domElementKeyEvents = null;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?\\n\\n\\t\\t};\\n\\n\\t\\t//\\n\\t\\t// internals\\n\\t\\t//\\n\\n\\t\\tconst scope = this;\\n\\n\\t\\tconst STATE = {\\n\\t\\t\\tNONE: - 1,\\n\\t\\t\\tROTATE: 0,\\n\\t\\t\\tDOLLY: 1,\\n\\t\\t\\tPAN: 2,\\n\\t\\t\\tTOUCH_ROTATE: 3,\\n\\t\\t\\tTOUCH_PAN: 4,\\n\\t\\t\\tTOUCH_DOLLY_PAN: 5,\\n\\t\\t\\tTOUCH_DOLLY_ROTATE: 6\\n\\t\\t};\\n\\n\\t\\tlet state = STATE.NONE;\\n\\n\\t\\tconst EPS = 0.000001;\\n\\n\\t\\t// current position in spherical coordinates\\n\\t\\tconst spherical = new three__WEBPACK_IMPORTED_MODULE_0__.Spherical();\\n\\t\\tconst sphericalDelta = new three__WEBPACK_IMPORTED_MODULE_0__.Spherical();\\n\\n\\t\\tlet scale = 1;\\n\\t\\tconst panOffset = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\tconst rotateStart = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\\n\\t\\tconst rotateEnd = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\\n\\t\\tconst rotateDelta = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\\n\\n\\t\\tconst panStart = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\\n\\t\\tconst panEnd = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\\n\\t\\tconst panDelta = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\\n\\n\\t\\tconst dollyStart = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\\n\\t\\tconst dollyEnd = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\\n\\t\\tconst dollyDelta = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\\n\\n\\t\\tconst dollyDirection = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\tconst mouse = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\\n\\t\\tlet performCursorZoom = false;\\n\\n\\t\\tconst pointers = [];\\n\\t\\tconst pointerPositions = {};\\n\\n\\t\\tlet controlActive = false;\\n\\n\\t\\tfunction getAutoRotationAngle( deltaTime ) {\\n\\n\\t\\t\\tif ( deltaTime !== null ) {\\n\\n\\t\\t\\t\\treturn ( 2 * Math.PI / 60 * scope.autoRotateSpeed ) * deltaTime;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\treturn 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction getZoomScale( delta ) {\\n\\n\\t\\t\\tconst normalizedDelta = Math.abs( delta * 0.01 );\\n\\t\\t\\treturn Math.pow( 0.95, scope.zoomSpeed * normalizedDelta );\\n\\n\\t\\t}\\n\\n\\t\\tfunction rotateLeft( angle ) {\\n\\n\\t\\t\\tsphericalDelta.theta -= angle;\\n\\n\\t\\t}\\n\\n\\t\\tfunction rotateUp( angle ) {\\n\\n\\t\\t\\tsphericalDelta.phi -= angle;\\n\\n\\t\\t}\\n\\n\\t\\tconst panLeft = function () {\\n\\n\\t\\t\\tconst v = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\t\\treturn function panLeft( distance, objectMatrix ) {\\n\\n\\t\\t\\t\\tv.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix\\n\\t\\t\\t\\tv.multiplyScalar( - distance );\\n\\n\\t\\t\\t\\tpanOffset.add( v );\\n\\n\\t\\t\\t};\\n\\n\\t\\t}();\\n\\n\\t\\tconst panUp = function () {\\n\\n\\t\\t\\tconst v = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\t\\treturn function panUp( distance, objectMatrix ) {\\n\\n\\t\\t\\t\\tif ( scope.screenSpacePanning === true ) {\\n\\n\\t\\t\\t\\t\\tv.setFromMatrixColumn( objectMatrix, 1 );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tv.setFromMatrixColumn( objectMatrix, 0 );\\n\\t\\t\\t\\t\\tv.crossVectors( scope.object.up, v );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tv.multiplyScalar( distance );\\n\\n\\t\\t\\t\\tpanOffset.add( v );\\n\\n\\t\\t\\t};\\n\\n\\t\\t}();\\n\\n\\t\\t// deltaX and deltaY are in pixels; right and down are positive\\n\\t\\tconst pan = function () {\\n\\n\\t\\t\\tconst offset = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\t\\treturn function pan( deltaX, deltaY ) {\\n\\n\\t\\t\\t\\tconst element = scope.domElement;\\n\\n\\t\\t\\t\\tif ( scope.object.isPerspectiveCamera ) {\\n\\n\\t\\t\\t\\t\\t// perspective\\n\\t\\t\\t\\t\\tconst position = scope.object.position;\\n\\t\\t\\t\\t\\toffset.copy( position ).sub( scope.target );\\n\\t\\t\\t\\t\\tlet targetDistance = offset.length();\\n\\n\\t\\t\\t\\t\\t// half of the fov is center to top of screen\\n\\t\\t\\t\\t\\ttargetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );\\n\\n\\t\\t\\t\\t\\t// we use only clientHeight here so aspect ratio does not distort speed\\n\\t\\t\\t\\t\\tpanLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );\\n\\t\\t\\t\\t\\tpanUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );\\n\\n\\t\\t\\t\\t} else if ( scope.object.isOrthographicCamera ) {\\n\\n\\t\\t\\t\\t\\t// orthographic\\n\\t\\t\\t\\t\\tpanLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );\\n\\t\\t\\t\\t\\tpanUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t// camera neither orthographic nor perspective\\n\\t\\t\\t\\t\\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );\\n\\t\\t\\t\\t\\tscope.enablePan = false;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t};\\n\\n\\t\\t}();\\n\\n\\t\\tfunction dollyOut( dollyScale ) {\\n\\n\\t\\t\\tif ( scope.object.isPerspectiveCamera || scope.object.isOrthographicCamera ) {\\n\\n\\t\\t\\t\\tscale /= dollyScale;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );\\n\\t\\t\\t\\tscope.enableZoom = false;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction dollyIn( dollyScale ) {\\n\\n\\t\\t\\tif ( scope.object.isPerspectiveCamera || scope.object.isOrthographicCamera ) {\\n\\n\\t\\t\\t\\tscale *= dollyScale;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );\\n\\t\\t\\t\\tscope.enableZoom = false;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction updateZoomParameters( x, y ) {\\n\\n\\t\\t\\tif ( ! scope.zoomToCursor ) {\\n\\n\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tperformCursorZoom = true;\\n\\n\\t\\t\\tconst rect = scope.domElement.getBoundingClientRect();\\n\\t\\t\\tconst dx = x - rect.left;\\n\\t\\t\\tconst dy = y - rect.top;\\n\\t\\t\\tconst w = rect.width;\\n\\t\\t\\tconst h = rect.height;\\n\\n\\t\\t\\tmouse.x = ( dx / w ) * 2 - 1;\\n\\t\\t\\tmouse.y = - ( dy / h ) * 2 + 1;\\n\\n\\t\\t\\tdollyDirection.set( mouse.x, mouse.y, 1 ).unproject( scope.object ).sub( scope.object.position ).normalize();\\n\\n\\t\\t}\\n\\n\\t\\tfunction clampDistance( dist ) {\\n\\n\\t\\t\\treturn Math.max( scope.minDistance, Math.min( scope.maxDistance, dist ) );\\n\\n\\t\\t}\\n\\n\\t\\t//\\n\\t\\t// event callbacks - update the object state\\n\\t\\t//\\n\\n\\t\\tfunction handleMouseDownRotate( event ) {\\n\\n\\t\\t\\trotateStart.set( event.clientX, event.clientY );\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleMouseDownDolly( event ) {\\n\\n\\t\\t\\tupdateZoomParameters( event.clientX, event.clientX );\\n\\t\\t\\tdollyStart.set( event.clientX, event.clientY );\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleMouseDownPan( event ) {\\n\\n\\t\\t\\tpanStart.set( event.clientX, event.clientY );\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleMouseMoveRotate( event ) {\\n\\n\\t\\t\\trotateEnd.set( event.clientX, event.clientY );\\n\\n\\t\\t\\trotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );\\n\\n\\t\\t\\tconst element = scope.domElement;\\n\\n\\t\\t\\trotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height\\n\\n\\t\\t\\trotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );\\n\\n\\t\\t\\trotateStart.copy( rotateEnd );\\n\\n\\t\\t\\tscope.update();\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleMouseMoveDolly( event ) {\\n\\n\\t\\t\\tdollyEnd.set( event.clientX, event.clientY );\\n\\n\\t\\t\\tdollyDelta.subVectors( dollyEnd, dollyStart );\\n\\n\\t\\t\\tif ( dollyDelta.y > 0 ) {\\n\\n\\t\\t\\t\\tdollyOut( getZoomScale( dollyDelta.y ) );\\n\\n\\t\\t\\t} else if ( dollyDelta.y < 0 ) {\\n\\n\\t\\t\\t\\tdollyIn( getZoomScale( dollyDelta.y ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tdollyStart.copy( dollyEnd );\\n\\n\\t\\t\\tscope.update();\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleMouseMovePan( event ) {\\n\\n\\t\\t\\tpanEnd.set( event.clientX, event.clientY );\\n\\n\\t\\t\\tpanDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );\\n\\n\\t\\t\\tpan( panDelta.x, panDelta.y );\\n\\n\\t\\t\\tpanStart.copy( panEnd );\\n\\n\\t\\t\\tscope.update();\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleMouseWheel( event ) {\\n\\n\\t\\t\\tupdateZoomParameters( event.clientX, event.clientY );\\n\\n\\t\\t\\tif ( event.deltaY < 0 ) {\\n\\n\\t\\t\\t\\tdollyIn( getZoomScale( event.deltaY ) );\\n\\n\\t\\t\\t} else if ( event.deltaY > 0 ) {\\n\\n\\t\\t\\t\\tdollyOut( getZoomScale( event.deltaY ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tscope.update();\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleKeyDown( event ) {\\n\\n\\t\\t\\tlet needsUpdate = false;\\n\\n\\t\\t\\tswitch ( event.code ) {\\n\\n\\t\\t\\t\\tcase scope.keys.UP:\\n\\n\\t\\t\\t\\t\\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\\n\\n\\t\\t\\t\\t\\t\\trotateUp( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tpan( 0, scope.keyPanSpeed );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tneedsUpdate = true;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase scope.keys.BOTTOM:\\n\\n\\t\\t\\t\\t\\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\\n\\n\\t\\t\\t\\t\\t\\trotateUp( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tpan( 0, - scope.keyPanSpeed );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tneedsUpdate = true;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase scope.keys.LEFT:\\n\\n\\t\\t\\t\\t\\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\\n\\n\\t\\t\\t\\t\\t\\trotateLeft( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tpan( scope.keyPanSpeed, 0 );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tneedsUpdate = true;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase scope.keys.RIGHT:\\n\\n\\t\\t\\t\\t\\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\\n\\n\\t\\t\\t\\t\\t\\trotateLeft( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tpan( - scope.keyPanSpeed, 0 );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tneedsUpdate = true;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( needsUpdate ) {\\n\\n\\t\\t\\t\\t// prevent the browser from scrolling on cursor keys\\n\\t\\t\\t\\tevent.preventDefault();\\n\\n\\t\\t\\t\\tscope.update();\\n\\n\\t\\t\\t}\\n\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleTouchStartRotate( event ) {\\n\\n\\t\\t\\tif ( pointers.length === 1 ) {\\n\\n\\t\\t\\t\\trotateStart.set( event.pageX, event.pageY );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tconst position = getSecondPointerPosition( event );\\n\\n\\t\\t\\t\\tconst x = 0.5 * ( event.pageX + position.x );\\n\\t\\t\\t\\tconst y = 0.5 * ( event.pageY + position.y );\\n\\n\\t\\t\\t\\trotateStart.set( x, y );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleTouchStartPan( event ) {\\n\\n\\t\\t\\tif ( pointers.length === 1 ) {\\n\\n\\t\\t\\t\\tpanStart.set( event.pageX, event.pageY );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tconst position = getSecondPointerPosition( event );\\n\\n\\t\\t\\t\\tconst x = 0.5 * ( event.pageX + position.x );\\n\\t\\t\\t\\tconst y = 0.5 * ( event.pageY + position.y );\\n\\n\\t\\t\\t\\tpanStart.set( x, y );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleTouchStartDolly( event ) {\\n\\n\\t\\t\\tconst position = getSecondPointerPosition( event );\\n\\n\\t\\t\\tconst dx = event.pageX - position.x;\\n\\t\\t\\tconst dy = event.pageY - position.y;\\n\\n\\t\\t\\tconst distance = Math.sqrt( dx * dx + dy * dy );\\n\\n\\t\\t\\tdollyStart.set( 0, distance );\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleTouchStartDollyPan( event ) {\\n\\n\\t\\t\\tif ( scope.enableZoom ) handleTouchStartDolly( event );\\n\\n\\t\\t\\tif ( scope.enablePan ) handleTouchStartPan( event );\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleTouchStartDollyRotate( event ) {\\n\\n\\t\\t\\tif ( scope.enableZoom ) handleTouchStartDolly( event );\\n\\n\\t\\t\\tif ( scope.enableRotate ) handleTouchStartRotate( event );\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleTouchMoveRotate( event ) {\\n\\n\\t\\t\\tif ( pointers.length == 1 ) {\\n\\n\\t\\t\\t\\trotateEnd.set( event.pageX, event.pageY );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tconst position = getSecondPointerPosition( event );\\n\\n\\t\\t\\t\\tconst x = 0.5 * ( event.pageX + position.x );\\n\\t\\t\\t\\tconst y = 0.5 * ( event.pageY + position.y );\\n\\n\\t\\t\\t\\trotateEnd.set( x, y );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\trotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );\\n\\n\\t\\t\\tconst element = scope.domElement;\\n\\n\\t\\t\\trotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height\\n\\n\\t\\t\\trotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );\\n\\n\\t\\t\\trotateStart.copy( rotateEnd );\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleTouchMovePan( event ) {\\n\\n\\t\\t\\tif ( pointers.length === 1 ) {\\n\\n\\t\\t\\t\\tpanEnd.set( event.pageX, event.pageY );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tconst position = getSecondPointerPosition( event );\\n\\n\\t\\t\\t\\tconst x = 0.5 * ( event.pageX + position.x );\\n\\t\\t\\t\\tconst y = 0.5 * ( event.pageY + position.y );\\n\\n\\t\\t\\t\\tpanEnd.set( x, y );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tpanDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );\\n\\n\\t\\t\\tpan( panDelta.x, panDelta.y );\\n\\n\\t\\t\\tpanStart.copy( panEnd );\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleTouchMoveDolly( event ) {\\n\\n\\t\\t\\tconst position = getSecondPointerPosition( event );\\n\\n\\t\\t\\tconst dx = event.pageX - position.x;\\n\\t\\t\\tconst dy = event.pageY - position.y;\\n\\n\\t\\t\\tconst distance = Math.sqrt( dx * dx + dy * dy );\\n\\n\\t\\t\\tdollyEnd.set( 0, distance );\\n\\n\\t\\t\\tdollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );\\n\\n\\t\\t\\tdollyOut( dollyDelta.y );\\n\\n\\t\\t\\tdollyStart.copy( dollyEnd );\\n\\n\\t\\t\\tconst centerX = ( event.pageX + position.x ) * 0.5;\\n\\t\\t\\tconst centerY = ( event.pageY + position.y ) * 0.5;\\n\\n\\t\\t\\tupdateZoomParameters( centerX, centerY );\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleTouchMoveDollyPan( event ) {\\n\\n\\t\\t\\tif ( scope.enableZoom ) handleTouchMoveDolly( event );\\n\\n\\t\\t\\tif ( scope.enablePan ) handleTouchMovePan( event );\\n\\n\\t\\t}\\n\\n\\t\\tfunction handleTouchMoveDollyRotate( event ) {\\n\\n\\t\\t\\tif ( scope.enableZoom ) handleTouchMoveDolly( event );\\n\\n\\t\\t\\tif ( scope.enableRotate ) handleTouchMoveRotate( event );\\n\\n\\t\\t}\\n\\n\\t\\t//\\n\\t\\t// event handlers - FSM: listen for events and reset state\\n\\t\\t//\\n\\n\\t\\tfunction onPointerDown( event ) {\\n\\n\\t\\t\\tif ( scope.enabled === false ) return;\\n\\n\\t\\t\\tif ( pointers.length === 0 ) {\\n\\n\\t\\t\\t\\tscope.domElement.setPointerCapture( event.pointerId );\\n\\n\\t\\t\\t\\tscope.domElement.addEventListener( 'pointermove', onPointerMove );\\n\\t\\t\\t\\tscope.domElement.addEventListener( 'pointerup', onPointerUp );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\taddPointer( event );\\n\\n\\t\\t\\tif ( event.pointerType === 'touch' ) {\\n\\n\\t\\t\\t\\tonTouchStart( event );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tonMouseDown( event );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction onPointerMove( event ) {\\n\\n\\t\\t\\tif ( scope.enabled === false ) return;\\n\\n\\t\\t\\tif ( event.pointerType === 'touch' ) {\\n\\n\\t\\t\\t\\tonTouchMove( event );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tonMouseMove( event );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction onPointerUp( event ) {\\n\\n\\t\\t\\tremovePointer( event );\\n\\n\\t\\t\\tswitch ( pointers.length ) {\\n\\n\\t\\t\\t\\tcase 0:\\n\\n\\t\\t\\t\\t\\tscope.domElement.releasePointerCapture( event.pointerId );\\n\\n\\t\\t\\t\\t\\tscope.domElement.removeEventListener( 'pointermove', onPointerMove );\\n\\t\\t\\t\\t\\tscope.domElement.removeEventListener( 'pointerup', onPointerUp );\\n\\n\\t\\t\\t\\t\\tscope.dispatchEvent( _endEvent );\\n\\n\\t\\t\\t\\t\\tstate = STATE.NONE;\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 1:\\n\\n\\t\\t\\t\\t\\tconst pointerId = pointers[ 0 ];\\n\\t\\t\\t\\t\\tconst position = pointerPositions[ pointerId ];\\n\\n\\t\\t\\t\\t\\t// minimal placeholder event - allows state correction on pointer-up\\n\\t\\t\\t\\t\\tonTouchStart( { pointerId: pointerId, pageX: position.x, pageY: position.y } );\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction onMouseDown( event ) {\\n\\n\\t\\t\\tlet mouseAction;\\n\\n\\t\\t\\tswitch ( event.button ) {\\n\\n\\t\\t\\t\\tcase 0:\\n\\n\\t\\t\\t\\t\\tmouseAction = scope.mouseButtons.LEFT;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 1:\\n\\n\\t\\t\\t\\t\\tmouseAction = scope.mouseButtons.MIDDLE;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 2:\\n\\n\\t\\t\\t\\t\\tmouseAction = scope.mouseButtons.RIGHT;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tdefault:\\n\\n\\t\\t\\t\\t\\tmouseAction = - 1;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tswitch ( mouseAction ) {\\n\\n\\t\\t\\t\\tcase three__WEBPACK_IMPORTED_MODULE_0__.MOUSE.DOLLY:\\n\\n\\t\\t\\t\\t\\tif ( scope.enableZoom === false ) return;\\n\\n\\t\\t\\t\\t\\thandleMouseDownDolly( event );\\n\\n\\t\\t\\t\\t\\tstate = STATE.DOLLY;\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase three__WEBPACK_IMPORTED_MODULE_0__.MOUSE.ROTATE:\\n\\n\\t\\t\\t\\t\\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\\n\\n\\t\\t\\t\\t\\t\\tif ( scope.enablePan === false ) return;\\n\\n\\t\\t\\t\\t\\t\\thandleMouseDownPan( event );\\n\\n\\t\\t\\t\\t\\t\\tstate = STATE.PAN;\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tif ( scope.enableRotate === false ) return;\\n\\n\\t\\t\\t\\t\\t\\thandleMouseDownRotate( event );\\n\\n\\t\\t\\t\\t\\t\\tstate = STATE.ROTATE;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase three__WEBPACK_IMPORTED_MODULE_0__.MOUSE.PAN:\\n\\n\\t\\t\\t\\t\\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\\n\\n\\t\\t\\t\\t\\t\\tif ( scope.enableRotate === false ) return;\\n\\n\\t\\t\\t\\t\\t\\thandleMouseDownRotate( event );\\n\\n\\t\\t\\t\\t\\t\\tstate = STATE.ROTATE;\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tif ( scope.enablePan === false ) return;\\n\\n\\t\\t\\t\\t\\t\\thandleMouseDownPan( event );\\n\\n\\t\\t\\t\\t\\t\\tstate = STATE.PAN;\\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\\tstate = STATE.NONE;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( state !== STATE.NONE ) {\\n\\n\\t\\t\\t\\tscope.dispatchEvent( _startEvent );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction onMouseMove( event ) {\\n\\n\\t\\t\\tswitch ( state ) {\\n\\n\\t\\t\\t\\tcase STATE.ROTATE:\\n\\n\\t\\t\\t\\t\\tif ( scope.enableRotate === false ) return;\\n\\n\\t\\t\\t\\t\\thandleMouseMoveRotate( event );\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase STATE.DOLLY:\\n\\n\\t\\t\\t\\t\\tif ( scope.enableZoom === false ) return;\\n\\n\\t\\t\\t\\t\\thandleMouseMoveDolly( event );\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase STATE.PAN:\\n\\n\\t\\t\\t\\t\\tif ( scope.enablePan === false ) return;\\n\\n\\t\\t\\t\\t\\thandleMouseMovePan( event );\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction onMouseWheel( event ) {\\n\\n\\t\\t\\tif ( scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE ) return;\\n\\n\\t\\t\\tevent.preventDefault();\\n\\n\\t\\t\\tscope.dispatchEvent( _startEvent );\\n\\n\\t\\t\\thandleMouseWheel( customWheelEvent( event ) );\\n\\n\\t\\t\\tscope.dispatchEvent( _endEvent );\\n\\n\\t\\t}\\n\\n\\t\\tfunction customWheelEvent( event ) {\\n\\n\\t\\t\\tconst mode = event.deltaMode;\\n\\n\\t\\t\\t// minimal wheel event altered to meet delta-zoom demand\\n\\t\\t\\tconst newEvent = {\\n\\t\\t\\t\\tclientX: event.clientX,\\n\\t\\t\\t\\tclientY: event.clientY,\\n\\t\\t\\t\\tdeltaY: event.deltaY,\\n\\t\\t\\t};\\n\\n\\t\\t\\tswitch ( mode ) {\\n\\n\\t\\t\\t\\tcase 1: // LINE_MODE\\n\\t\\t\\t\\t\\tnewEvent.deltaY *= 16;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 2: // PAGE_MODE\\n\\t\\t\\t\\t\\tnewEvent.deltaY *= 100;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// detect if event was triggered by pinching\\n\\t\\t\\tif ( event.ctrlKey && ! controlActive ) {\\n\\n\\t\\t\\t\\tnewEvent.deltaY *= 10;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn newEvent;\\n\\n\\t\\t}\\n\\n\\t\\tfunction interceptControlDown( event ) {\\n\\n\\t\\t\\tif ( event.key === 'Control' ) {\\n\\n\\t\\t\\t\\tcontrolActive = true;\\n\\n\\n\\t\\t\\t\\tconst document = scope.domElement.getRootNode(); // offscreen canvas compatibility\\n\\n\\t\\t\\t\\tdocument.addEventListener( 'keyup', interceptControlUp, { passive: true, capture: true } );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction interceptControlUp( event ) {\\n\\n\\t\\t\\tif ( event.key === 'Control' ) {\\n\\n\\t\\t\\t\\tcontrolActive = false;\\n\\n\\n\\t\\t\\t\\tconst document = scope.domElement.getRootNode(); // offscreen canvas compatibility\\n\\n\\t\\t\\t\\tdocument.removeEventListener( 'keyup', interceptControlUp, { passive: true, capture: true } );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction onKeyDown( event ) {\\n\\n\\t\\t\\tif ( scope.enabled === false || scope.enablePan === false ) return;\\n\\n\\t\\t\\thandleKeyDown( event );\\n\\n\\t\\t}\\n\\n\\t\\tfunction onTouchStart( event ) {\\n\\n\\t\\t\\ttrackPointer( event );\\n\\n\\t\\t\\tswitch ( pointers.length ) {\\n\\n\\t\\t\\t\\tcase 1:\\n\\n\\t\\t\\t\\t\\tswitch ( scope.touches.ONE ) {\\n\\n\\t\\t\\t\\t\\t\\tcase three__WEBPACK_IMPORTED_MODULE_0__.TOUCH.ROTATE:\\n\\n\\t\\t\\t\\t\\t\\t\\tif ( scope.enableRotate === false ) return;\\n\\n\\t\\t\\t\\t\\t\\t\\thandleTouchStartRotate( event );\\n\\n\\t\\t\\t\\t\\t\\t\\tstate = STATE.TOUCH_ROTATE;\\n\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase three__WEBPACK_IMPORTED_MODULE_0__.TOUCH.PAN:\\n\\n\\t\\t\\t\\t\\t\\t\\tif ( scope.enablePan === false ) return;\\n\\n\\t\\t\\t\\t\\t\\t\\thandleTouchStartPan( event );\\n\\n\\t\\t\\t\\t\\t\\t\\tstate = STATE.TOUCH_PAN;\\n\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tdefault:\\n\\n\\t\\t\\t\\t\\t\\t\\tstate = STATE.NONE;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 2:\\n\\n\\t\\t\\t\\t\\tswitch ( scope.touches.TWO ) {\\n\\n\\t\\t\\t\\t\\t\\tcase three__WEBPACK_IMPORTED_MODULE_0__.TOUCH.DOLLY_PAN:\\n\\n\\t\\t\\t\\t\\t\\t\\tif ( scope.enableZoom === false && scope.enablePan === false ) return;\\n\\n\\t\\t\\t\\t\\t\\t\\thandleTouchStartDollyPan( event );\\n\\n\\t\\t\\t\\t\\t\\t\\tstate = STATE.TOUCH_DOLLY_PAN;\\n\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase three__WEBPACK_IMPORTED_MODULE_0__.TOUCH.DOLLY_ROTATE:\\n\\n\\t\\t\\t\\t\\t\\t\\tif ( scope.enableZoom === false && scope.enableRotate === false ) return;\\n\\n\\t\\t\\t\\t\\t\\t\\thandleTouchStartDollyRotate( event );\\n\\n\\t\\t\\t\\t\\t\\t\\tstate = STATE.TOUCH_DOLLY_ROTATE;\\n\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tdefault:\\n\\n\\t\\t\\t\\t\\t\\t\\tstate = STATE.NONE;\\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\\tstate = STATE.NONE;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( state !== STATE.NONE ) {\\n\\n\\t\\t\\t\\tscope.dispatchEvent( _startEvent );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction onTouchMove( event ) {\\n\\n\\t\\t\\ttrackPointer( event );\\n\\n\\t\\t\\tswitch ( state ) {\\n\\n\\t\\t\\t\\tcase STATE.TOUCH_ROTATE:\\n\\n\\t\\t\\t\\t\\tif ( scope.enableRotate === false ) return;\\n\\n\\t\\t\\t\\t\\thandleTouchMoveRotate( event );\\n\\n\\t\\t\\t\\t\\tscope.update();\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase STATE.TOUCH_PAN:\\n\\n\\t\\t\\t\\t\\tif ( scope.enablePan === false ) return;\\n\\n\\t\\t\\t\\t\\thandleTouchMovePan( event );\\n\\n\\t\\t\\t\\t\\tscope.update();\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase STATE.TOUCH_DOLLY_PAN:\\n\\n\\t\\t\\t\\t\\tif ( scope.enableZoom === false && scope.enablePan === false ) return;\\n\\n\\t\\t\\t\\t\\thandleTouchMoveDollyPan( event );\\n\\n\\t\\t\\t\\t\\tscope.update();\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase STATE.TOUCH_DOLLY_ROTATE:\\n\\n\\t\\t\\t\\t\\tif ( scope.enableZoom === false && scope.enableRotate === false ) return;\\n\\n\\t\\t\\t\\t\\thandleTouchMoveDollyRotate( event );\\n\\n\\t\\t\\t\\t\\tscope.update();\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tdefault:\\n\\n\\t\\t\\t\\t\\tstate = STATE.NONE;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction onContextMenu( event ) {\\n\\n\\t\\t\\tif ( scope.enabled === false ) return;\\n\\n\\t\\t\\tevent.preventDefault();\\n\\n\\t\\t}\\n\\n\\t\\tfunction addPointer( event ) {\\n\\n\\t\\t\\tpointers.push( event.pointerId );\\n\\n\\t\\t}\\n\\n\\t\\tfunction removePointer( event ) {\\n\\n\\t\\t\\tdelete pointerPositions[ event.pointerId ];\\n\\n\\t\\t\\tfor ( let i = 0; i < pointers.length; i ++ ) {\\n\\n\\t\\t\\t\\tif ( pointers[ i ] == event.pointerId ) {\\n\\n\\t\\t\\t\\t\\tpointers.splice( i, 1 );\\n\\t\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction trackPointer( event ) {\\n\\n\\t\\t\\tlet position = pointerPositions[ event.pointerId ];\\n\\n\\t\\t\\tif ( position === undefined ) {\\n\\n\\t\\t\\t\\tposition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\\n\\t\\t\\t\\tpointerPositions[ event.pointerId ] = position;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tposition.set( event.pageX, event.pageY );\\n\\n\\t\\t}\\n\\n\\t\\tfunction getSecondPointerPosition( event ) {\\n\\n\\t\\t\\tconst pointerId = ( event.pointerId === pointers[ 0 ] ) ? pointers[ 1 ] : pointers[ 0 ];\\n\\n\\t\\t\\treturn pointerPositions[ pointerId ];\\n\\n\\t\\t}\\n\\n\\t\\t//\\n\\n\\t\\tscope.domElement.addEventListener( 'contextmenu', onContextMenu );\\n\\n\\t\\tscope.domElement.addEventListener( 'pointerdown', onPointerDown );\\n\\t\\tscope.domElement.addEventListener( 'pointercancel', onPointerUp );\\n\\t\\tscope.domElement.addEventListener( 'wheel', onMouseWheel, { passive: false } );\\n\\n\\t\\tconst document = scope.domElement.getRootNode(); // offscreen canvas compatibility\\n\\n\\t\\tdocument.addEventListener( 'keydown', interceptControlDown, { passive: true, capture: true } );\\n\\n\\t\\t// force an update at start\\n\\n\\t\\tthis.update();\\n\\n\\t}\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/controls/OrbitControls.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/curves/NURBSCurve.js\":\n/*!**************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/curves/NURBSCurve.js ***!\n  \\**************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   NURBSCurve: () => (/* binding */ NURBSCurve)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var _curves_NURBSUtils_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../curves/NURBSUtils.js */ \\\"./node_modules/three/examples/jsm/curves/NURBSUtils.js\\\");\\n\\n\\n\\n/**\\n * NURBS curve object\\n *\\n * Derives from Curve, overriding getPoint and getTangent.\\n *\\n * Implementation is based on (x, y [, z=0 [, w=1]]) control points with w=weight.\\n *\\n **/\\n\\nclass NURBSCurve extends three__WEBPACK_IMPORTED_MODULE_0__.Curve {\\n\\n\\tconstructor(\\n\\t\\tdegree,\\n\\t\\tknots /* array of reals */,\\n\\t\\tcontrolPoints /* array of Vector(2|3|4) */,\\n\\t\\tstartKnot /* index in knots */,\\n\\t\\tendKnot /* index in knots */\\n\\t) {\\n\\n\\t\\tsuper();\\n\\n\\t\\tthis.degree = degree;\\n\\t\\tthis.knots = knots;\\n\\t\\tthis.controlPoints = [];\\n\\t\\t// Used by periodic NURBS to remove hidden spans\\n\\t\\tthis.startKnot = startKnot || 0;\\n\\t\\tthis.endKnot = endKnot || ( this.knots.length - 1 );\\n\\n\\t\\tfor ( let i = 0; i < controlPoints.length; ++ i ) {\\n\\n\\t\\t\\t// ensure Vector4 for control points\\n\\t\\t\\tconst point = controlPoints[ i ];\\n\\t\\t\\tthis.controlPoints[ i ] = new three__WEBPACK_IMPORTED_MODULE_0__.Vector4( point.x, point.y, point.z, point.w );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tgetPoint( t, optionalTarget = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3() ) {\\n\\n\\t\\tconst point = optionalTarget;\\n\\n\\t\\tconst u = this.knots[ this.startKnot ] + t * ( this.knots[ this.endKnot ] - this.knots[ this.startKnot ] ); // linear mapping t->u\\n\\n\\t\\t// following results in (wx, wy, wz, w) homogeneous point\\n\\t\\tconst hpoint = _curves_NURBSUtils_js__WEBPACK_IMPORTED_MODULE_1__.calcBSplinePoint( this.degree, this.knots, this.controlPoints, u );\\n\\n\\t\\tif ( hpoint.w !== 1.0 ) {\\n\\n\\t\\t\\t// project to 3D space: (wx, wy, wz, w) -> (x, y, z, 1)\\n\\t\\t\\thpoint.divideScalar( hpoint.w );\\n\\n\\t\\t}\\n\\n\\t\\treturn point.set( hpoint.x, hpoint.y, hpoint.z );\\n\\n\\t}\\n\\n\\tgetTangent( t, optionalTarget = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3() ) {\\n\\n\\t\\tconst tangent = optionalTarget;\\n\\n\\t\\tconst u = this.knots[ 0 ] + t * ( this.knots[ this.knots.length - 1 ] - this.knots[ 0 ] );\\n\\t\\tconst ders = _curves_NURBSUtils_js__WEBPACK_IMPORTED_MODULE_1__.calcNURBSDerivatives( this.degree, this.knots, this.controlPoints, u, 1 );\\n\\t\\ttangent.copy( ders[ 1 ] ).normalize();\\n\\n\\t\\treturn tangent;\\n\\n\\t}\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/curves/NURBSCurve.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/curves/NURBSUtils.js\":\n/*!**************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/curves/NURBSUtils.js ***!\n  \\**************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   calcBSplineDerivatives: () => (/* binding */ calcBSplineDerivatives),\\n/* harmony export */   calcBSplinePoint: () => (/* binding */ calcBSplinePoint),\\n/* harmony export */   calcBasisFunctionDerivatives: () => (/* binding */ calcBasisFunctionDerivatives),\\n/* harmony export */   calcBasisFunctions: () => (/* binding */ calcBasisFunctions),\\n/* harmony export */   calcKoverI: () => (/* binding */ calcKoverI),\\n/* harmony export */   calcNURBSDerivatives: () => (/* binding */ calcNURBSDerivatives),\\n/* harmony export */   calcRationalCurveDerivatives: () => (/* binding */ calcRationalCurveDerivatives),\\n/* harmony export */   calcSurfacePoint: () => (/* binding */ calcSurfacePoint),\\n/* harmony export */   calcVolumePoint: () => (/* binding */ calcVolumePoint),\\n/* harmony export */   findSpan: () => (/* binding */ findSpan)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n\\n\\n/**\\n * NURBS utils\\n *\\n * See NURBSCurve and NURBSSurface.\\n **/\\n\\n\\n/**************************************************************\\n *\\tNURBS Utils\\n **************************************************************/\\n\\n/*\\nFinds knot vector span.\\n\\np : degree\\nu : parametric value\\nU : knot vector\\n\\nreturns the span\\n*/\\nfunction findSpan( p, u, U ) {\\n\\n\\tconst n = U.length - p - 1;\\n\\n\\tif ( u >= U[ n ] ) {\\n\\n\\t\\treturn n - 1;\\n\\n\\t}\\n\\n\\tif ( u <= U[ p ] ) {\\n\\n\\t\\treturn p;\\n\\n\\t}\\n\\n\\tlet low = p;\\n\\tlet high = n;\\n\\tlet mid = Math.floor( ( low + high ) / 2 );\\n\\n\\twhile ( u < U[ mid ] || u >= U[ mid + 1 ] ) {\\n\\n\\t\\tif ( u < U[ mid ] ) {\\n\\n\\t\\t\\thigh = mid;\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tlow = mid;\\n\\n\\t\\t}\\n\\n\\t\\tmid = Math.floor( ( low + high ) / 2 );\\n\\n\\t}\\n\\n\\treturn mid;\\n\\n}\\n\\n\\n/*\\nCalculate basis functions. See The NURBS Book, page 70, algorithm A2.2\\n\\nspan : span in which u lies\\nu    : parametric point\\np    : degree\\nU    : knot vector\\n\\nreturns array[p+1] with basis functions values.\\n*/\\nfunction calcBasisFunctions( span, u, p, U ) {\\n\\n\\tconst N = [];\\n\\tconst left = [];\\n\\tconst right = [];\\n\\tN[ 0 ] = 1.0;\\n\\n\\tfor ( let j = 1; j <= p; ++ j ) {\\n\\n\\t\\tleft[ j ] = u - U[ span + 1 - j ];\\n\\t\\tright[ j ] = U[ span + j ] - u;\\n\\n\\t\\tlet saved = 0.0;\\n\\n\\t\\tfor ( let r = 0; r < j; ++ r ) {\\n\\n\\t\\t\\tconst rv = right[ r + 1 ];\\n\\t\\t\\tconst lv = left[ j - r ];\\n\\t\\t\\tconst temp = N[ r ] / ( rv + lv );\\n\\t\\t\\tN[ r ] = saved + rv * temp;\\n\\t\\t\\tsaved = lv * temp;\\n\\n\\t\\t}\\n\\n\\t\\tN[ j ] = saved;\\n\\n\\t}\\n\\n\\treturn N;\\n\\n}\\n\\n\\n/*\\nCalculate B-Spline curve points. See The NURBS Book, page 82, algorithm A3.1.\\n\\np : degree of B-Spline\\nU : knot vector\\nP : control points (x, y, z, w)\\nu : parametric point\\n\\nreturns point for given u\\n*/\\nfunction calcBSplinePoint( p, U, P, u ) {\\n\\n\\tconst span = findSpan( p, u, U );\\n\\tconst N = calcBasisFunctions( span, u, p, U );\\n\\tconst C = new three__WEBPACK_IMPORTED_MODULE_0__.Vector4( 0, 0, 0, 0 );\\n\\n\\tfor ( let j = 0; j <= p; ++ j ) {\\n\\n\\t\\tconst point = P[ span - p + j ];\\n\\t\\tconst Nj = N[ j ];\\n\\t\\tconst wNj = point.w * Nj;\\n\\t\\tC.x += point.x * wNj;\\n\\t\\tC.y += point.y * wNj;\\n\\t\\tC.z += point.z * wNj;\\n\\t\\tC.w += point.w * Nj;\\n\\n\\t}\\n\\n\\treturn C;\\n\\n}\\n\\n\\n/*\\nCalculate basis functions derivatives. See The NURBS Book, page 72, algorithm A2.3.\\n\\nspan : span in which u lies\\nu    : parametric point\\np    : degree\\nn    : number of derivatives to calculate\\nU    : knot vector\\n\\nreturns array[n+1][p+1] with basis functions derivatives\\n*/\\nfunction calcBasisFunctionDerivatives( span, u, p, n, U ) {\\n\\n\\tconst zeroArr = [];\\n\\tfor ( let i = 0; i <= p; ++ i )\\n\\t\\tzeroArr[ i ] = 0.0;\\n\\n\\tconst ders = [];\\n\\n\\tfor ( let i = 0; i <= n; ++ i )\\n\\t\\tders[ i ] = zeroArr.slice( 0 );\\n\\n\\tconst ndu = [];\\n\\n\\tfor ( let i = 0; i <= p; ++ i )\\n\\t\\tndu[ i ] = zeroArr.slice( 0 );\\n\\n\\tndu[ 0 ][ 0 ] = 1.0;\\n\\n\\tconst left = zeroArr.slice( 0 );\\n\\tconst right = zeroArr.slice( 0 );\\n\\n\\tfor ( let j = 1; j <= p; ++ j ) {\\n\\n\\t\\tleft[ j ] = u - U[ span + 1 - j ];\\n\\t\\tright[ j ] = U[ span + j ] - u;\\n\\n\\t\\tlet saved = 0.0;\\n\\n\\t\\tfor ( let r = 0; r < j; ++ r ) {\\n\\n\\t\\t\\tconst rv = right[ r + 1 ];\\n\\t\\t\\tconst lv = left[ j - r ];\\n\\t\\t\\tndu[ j ][ r ] = rv + lv;\\n\\n\\t\\t\\tconst temp = ndu[ r ][ j - 1 ] / ndu[ j ][ r ];\\n\\t\\t\\tndu[ r ][ j ] = saved + rv * temp;\\n\\t\\t\\tsaved = lv * temp;\\n\\n\\t\\t}\\n\\n\\t\\tndu[ j ][ j ] = saved;\\n\\n\\t}\\n\\n\\tfor ( let j = 0; j <= p; ++ j ) {\\n\\n\\t\\tders[ 0 ][ j ] = ndu[ j ][ p ];\\n\\n\\t}\\n\\n\\tfor ( let r = 0; r <= p; ++ r ) {\\n\\n\\t\\tlet s1 = 0;\\n\\t\\tlet s2 = 1;\\n\\n\\t\\tconst a = [];\\n\\t\\tfor ( let i = 0; i <= p; ++ i ) {\\n\\n\\t\\t\\ta[ i ] = zeroArr.slice( 0 );\\n\\n\\t\\t}\\n\\n\\t\\ta[ 0 ][ 0 ] = 1.0;\\n\\n\\t\\tfor ( let k = 1; k <= n; ++ k ) {\\n\\n\\t\\t\\tlet d = 0.0;\\n\\t\\t\\tconst rk = r - k;\\n\\t\\t\\tconst pk = p - k;\\n\\n\\t\\t\\tif ( r >= k ) {\\n\\n\\t\\t\\t\\ta[ s2 ][ 0 ] = a[ s1 ][ 0 ] / ndu[ pk + 1 ][ rk ];\\n\\t\\t\\t\\td = a[ s2 ][ 0 ] * ndu[ rk ][ pk ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst j1 = ( rk >= - 1 ) ? 1 : - rk;\\n\\t\\t\\tconst j2 = ( r - 1 <= pk ) ? k - 1 : p - r;\\n\\n\\t\\t\\tfor ( let j = j1; j <= j2; ++ j ) {\\n\\n\\t\\t\\t\\ta[ s2 ][ j ] = ( a[ s1 ][ j ] - a[ s1 ][ j - 1 ] ) / ndu[ pk + 1 ][ rk + j ];\\n\\t\\t\\t\\td += a[ s2 ][ j ] * ndu[ rk + j ][ pk ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( r <= pk ) {\\n\\n\\t\\t\\t\\ta[ s2 ][ k ] = - a[ s1 ][ k - 1 ] / ndu[ pk + 1 ][ r ];\\n\\t\\t\\t\\td += a[ s2 ][ k ] * ndu[ r ][ pk ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tders[ k ][ r ] = d;\\n\\n\\t\\t\\tconst j = s1;\\n\\t\\t\\ts1 = s2;\\n\\t\\t\\ts2 = j;\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tlet r = p;\\n\\n\\tfor ( let k = 1; k <= n; ++ k ) {\\n\\n\\t\\tfor ( let j = 0; j <= p; ++ j ) {\\n\\n\\t\\t\\tders[ k ][ j ] *= r;\\n\\n\\t\\t}\\n\\n\\t\\tr *= p - k;\\n\\n\\t}\\n\\n\\treturn ders;\\n\\n}\\n\\n\\n/*\\n\\tCalculate derivatives of a B-Spline. See The NURBS Book, page 93, algorithm A3.2.\\n\\n\\tp  : degree\\n\\tU  : knot vector\\n\\tP  : control points\\n\\tu  : Parametric points\\n\\tnd : number of derivatives\\n\\n\\treturns array[d+1] with derivatives\\n\\t*/\\nfunction calcBSplineDerivatives( p, U, P, u, nd ) {\\n\\n\\tconst du = nd < p ? nd : p;\\n\\tconst CK = [];\\n\\tconst span = findSpan( p, u, U );\\n\\tconst nders = calcBasisFunctionDerivatives( span, u, p, du, U );\\n\\tconst Pw = [];\\n\\n\\tfor ( let i = 0; i < P.length; ++ i ) {\\n\\n\\t\\tconst point = P[ i ].clone();\\n\\t\\tconst w = point.w;\\n\\n\\t\\tpoint.x *= w;\\n\\t\\tpoint.y *= w;\\n\\t\\tpoint.z *= w;\\n\\n\\t\\tPw[ i ] = point;\\n\\n\\t}\\n\\n\\tfor ( let k = 0; k <= du; ++ k ) {\\n\\n\\t\\tconst point = Pw[ span - p ].clone().multiplyScalar( nders[ k ][ 0 ] );\\n\\n\\t\\tfor ( let j = 1; j <= p; ++ j ) {\\n\\n\\t\\t\\tpoint.add( Pw[ span - p + j ].clone().multiplyScalar( nders[ k ][ j ] ) );\\n\\n\\t\\t}\\n\\n\\t\\tCK[ k ] = point;\\n\\n\\t}\\n\\n\\tfor ( let k = du + 1; k <= nd + 1; ++ k ) {\\n\\n\\t\\tCK[ k ] = new three__WEBPACK_IMPORTED_MODULE_0__.Vector4( 0, 0, 0 );\\n\\n\\t}\\n\\n\\treturn CK;\\n\\n}\\n\\n\\n/*\\nCalculate \\\"K over I\\\"\\n\\nreturns k!/(i!(k-i)!)\\n*/\\nfunction calcKoverI( k, i ) {\\n\\n\\tlet nom = 1;\\n\\n\\tfor ( let j = 2; j <= k; ++ j ) {\\n\\n\\t\\tnom *= j;\\n\\n\\t}\\n\\n\\tlet denom = 1;\\n\\n\\tfor ( let j = 2; j <= i; ++ j ) {\\n\\n\\t\\tdenom *= j;\\n\\n\\t}\\n\\n\\tfor ( let j = 2; j <= k - i; ++ j ) {\\n\\n\\t\\tdenom *= j;\\n\\n\\t}\\n\\n\\treturn nom / denom;\\n\\n}\\n\\n\\n/*\\nCalculate derivatives (0-nd) of rational curve. See The NURBS Book, page 127, algorithm A4.2.\\n\\nPders : result of function calcBSplineDerivatives\\n\\nreturns array with derivatives for rational curve.\\n*/\\nfunction calcRationalCurveDerivatives( Pders ) {\\n\\n\\tconst nd = Pders.length;\\n\\tconst Aders = [];\\n\\tconst wders = [];\\n\\n\\tfor ( let i = 0; i < nd; ++ i ) {\\n\\n\\t\\tconst point = Pders[ i ];\\n\\t\\tAders[ i ] = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3( point.x, point.y, point.z );\\n\\t\\twders[ i ] = point.w;\\n\\n\\t}\\n\\n\\tconst CK = [];\\n\\n\\tfor ( let k = 0; k < nd; ++ k ) {\\n\\n\\t\\tconst v = Aders[ k ].clone();\\n\\n\\t\\tfor ( let i = 1; i <= k; ++ i ) {\\n\\n\\t\\t\\tv.sub( CK[ k - i ].clone().multiplyScalar( calcKoverI( k, i ) * wders[ i ] ) );\\n\\n\\t\\t}\\n\\n\\t\\tCK[ k ] = v.divideScalar( wders[ 0 ] );\\n\\n\\t}\\n\\n\\treturn CK;\\n\\n}\\n\\n\\n/*\\nCalculate NURBS curve derivatives. See The NURBS Book, page 127, algorithm A4.2.\\n\\np  : degree\\nU  : knot vector\\nP  : control points in homogeneous space\\nu  : parametric points\\nnd : number of derivatives\\n\\nreturns array with derivatives.\\n*/\\nfunction calcNURBSDerivatives( p, U, P, u, nd ) {\\n\\n\\tconst Pders = calcBSplineDerivatives( p, U, P, u, nd );\\n\\treturn calcRationalCurveDerivatives( Pders );\\n\\n}\\n\\n\\n/*\\nCalculate rational B-Spline surface point. See The NURBS Book, page 134, algorithm A4.3.\\n\\np, q : degrees of B-Spline surface\\nU, V : knot vectors\\nP    : control points (x, y, z, w)\\nu, v : parametric values\\n\\nreturns point for given (u, v)\\n*/\\nfunction calcSurfacePoint( p, q, U, V, P, u, v, target ) {\\n\\n\\tconst uspan = findSpan( p, u, U );\\n\\tconst vspan = findSpan( q, v, V );\\n\\tconst Nu = calcBasisFunctions( uspan, u, p, U );\\n\\tconst Nv = calcBasisFunctions( vspan, v, q, V );\\n\\tconst temp = [];\\n\\n\\tfor ( let l = 0; l <= q; ++ l ) {\\n\\n\\t\\ttemp[ l ] = new three__WEBPACK_IMPORTED_MODULE_0__.Vector4( 0, 0, 0, 0 );\\n\\t\\tfor ( let k = 0; k <= p; ++ k ) {\\n\\n\\t\\t\\tconst point = P[ uspan - p + k ][ vspan - q + l ].clone();\\n\\t\\t\\tconst w = point.w;\\n\\t\\t\\tpoint.x *= w;\\n\\t\\t\\tpoint.y *= w;\\n\\t\\t\\tpoint.z *= w;\\n\\t\\t\\ttemp[ l ].add( point.multiplyScalar( Nu[ k ] ) );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tconst Sw = new three__WEBPACK_IMPORTED_MODULE_0__.Vector4( 0, 0, 0, 0 );\\n\\tfor ( let l = 0; l <= q; ++ l ) {\\n\\n\\t\\tSw.add( temp[ l ].multiplyScalar( Nv[ l ] ) );\\n\\n\\t}\\n\\n\\tSw.divideScalar( Sw.w );\\n\\ttarget.set( Sw.x, Sw.y, Sw.z );\\n\\n}\\n\\n/*\\nCalculate rational B-Spline volume point. See The NURBS Book, page 134, algorithm A4.3.\\n\\np, q, r   : degrees of B-Splinevolume\\nU, V, W   : knot vectors\\nP         : control points (x, y, z, w)\\nu, v, w   : parametric values\\n\\nreturns point for given (u, v, w)\\n*/\\nfunction calcVolumePoint( p, q, r, U, V, W, P, u, v, w, target ) {\\n\\n\\tconst uspan = findSpan( p, u, U );\\n\\tconst vspan = findSpan( q, v, V );\\n\\tconst wspan = findSpan( r, w, W );\\n\\tconst Nu = calcBasisFunctions( uspan, u, p, U );\\n\\tconst Nv = calcBasisFunctions( vspan, v, q, V );\\n\\tconst Nw = calcBasisFunctions( wspan, w, r, W );\\n\\tconst temp = [];\\n\\n\\tfor ( let m = 0; m <= r; ++ m ) {\\n\\n\\t\\ttemp[ m ] = [];\\n\\n\\t\\tfor ( let l = 0; l <= q; ++ l ) {\\n\\n\\t\\t\\ttemp[ m ][ l ] = new three__WEBPACK_IMPORTED_MODULE_0__.Vector4( 0, 0, 0, 0 );\\n\\t\\t\\tfor ( let k = 0; k <= p; ++ k ) {\\n\\n\\t\\t\\t\\tconst point = P[ uspan - p + k ][ vspan - q + l ][ wspan - r + m ].clone();\\n\\t\\t\\t\\tconst w = point.w;\\n\\t\\t\\t\\tpoint.x *= w;\\n\\t\\t\\t\\tpoint.y *= w;\\n\\t\\t\\t\\tpoint.z *= w;\\n\\t\\t\\t\\ttemp[ m ][ l ].add( point.multiplyScalar( Nu[ k ] ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t}\\n\\tconst Sw = new three__WEBPACK_IMPORTED_MODULE_0__.Vector4( 0, 0, 0, 0 );\\n\\tfor ( let m = 0; m <= r; ++ m ) {\\n\\t\\tfor ( let l = 0; l <= q; ++ l ) {\\n\\n\\t\\t\\tSw.add( temp[ m ][ l ].multiplyScalar( Nw[ m ] ).multiplyScalar( Nv[ l ] ) );\\n\\n\\t\\t}\\n\\t}\\n\\n\\tSw.divideScalar( Sw.w );\\n\\ttarget.set( Sw.x, Sw.y, Sw.z );\\n\\n}\\n\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/curves/NURBSUtils.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/libs/fflate.module.js\":\n/*!***************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/libs/fflate.module.js ***!\n  \\***************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   AsyncCompress: () => (/* binding */ AsyncGzip),\\n/* harmony export */   AsyncDecompress: () => (/* binding */ AsyncDecompress),\\n/* harmony export */   AsyncDeflate: () => (/* binding */ AsyncDeflate),\\n/* harmony export */   AsyncGunzip: () => (/* binding */ AsyncGunzip),\\n/* harmony export */   AsyncGzip: () => (/* binding */ AsyncGzip),\\n/* harmony export */   AsyncInflate: () => (/* binding */ AsyncInflate),\\n/* harmony export */   AsyncUnzipInflate: () => (/* binding */ AsyncUnzipInflate),\\n/* harmony export */   AsyncUnzlib: () => (/* binding */ AsyncUnzlib),\\n/* harmony export */   AsyncZipDeflate: () => (/* binding */ AsyncZipDeflate),\\n/* harmony export */   AsyncZlib: () => (/* binding */ AsyncZlib),\\n/* harmony export */   Compress: () => (/* binding */ Gzip),\\n/* harmony export */   DecodeUTF8: () => (/* binding */ DecodeUTF8),\\n/* harmony export */   Decompress: () => (/* binding */ Decompress),\\n/* harmony export */   Deflate: () => (/* binding */ Deflate),\\n/* harmony export */   EncodeUTF8: () => (/* binding */ EncodeUTF8),\\n/* harmony export */   Gunzip: () => (/* binding */ Gunzip),\\n/* harmony export */   Gzip: () => (/* binding */ Gzip),\\n/* harmony export */   Inflate: () => (/* binding */ Inflate),\\n/* harmony export */   Unzip: () => (/* binding */ Unzip),\\n/* harmony export */   UnzipInflate: () => (/* binding */ UnzipInflate),\\n/* harmony export */   UnzipPassThrough: () => (/* binding */ UnzipPassThrough),\\n/* harmony export */   Unzlib: () => (/* binding */ Unzlib),\\n/* harmony export */   Zip: () => (/* binding */ Zip),\\n/* harmony export */   ZipDeflate: () => (/* binding */ ZipDeflate),\\n/* harmony export */   ZipPassThrough: () => (/* binding */ ZipPassThrough),\\n/* harmony export */   Zlib: () => (/* binding */ Zlib),\\n/* harmony export */   compress: () => (/* binding */ gzip),\\n/* harmony export */   compressSync: () => (/* binding */ gzipSync),\\n/* harmony export */   decompress: () => (/* binding */ decompress),\\n/* harmony export */   decompressSync: () => (/* binding */ decompressSync),\\n/* harmony export */   deflate: () => (/* binding */ deflate),\\n/* harmony export */   deflateSync: () => (/* binding */ deflateSync),\\n/* harmony export */   gunzip: () => (/* binding */ gunzip),\\n/* harmony export */   gunzipSync: () => (/* binding */ gunzipSync),\\n/* harmony export */   gzip: () => (/* binding */ gzip),\\n/* harmony export */   gzipSync: () => (/* binding */ gzipSync),\\n/* harmony export */   inflate: () => (/* binding */ inflate),\\n/* harmony export */   inflateSync: () => (/* binding */ inflateSync),\\n/* harmony export */   strFromU8: () => (/* binding */ strFromU8),\\n/* harmony export */   strToU8: () => (/* binding */ strToU8),\\n/* harmony export */   unzip: () => (/* binding */ unzip),\\n/* harmony export */   unzipSync: () => (/* binding */ unzipSync),\\n/* harmony export */   unzlib: () => (/* binding */ unzlib),\\n/* harmony export */   unzlibSync: () => (/* binding */ unzlibSync),\\n/* harmony export */   zip: () => (/* binding */ zip),\\n/* harmony export */   zipSync: () => (/* binding */ zipSync),\\n/* harmony export */   zlib: () => (/* binding */ zlib),\\n/* harmony export */   zlibSync: () => (/* binding */ zlibSync)\\n/* harmony export */ });\\n/*!\\nfflate - fast JavaScript compression/decompression\\n<https://101arrowz.github.io/fflate>\\nLicensed under MIT. https://github.com/101arrowz/fflate/blob/master/LICENSE\\nversion 0.6.9\\n*/\\n\\n// DEFLATE is a complex format; to read this code, you should probably check the RFC first:\\n// https://tools.ietf.org/html/rfc1951\\n// You may also wish to take a look at the guide I made about this program:\\n// https://gist.github.com/101arrowz/253f31eb5abc3d9275ab943003ffecad\\n// Some of the following code is similar to that of UZIP.js:\\n// https://github.com/photopea/UZIP.js\\n// However, the vast majority of the codebase has diverged from UZIP.js to increase performance and reduce bundle size.\\n// Sometimes 0 will appear where -1 would be more appropriate. This is because using a uint\\n// is better for memory in most engines (I *think*).\\nvar ch2 = {};\\nvar durl = function (c) { return URL.createObjectURL(new Blob([c], { type: 'text/javascript' })); };\\nvar cwk = function (u) { return new Worker(u); };\\ntry {\\n    URL.revokeObjectURL(durl(''));\\n}\\ncatch (e) {\\n    // We're in Deno or a very old browser\\n    durl = function (c) { return 'data:application/javascript;charset=UTF-8,' + encodeURI(c); };\\n    // If Deno, this is necessary; if not, this changes nothing\\n    cwk = function (u) { return new Worker(u, { type: 'module' }); };\\n}\\nvar wk = (function (c, id, msg, transfer, cb) {\\n    var w = cwk(ch2[id] || (ch2[id] = durl(c)));\\n    w.onerror = function (e) { return cb(e.error, null); };\\n    w.onmessage = function (e) { return cb(null, e.data); };\\n    w.postMessage(msg, transfer);\\n    return w;\\n});\\n\\n// aliases for shorter compressed code (most minifers don't do this)\\nvar u8 = Uint8Array, u16 = Uint16Array, u32 = Uint32Array;\\n// fixed length extra bits\\nvar fleb = new u8([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, /* unused */ 0, 0, /* impossible */ 0]);\\n// fixed distance extra bits\\n// see fleb note\\nvar fdeb = new u8([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, /* unused */ 0, 0]);\\n// code length index map\\nvar clim = new u8([16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15]);\\n// get base, reverse index map from extra bits\\nvar freb = function (eb, start) {\\n    var b = new u16(31);\\n    for (var i = 0; i < 31; ++i) {\\n        b[i] = start += 1 << eb[i - 1];\\n    }\\n    // numbers here are at max 18 bits\\n    var r = new u32(b[30]);\\n    for (var i = 1; i < 30; ++i) {\\n        for (var j = b[i]; j < b[i + 1]; ++j) {\\n            r[j] = ((j - b[i]) << 5) | i;\\n        }\\n    }\\n    return [b, r];\\n};\\nvar _a = freb(fleb, 2), fl = _a[0], revfl = _a[1];\\n// we can ignore the fact that the other numbers are wrong; they never happen anyway\\nfl[28] = 258, revfl[258] = 28;\\nvar _b = freb(fdeb, 0), fd = _b[0], revfd = _b[1];\\n// map of value to reverse (assuming 16 bits)\\nvar rev = new u16(32768);\\nfor (var i = 0; i < 32768; ++i) {\\n    // reverse table algorithm from SO\\n    var x = ((i & 0xAAAA) >>> 1) | ((i & 0x5555) << 1);\\n    x = ((x & 0xCCCC) >>> 2) | ((x & 0x3333) << 2);\\n    x = ((x & 0xF0F0) >>> 4) | ((x & 0x0F0F) << 4);\\n    rev[i] = (((x & 0xFF00) >>> 8) | ((x & 0x00FF) << 8)) >>> 1;\\n}\\n// create huffman tree from u8 \\\"map\\\": index -> code length for code index\\n// mb (max bits) must be at most 15\\n// TODO: optimize/split up?\\nvar hMap = (function (cd, mb, r) {\\n    var s = cd.length;\\n    // index\\n    var i = 0;\\n    // u16 \\\"map\\\": index -> # of codes with bit length = index\\n    var l = new u16(mb);\\n    // length of cd must be 288 (total # of codes)\\n    for (; i < s; ++i)\\n        ++l[cd[i] - 1];\\n    // u16 \\\"map\\\": index -> minimum code for bit length = index\\n    var le = new u16(mb);\\n    for (i = 0; i < mb; ++i) {\\n        le[i] = (le[i - 1] + l[i - 1]) << 1;\\n    }\\n    var co;\\n    if (r) {\\n        // u16 \\\"map\\\": index -> number of actual bits, symbol for code\\n        co = new u16(1 << mb);\\n        // bits to remove for reverser\\n        var rvb = 15 - mb;\\n        for (i = 0; i < s; ++i) {\\n            // ignore 0 lengths\\n            if (cd[i]) {\\n                // num encoding both symbol and bits read\\n                var sv = (i << 4) | cd[i];\\n                // free bits\\n                var r_1 = mb - cd[i];\\n                // start value\\n                var v = le[cd[i] - 1]++ << r_1;\\n                // m is end value\\n                for (var m = v | ((1 << r_1) - 1); v <= m; ++v) {\\n                    // every 16 bit value starting with the code yields the same result\\n                    co[rev[v] >>> rvb] = sv;\\n                }\\n            }\\n        }\\n    }\\n    else {\\n        co = new u16(s);\\n        for (i = 0; i < s; ++i) {\\n            if (cd[i]) {\\n                co[i] = rev[le[cd[i] - 1]++] >>> (15 - cd[i]);\\n            }\\n        }\\n    }\\n    return co;\\n});\\n// fixed length tree\\nvar flt = new u8(288);\\nfor (var i = 0; i < 144; ++i)\\n    flt[i] = 8;\\nfor (var i = 144; i < 256; ++i)\\n    flt[i] = 9;\\nfor (var i = 256; i < 280; ++i)\\n    flt[i] = 7;\\nfor (var i = 280; i < 288; ++i)\\n    flt[i] = 8;\\n// fixed distance tree\\nvar fdt = new u8(32);\\nfor (var i = 0; i < 32; ++i)\\n    fdt[i] = 5;\\n// fixed length map\\nvar flm = /*#__PURE__*/ hMap(flt, 9, 0), flrm = /*#__PURE__*/ hMap(flt, 9, 1);\\n// fixed distance map\\nvar fdm = /*#__PURE__*/ hMap(fdt, 5, 0), fdrm = /*#__PURE__*/ hMap(fdt, 5, 1);\\n// find max of array\\nvar max = function (a) {\\n    var m = a[0];\\n    for (var i = 1; i < a.length; ++i) {\\n        if (a[i] > m)\\n            m = a[i];\\n    }\\n    return m;\\n};\\n// read d, starting at bit p and mask with m\\nvar bits = function (d, p, m) {\\n    var o = (p / 8) | 0;\\n    return ((d[o] | (d[o + 1] << 8)) >> (p & 7)) & m;\\n};\\n// read d, starting at bit p continuing for at least 16 bits\\nvar bits16 = function (d, p) {\\n    var o = (p / 8) | 0;\\n    return ((d[o] | (d[o + 1] << 8) | (d[o + 2] << 16)) >> (p & 7));\\n};\\n// get end of byte\\nvar shft = function (p) { return ((p / 8) | 0) + (p & 7 && 1); };\\n// typed array slice - allows garbage collector to free original reference,\\n// while being more compatible than .slice\\nvar slc = function (v, s, e) {\\n    if (s == null || s < 0)\\n        s = 0;\\n    if (e == null || e > v.length)\\n        e = v.length;\\n    // can't use .constructor in case user-supplied\\n    var n = new (v instanceof u16 ? u16 : v instanceof u32 ? u32 : u8)(e - s);\\n    n.set(v.subarray(s, e));\\n    return n;\\n};\\n// expands raw DEFLATE data\\nvar inflt = function (dat, buf, st) {\\n    // source length\\n    var sl = dat.length;\\n    if (!sl || (st && !st.l && sl < 5))\\n        return buf || new u8(0);\\n    // have to estimate size\\n    var noBuf = !buf || st;\\n    // no state\\n    var noSt = !st || st.i;\\n    if (!st)\\n        st = {};\\n    // Assumes roughly 33% compression ratio average\\n    if (!buf)\\n        buf = new u8(sl * 3);\\n    // ensure buffer can fit at least l elements\\n    var cbuf = function (l) {\\n        var bl = buf.length;\\n        // need to increase size to fit\\n        if (l > bl) {\\n            // Double or set to necessary, whichever is greater\\n            var nbuf = new u8(Math.max(bl * 2, l));\\n            nbuf.set(buf);\\n            buf = nbuf;\\n        }\\n    };\\n    //  last chunk         bitpos           bytes\\n    var final = st.f || 0, pos = st.p || 0, bt = st.b || 0, lm = st.l, dm = st.d, lbt = st.m, dbt = st.n;\\n    // total bits\\n    var tbts = sl * 8;\\n    do {\\n        if (!lm) {\\n            // BFINAL - this is only 1 when last chunk is next\\n            st.f = final = bits(dat, pos, 1);\\n            // type: 0 = no compression, 1 = fixed huffman, 2 = dynamic huffman\\n            var type = bits(dat, pos + 1, 3);\\n            pos += 3;\\n            if (!type) {\\n                // go to end of byte boundary\\n                var s = shft(pos) + 4, l = dat[s - 4] | (dat[s - 3] << 8), t = s + l;\\n                if (t > sl) {\\n                    if (noSt)\\n                        throw 'unexpected EOF';\\n                    break;\\n                }\\n                // ensure size\\n                if (noBuf)\\n                    cbuf(bt + l);\\n                // Copy over uncompressed data\\n                buf.set(dat.subarray(s, t), bt);\\n                // Get new bitpos, update byte count\\n                st.b = bt += l, st.p = pos = t * 8;\\n                continue;\\n            }\\n            else if (type == 1)\\n                lm = flrm, dm = fdrm, lbt = 9, dbt = 5;\\n            else if (type == 2) {\\n                //  literal                            lengths\\n                var hLit = bits(dat, pos, 31) + 257, hcLen = bits(dat, pos + 10, 15) + 4;\\n                var tl = hLit + bits(dat, pos + 5, 31) + 1;\\n                pos += 14;\\n                // length+distance tree\\n                var ldt = new u8(tl);\\n                // code length tree\\n                var clt = new u8(19);\\n                for (var i = 0; i < hcLen; ++i) {\\n                    // use index map to get real code\\n                    clt[clim[i]] = bits(dat, pos + i * 3, 7);\\n                }\\n                pos += hcLen * 3;\\n                // code lengths bits\\n                var clb = max(clt), clbmsk = (1 << clb) - 1;\\n                // code lengths map\\n                var clm = hMap(clt, clb, 1);\\n                for (var i = 0; i < tl;) {\\n                    var r = clm[bits(dat, pos, clbmsk)];\\n                    // bits read\\n                    pos += r & 15;\\n                    // symbol\\n                    var s = r >>> 4;\\n                    // code length to copy\\n                    if (s < 16) {\\n                        ldt[i++] = s;\\n                    }\\n                    else {\\n                        //  copy   count\\n                        var c = 0, n = 0;\\n                        if (s == 16)\\n                            n = 3 + bits(dat, pos, 3), pos += 2, c = ldt[i - 1];\\n                        else if (s == 17)\\n                            n = 3 + bits(dat, pos, 7), pos += 3;\\n                        else if (s == 18)\\n                            n = 11 + bits(dat, pos, 127), pos += 7;\\n                        while (n--)\\n                            ldt[i++] = c;\\n                    }\\n                }\\n                //    length tree                 distance tree\\n                var lt = ldt.subarray(0, hLit), dt = ldt.subarray(hLit);\\n                // max length bits\\n                lbt = max(lt);\\n                // max dist bits\\n                dbt = max(dt);\\n                lm = hMap(lt, lbt, 1);\\n                dm = hMap(dt, dbt, 1);\\n            }\\n            else\\n                throw 'invalid block type';\\n            if (pos > tbts) {\\n                if (noSt)\\n                    throw 'unexpected EOF';\\n                break;\\n            }\\n        }\\n        // Make sure the buffer can hold this + the largest possible addition\\n        // Maximum chunk size (practically, theoretically infinite) is 2^17;\\n        if (noBuf)\\n            cbuf(bt + 131072);\\n        var lms = (1 << lbt) - 1, dms = (1 << dbt) - 1;\\n        var lpos = pos;\\n        for (;; lpos = pos) {\\n            // bits read, code\\n            var c = lm[bits16(dat, pos) & lms], sym = c >>> 4;\\n            pos += c & 15;\\n            if (pos > tbts) {\\n                if (noSt)\\n                    throw 'unexpected EOF';\\n                break;\\n            }\\n            if (!c)\\n                throw 'invalid length/literal';\\n            if (sym < 256)\\n                buf[bt++] = sym;\\n            else if (sym == 256) {\\n                lpos = pos, lm = null;\\n                break;\\n            }\\n            else {\\n                var add = sym - 254;\\n                // no extra bits needed if less\\n                if (sym > 264) {\\n                    // index\\n                    var i = sym - 257, b = fleb[i];\\n                    add = bits(dat, pos, (1 << b) - 1) + fl[i];\\n                    pos += b;\\n                }\\n                // dist\\n                var d = dm[bits16(dat, pos) & dms], dsym = d >>> 4;\\n                if (!d)\\n                    throw 'invalid distance';\\n                pos += d & 15;\\n                var dt = fd[dsym];\\n                if (dsym > 3) {\\n                    var b = fdeb[dsym];\\n                    dt += bits16(dat, pos) & ((1 << b) - 1), pos += b;\\n                }\\n                if (pos > tbts) {\\n                    if (noSt)\\n                        throw 'unexpected EOF';\\n                    break;\\n                }\\n                if (noBuf)\\n                    cbuf(bt + 131072);\\n                var end = bt + add;\\n                for (; bt < end; bt += 4) {\\n                    buf[bt] = buf[bt - dt];\\n                    buf[bt + 1] = buf[bt + 1 - dt];\\n                    buf[bt + 2] = buf[bt + 2 - dt];\\n                    buf[bt + 3] = buf[bt + 3 - dt];\\n                }\\n                bt = end;\\n            }\\n        }\\n        st.l = lm, st.p = lpos, st.b = bt;\\n        if (lm)\\n            final = 1, st.m = lbt, st.d = dm, st.n = dbt;\\n    } while (!final);\\n    return bt == buf.length ? buf : slc(buf, 0, bt);\\n};\\n// starting at p, write the minimum number of bits that can hold v to d\\nvar wbits = function (d, p, v) {\\n    v <<= p & 7;\\n    var o = (p / 8) | 0;\\n    d[o] |= v;\\n    d[o + 1] |= v >>> 8;\\n};\\n// starting at p, write the minimum number of bits (>8) that can hold v to d\\nvar wbits16 = function (d, p, v) {\\n    v <<= p & 7;\\n    var o = (p / 8) | 0;\\n    d[o] |= v;\\n    d[o + 1] |= v >>> 8;\\n    d[o + 2] |= v >>> 16;\\n};\\n// creates code lengths from a frequency table\\nvar hTree = function (d, mb) {\\n    // Need extra info to make a tree\\n    var t = [];\\n    for (var i = 0; i < d.length; ++i) {\\n        if (d[i])\\n            t.push({ s: i, f: d[i] });\\n    }\\n    var s = t.length;\\n    var t2 = t.slice();\\n    if (!s)\\n        return [et, 0];\\n    if (s == 1) {\\n        var v = new u8(t[0].s + 1);\\n        v[t[0].s] = 1;\\n        return [v, 1];\\n    }\\n    t.sort(function (a, b) { return a.f - b.f; });\\n    // after i2 reaches last ind, will be stopped\\n    // freq must be greater than largest possible number of symbols\\n    t.push({ s: -1, f: 25001 });\\n    var l = t[0], r = t[1], i0 = 0, i1 = 1, i2 = 2;\\n    t[0] = { s: -1, f: l.f + r.f, l: l, r: r };\\n    // efficient algorithm from UZIP.js\\n    // i0 is lookbehind, i2 is lookahead - after processing two low-freq\\n    // symbols that combined have high freq, will start processing i2 (high-freq,\\n    // non-composite) symbols instead\\n    // see https://reddit.com/r/photopea/comments/ikekht/uzipjs_questions/\\n    while (i1 != s - 1) {\\n        l = t[t[i0].f < t[i2].f ? i0++ : i2++];\\n        r = t[i0 != i1 && t[i0].f < t[i2].f ? i0++ : i2++];\\n        t[i1++] = { s: -1, f: l.f + r.f, l: l, r: r };\\n    }\\n    var maxSym = t2[0].s;\\n    for (var i = 1; i < s; ++i) {\\n        if (t2[i].s > maxSym)\\n            maxSym = t2[i].s;\\n    }\\n    // code lengths\\n    var tr = new u16(maxSym + 1);\\n    // max bits in tree\\n    var mbt = ln(t[i1 - 1], tr, 0);\\n    if (mbt > mb) {\\n        // more algorithms from UZIP.js\\n        // TODO: find out how this code works (debt)\\n        //  ind    debt\\n        var i = 0, dt = 0;\\n        //    left            cost\\n        var lft = mbt - mb, cst = 1 << lft;\\n        t2.sort(function (a, b) { return tr[b.s] - tr[a.s] || a.f - b.f; });\\n        for (; i < s; ++i) {\\n            var i2_1 = t2[i].s;\\n            if (tr[i2_1] > mb) {\\n                dt += cst - (1 << (mbt - tr[i2_1]));\\n                tr[i2_1] = mb;\\n            }\\n            else\\n                break;\\n        }\\n        dt >>>= lft;\\n        while (dt > 0) {\\n            var i2_2 = t2[i].s;\\n            if (tr[i2_2] < mb)\\n                dt -= 1 << (mb - tr[i2_2]++ - 1);\\n            else\\n                ++i;\\n        }\\n        for (; i >= 0 && dt; --i) {\\n            var i2_3 = t2[i].s;\\n            if (tr[i2_3] == mb) {\\n                --tr[i2_3];\\n                ++dt;\\n            }\\n        }\\n        mbt = mb;\\n    }\\n    return [new u8(tr), mbt];\\n};\\n// get the max length and assign length codes\\nvar ln = function (n, l, d) {\\n    return n.s == -1\\n        ? Math.max(ln(n.l, l, d + 1), ln(n.r, l, d + 1))\\n        : (l[n.s] = d);\\n};\\n// length codes generation\\nvar lc = function (c) {\\n    var s = c.length;\\n    // Note that the semicolon was intentional\\n    while (s && !c[--s])\\n        ;\\n    var cl = new u16(++s);\\n    //  ind      num         streak\\n    var cli = 0, cln = c[0], cls = 1;\\n    var w = function (v) { cl[cli++] = v; };\\n    for (var i = 1; i <= s; ++i) {\\n        if (c[i] == cln && i != s)\\n            ++cls;\\n        else {\\n            if (!cln && cls > 2) {\\n                for (; cls > 138; cls -= 138)\\n                    w(32754);\\n                if (cls > 2) {\\n                    w(cls > 10 ? ((cls - 11) << 5) | 28690 : ((cls - 3) << 5) | 12305);\\n                    cls = 0;\\n                }\\n            }\\n            else if (cls > 3) {\\n                w(cln), --cls;\\n                for (; cls > 6; cls -= 6)\\n                    w(8304);\\n                if (cls > 2)\\n                    w(((cls - 3) << 5) | 8208), cls = 0;\\n            }\\n            while (cls--)\\n                w(cln);\\n            cls = 1;\\n            cln = c[i];\\n        }\\n    }\\n    return [cl.subarray(0, cli), s];\\n};\\n// calculate the length of output from tree, code lengths\\nvar clen = function (cf, cl) {\\n    var l = 0;\\n    for (var i = 0; i < cl.length; ++i)\\n        l += cf[i] * cl[i];\\n    return l;\\n};\\n// writes a fixed block\\n// returns the new bit pos\\nvar wfblk = function (out, pos, dat) {\\n    // no need to write 00 as type: TypedArray defaults to 0\\n    var s = dat.length;\\n    var o = shft(pos + 2);\\n    out[o] = s & 255;\\n    out[o + 1] = s >>> 8;\\n    out[o + 2] = out[o] ^ 255;\\n    out[o + 3] = out[o + 1] ^ 255;\\n    for (var i = 0; i < s; ++i)\\n        out[o + i + 4] = dat[i];\\n    return (o + 4 + s) * 8;\\n};\\n// writes a block\\nvar wblk = function (dat, out, final, syms, lf, df, eb, li, bs, bl, p) {\\n    wbits(out, p++, final);\\n    ++lf[256];\\n    var _a = hTree(lf, 15), dlt = _a[0], mlb = _a[1];\\n    var _b = hTree(df, 15), ddt = _b[0], mdb = _b[1];\\n    var _c = lc(dlt), lclt = _c[0], nlc = _c[1];\\n    var _d = lc(ddt), lcdt = _d[0], ndc = _d[1];\\n    var lcfreq = new u16(19);\\n    for (var i = 0; i < lclt.length; ++i)\\n        lcfreq[lclt[i] & 31]++;\\n    for (var i = 0; i < lcdt.length; ++i)\\n        lcfreq[lcdt[i] & 31]++;\\n    var _e = hTree(lcfreq, 7), lct = _e[0], mlcb = _e[1];\\n    var nlcc = 19;\\n    for (; nlcc > 4 && !lct[clim[nlcc - 1]]; --nlcc)\\n        ;\\n    var flen = (bl + 5) << 3;\\n    var ftlen = clen(lf, flt) + clen(df, fdt) + eb;\\n    var dtlen = clen(lf, dlt) + clen(df, ddt) + eb + 14 + 3 * nlcc + clen(lcfreq, lct) + (2 * lcfreq[16] + 3 * lcfreq[17] + 7 * lcfreq[18]);\\n    if (flen <= ftlen && flen <= dtlen)\\n        return wfblk(out, p, dat.subarray(bs, bs + bl));\\n    var lm, ll, dm, dl;\\n    wbits(out, p, 1 + (dtlen < ftlen)), p += 2;\\n    if (dtlen < ftlen) {\\n        lm = hMap(dlt, mlb, 0), ll = dlt, dm = hMap(ddt, mdb, 0), dl = ddt;\\n        var llm = hMap(lct, mlcb, 0);\\n        wbits(out, p, nlc - 257);\\n        wbits(out, p + 5, ndc - 1);\\n        wbits(out, p + 10, nlcc - 4);\\n        p += 14;\\n        for (var i = 0; i < nlcc; ++i)\\n            wbits(out, p + 3 * i, lct[clim[i]]);\\n        p += 3 * nlcc;\\n        var lcts = [lclt, lcdt];\\n        for (var it = 0; it < 2; ++it) {\\n            var clct = lcts[it];\\n            for (var i = 0; i < clct.length; ++i) {\\n                var len = clct[i] & 31;\\n                wbits(out, p, llm[len]), p += lct[len];\\n                if (len > 15)\\n                    wbits(out, p, (clct[i] >>> 5) & 127), p += clct[i] >>> 12;\\n            }\\n        }\\n    }\\n    else {\\n        lm = flm, ll = flt, dm = fdm, dl = fdt;\\n    }\\n    for (var i = 0; i < li; ++i) {\\n        if (syms[i] > 255) {\\n            var len = (syms[i] >>> 18) & 31;\\n            wbits16(out, p, lm[len + 257]), p += ll[len + 257];\\n            if (len > 7)\\n                wbits(out, p, (syms[i] >>> 23) & 31), p += fleb[len];\\n            var dst = syms[i] & 31;\\n            wbits16(out, p, dm[dst]), p += dl[dst];\\n            if (dst > 3)\\n                wbits16(out, p, (syms[i] >>> 5) & 8191), p += fdeb[dst];\\n        }\\n        else {\\n            wbits16(out, p, lm[syms[i]]), p += ll[syms[i]];\\n        }\\n    }\\n    wbits16(out, p, lm[256]);\\n    return p + ll[256];\\n};\\n// deflate options (nice << 13) | chain\\nvar deo = /*#__PURE__*/ new u32([65540, 131080, 131088, 131104, 262176, 1048704, 1048832, 2114560, 2117632]);\\n// empty\\nvar et = /*#__PURE__*/ new u8(0);\\n// compresses data into a raw DEFLATE buffer\\nvar dflt = function (dat, lvl, plvl, pre, post, lst) {\\n    var s = dat.length;\\n    var o = new u8(pre + s + 5 * (1 + Math.ceil(s / 7000)) + post);\\n    // writing to this writes to the output buffer\\n    var w = o.subarray(pre, o.length - post);\\n    var pos = 0;\\n    if (!lvl || s < 8) {\\n        for (var i = 0; i <= s; i += 65535) {\\n            // end\\n            var e = i + 65535;\\n            if (e < s) {\\n                // write full block\\n                pos = wfblk(w, pos, dat.subarray(i, e));\\n            }\\n            else {\\n                // write final block\\n                w[i] = lst;\\n                pos = wfblk(w, pos, dat.subarray(i, s));\\n            }\\n        }\\n    }\\n    else {\\n        var opt = deo[lvl - 1];\\n        var n = opt >>> 13, c = opt & 8191;\\n        var msk_1 = (1 << plvl) - 1;\\n        //    prev 2-byte val map    curr 2-byte val map\\n        var prev = new u16(32768), head = new u16(msk_1 + 1);\\n        var bs1_1 = Math.ceil(plvl / 3), bs2_1 = 2 * bs1_1;\\n        var hsh = function (i) { return (dat[i] ^ (dat[i + 1] << bs1_1) ^ (dat[i + 2] << bs2_1)) & msk_1; };\\n        // 24576 is an arbitrary number of maximum symbols per block\\n        // 424 buffer for last block\\n        var syms = new u32(25000);\\n        // length/literal freq   distance freq\\n        var lf = new u16(288), df = new u16(32);\\n        //  l/lcnt  exbits  index  l/lind  waitdx  bitpos\\n        var lc_1 = 0, eb = 0, i = 0, li = 0, wi = 0, bs = 0;\\n        for (; i < s; ++i) {\\n            // hash value\\n            // deopt when i > s - 3 - at end, deopt acceptable\\n            var hv = hsh(i);\\n            // index mod 32768    previous index mod\\n            var imod = i & 32767, pimod = head[hv];\\n            prev[imod] = pimod;\\n            head[hv] = imod;\\n            // We always should modify head and prev, but only add symbols if\\n            // this data is not yet processed (\\\"wait\\\" for wait index)\\n            if (wi <= i) {\\n                // bytes remaining\\n                var rem = s - i;\\n                if ((lc_1 > 7000 || li > 24576) && rem > 423) {\\n                    pos = wblk(dat, w, 0, syms, lf, df, eb, li, bs, i - bs, pos);\\n                    li = lc_1 = eb = 0, bs = i;\\n                    for (var j = 0; j < 286; ++j)\\n                        lf[j] = 0;\\n                    for (var j = 0; j < 30; ++j)\\n                        df[j] = 0;\\n                }\\n                //  len    dist   chain\\n                var l = 2, d = 0, ch_1 = c, dif = (imod - pimod) & 32767;\\n                if (rem > 2 && hv == hsh(i - dif)) {\\n                    var maxn = Math.min(n, rem) - 1;\\n                    var maxd = Math.min(32767, i);\\n                    // max possible length\\n                    // not capped at dif because decompressors implement \\\"rolling\\\" index population\\n                    var ml = Math.min(258, rem);\\n                    while (dif <= maxd && --ch_1 && imod != pimod) {\\n                        if (dat[i + l] == dat[i + l - dif]) {\\n                            var nl = 0;\\n                            for (; nl < ml && dat[i + nl] == dat[i + nl - dif]; ++nl)\\n                                ;\\n                            if (nl > l) {\\n                                l = nl, d = dif;\\n                                // break out early when we reach \\\"nice\\\" (we are satisfied enough)\\n                                if (nl > maxn)\\n                                    break;\\n                                // now, find the rarest 2-byte sequence within this\\n                                // length of literals and search for that instead.\\n                                // Much faster than just using the start\\n                                var mmd = Math.min(dif, nl - 2);\\n                                var md = 0;\\n                                for (var j = 0; j < mmd; ++j) {\\n                                    var ti = (i - dif + j + 32768) & 32767;\\n                                    var pti = prev[ti];\\n                                    var cd = (ti - pti + 32768) & 32767;\\n                                    if (cd > md)\\n                                        md = cd, pimod = ti;\\n                                }\\n                            }\\n                        }\\n                        // check the previous match\\n                        imod = pimod, pimod = prev[imod];\\n                        dif += (imod - pimod + 32768) & 32767;\\n                    }\\n                }\\n                // d will be nonzero only when a match was found\\n                if (d) {\\n                    // store both dist and len data in one Uint32\\n                    // Make sure this is recognized as a len/dist with 28th bit (2^28)\\n                    syms[li++] = 268435456 | (revfl[l] << 18) | revfd[d];\\n                    var lin = revfl[l] & 31, din = revfd[d] & 31;\\n                    eb += fleb[lin] + fdeb[din];\\n                    ++lf[257 + lin];\\n                    ++df[din];\\n                    wi = i + l;\\n                    ++lc_1;\\n                }\\n                else {\\n                    syms[li++] = dat[i];\\n                    ++lf[dat[i]];\\n                }\\n            }\\n        }\\n        pos = wblk(dat, w, lst, syms, lf, df, eb, li, bs, i - bs, pos);\\n        // this is the easiest way to avoid needing to maintain state\\n        if (!lst && pos & 7)\\n            pos = wfblk(w, pos + 1, et);\\n    }\\n    return slc(o, 0, pre + shft(pos) + post);\\n};\\n// CRC32 table\\nvar crct = /*#__PURE__*/ (function () {\\n    var t = new u32(256);\\n    for (var i = 0; i < 256; ++i) {\\n        var c = i, k = 9;\\n        while (--k)\\n            c = ((c & 1) && 0xEDB88320) ^ (c >>> 1);\\n        t[i] = c;\\n    }\\n    return t;\\n})();\\n// CRC32\\nvar crc = function () {\\n    var c = -1;\\n    return {\\n        p: function (d) {\\n            // closures have awful performance\\n            var cr = c;\\n            for (var i = 0; i < d.length; ++i)\\n                cr = crct[(cr & 255) ^ d[i]] ^ (cr >>> 8);\\n            c = cr;\\n        },\\n        d: function () { return ~c; }\\n    };\\n};\\n// Alder32\\nvar adler = function () {\\n    var a = 1, b = 0;\\n    return {\\n        p: function (d) {\\n            // closures have awful performance\\n            var n = a, m = b;\\n            var l = d.length;\\n            for (var i = 0; i != l;) {\\n                var e = Math.min(i + 2655, l);\\n                for (; i < e; ++i)\\n                    m += n += d[i];\\n                n = (n & 65535) + 15 * (n >> 16), m = (m & 65535) + 15 * (m >> 16);\\n            }\\n            a = n, b = m;\\n        },\\n        d: function () {\\n            a %= 65521, b %= 65521;\\n            return (a & 255) << 24 | (a >>> 8) << 16 | (b & 255) << 8 | (b >>> 8);\\n        }\\n    };\\n};\\n;\\n// deflate with opts\\nvar dopt = function (dat, opt, pre, post, st) {\\n    return dflt(dat, opt.level == null ? 6 : opt.level, opt.mem == null ? Math.ceil(Math.max(8, Math.min(13, Math.log(dat.length))) * 1.5) : (12 + opt.mem), pre, post, !st);\\n};\\n// Walmart object spread\\nvar mrg = function (a, b) {\\n    var o = {};\\n    for (var k in a)\\n        o[k] = a[k];\\n    for (var k in b)\\n        o[k] = b[k];\\n    return o;\\n};\\n// worker clone\\n// This is possibly the craziest part of the entire codebase, despite how simple it may seem.\\n// The only parameter to this function is a closure that returns an array of variables outside of the function scope.\\n// We're going to try to figure out the variable names used in the closure as strings because that is crucial for workerization.\\n// We will return an object mapping of true variable name to value (basically, the current scope as a JS object).\\n// The reason we can't just use the original variable names is minifiers mangling the toplevel scope.\\n// This took me three weeks to figure out how to do.\\nvar wcln = function (fn, fnStr, td) {\\n    var dt = fn();\\n    var st = fn.toString();\\n    var ks = st.slice(st.indexOf('[') + 1, st.lastIndexOf(']')).replace(/ /g, '').split(',');\\n    for (var i = 0; i < dt.length; ++i) {\\n        var v = dt[i], k = ks[i];\\n        if (typeof v == 'function') {\\n            fnStr += ';' + k + '=';\\n            var st_1 = v.toString();\\n            if (v.prototype) {\\n                // for global objects\\n                if (st_1.indexOf('[native code]') != -1) {\\n                    var spInd = st_1.indexOf(' ', 8) + 1;\\n                    fnStr += st_1.slice(spInd, st_1.indexOf('(', spInd));\\n                }\\n                else {\\n                    fnStr += st_1;\\n                    for (var t in v.prototype)\\n                        fnStr += ';' + k + '.prototype.' + t + '=' + v.prototype[t].toString();\\n                }\\n            }\\n            else\\n                fnStr += st_1;\\n        }\\n        else\\n            td[k] = v;\\n    }\\n    return [fnStr, td];\\n};\\nvar ch = [];\\n// clone bufs\\nvar cbfs = function (v) {\\n    var tl = [];\\n    for (var k in v) {\\n        if (v[k] instanceof u8 || v[k] instanceof u16 || v[k] instanceof u32)\\n            tl.push((v[k] = new v[k].constructor(v[k])).buffer);\\n    }\\n    return tl;\\n};\\n// use a worker to execute code\\nvar wrkr = function (fns, init, id, cb) {\\n    var _a;\\n    if (!ch[id]) {\\n        var fnStr = '', td_1 = {}, m = fns.length - 1;\\n        for (var i = 0; i < m; ++i)\\n            _a = wcln(fns[i], fnStr, td_1), fnStr = _a[0], td_1 = _a[1];\\n        ch[id] = wcln(fns[m], fnStr, td_1);\\n    }\\n    var td = mrg({}, ch[id][1]);\\n    return wk(ch[id][0] + ';onmessage=function(e){for(var k in e.data)self[k]=e.data[k];onmessage=' + init.toString() + '}', id, td, cbfs(td), cb);\\n};\\n// base async inflate fn\\nvar bInflt = function () { return [u8, u16, u32, fleb, fdeb, clim, fl, fd, flrm, fdrm, rev, hMap, max, bits, bits16, shft, slc, inflt, inflateSync, pbf, gu8]; };\\nvar bDflt = function () { return [u8, u16, u32, fleb, fdeb, clim, revfl, revfd, flm, flt, fdm, fdt, rev, deo, et, hMap, wbits, wbits16, hTree, ln, lc, clen, wfblk, wblk, shft, slc, dflt, dopt, deflateSync, pbf]; };\\n// gzip extra\\nvar gze = function () { return [gzh, gzhl, wbytes, crc, crct]; };\\n// gunzip extra\\nvar guze = function () { return [gzs, gzl]; };\\n// zlib extra\\nvar zle = function () { return [zlh, wbytes, adler]; };\\n// unzlib extra\\nvar zule = function () { return [zlv]; };\\n// post buf\\nvar pbf = function (msg) { return postMessage(msg, [msg.buffer]); };\\n// get u8\\nvar gu8 = function (o) { return o && o.size && new u8(o.size); };\\n// async helper\\nvar cbify = function (dat, opts, fns, init, id, cb) {\\n    var w = wrkr(fns, init, id, function (err, dat) {\\n        w.terminate();\\n        cb(err, dat);\\n    });\\n    w.postMessage([dat, opts], opts.consume ? [dat.buffer] : []);\\n    return function () { w.terminate(); };\\n};\\n// auto stream\\nvar astrm = function (strm) {\\n    strm.ondata = function (dat, final) { return postMessage([dat, final], [dat.buffer]); };\\n    return function (ev) { return strm.push(ev.data[0], ev.data[1]); };\\n};\\n// async stream attach\\nvar astrmify = function (fns, strm, opts, init, id) {\\n    var t;\\n    var w = wrkr(fns, init, id, function (err, dat) {\\n        if (err)\\n            w.terminate(), strm.ondata.call(strm, err);\\n        else {\\n            if (dat[1])\\n                w.terminate();\\n            strm.ondata.call(strm, err, dat[0], dat[1]);\\n        }\\n    });\\n    w.postMessage(opts);\\n    strm.push = function (d, f) {\\n        if (t)\\n            throw 'stream finished';\\n        if (!strm.ondata)\\n            throw 'no stream handler';\\n        w.postMessage([d, t = f], [d.buffer]);\\n    };\\n    strm.terminate = function () { w.terminate(); };\\n};\\n// read 2 bytes\\nvar b2 = function (d, b) { return d[b] | (d[b + 1] << 8); };\\n// read 4 bytes\\nvar b4 = function (d, b) { return (d[b] | (d[b + 1] << 8) | (d[b + 2] << 16) | (d[b + 3] << 24)) >>> 0; };\\nvar b8 = function (d, b) { return b4(d, b) + (b4(d, b + 4) * 4294967296); };\\n// write bytes\\nvar wbytes = function (d, b, v) {\\n    for (; v; ++b)\\n        d[b] = v, v >>>= 8;\\n};\\n// gzip header\\nvar gzh = function (c, o) {\\n    var fn = o.filename;\\n    c[0] = 31, c[1] = 139, c[2] = 8, c[8] = o.level < 2 ? 4 : o.level == 9 ? 2 : 0, c[9] = 3; // assume Unix\\n    if (o.mtime != 0)\\n        wbytes(c, 4, Math.floor(new Date(o.mtime || Date.now()) / 1000));\\n    if (fn) {\\n        c[3] = 8;\\n        for (var i = 0; i <= fn.length; ++i)\\n            c[i + 10] = fn.charCodeAt(i);\\n    }\\n};\\n// gzip footer: -8 to -4 = CRC, -4 to -0 is length\\n// gzip start\\nvar gzs = function (d) {\\n    if (d[0] != 31 || d[1] != 139 || d[2] != 8)\\n        throw 'invalid gzip data';\\n    var flg = d[3];\\n    var st = 10;\\n    if (flg & 4)\\n        st += d[10] | (d[11] << 8) + 2;\\n    for (var zs = (flg >> 3 & 1) + (flg >> 4 & 1); zs > 0; zs -= !d[st++])\\n        ;\\n    return st + (flg & 2);\\n};\\n// gzip length\\nvar gzl = function (d) {\\n    var l = d.length;\\n    return ((d[l - 4] | d[l - 3] << 8 | d[l - 2] << 16) | (d[l - 1] << 24)) >>> 0;\\n};\\n// gzip header length\\nvar gzhl = function (o) { return 10 + ((o.filename && (o.filename.length + 1)) || 0); };\\n// zlib header\\nvar zlh = function (c, o) {\\n    var lv = o.level, fl = lv == 0 ? 0 : lv < 6 ? 1 : lv == 9 ? 3 : 2;\\n    c[0] = 120, c[1] = (fl << 6) | (fl ? (32 - 2 * fl) : 1);\\n};\\n// zlib valid\\nvar zlv = function (d) {\\n    if ((d[0] & 15) != 8 || (d[0] >>> 4) > 7 || ((d[0] << 8 | d[1]) % 31))\\n        throw 'invalid zlib data';\\n    if (d[1] & 32)\\n        throw 'invalid zlib data: preset dictionaries not supported';\\n};\\nfunction AsyncCmpStrm(opts, cb) {\\n    if (!cb && typeof opts == 'function')\\n        cb = opts, opts = {};\\n    this.ondata = cb;\\n    return opts;\\n}\\n// zlib footer: -4 to -0 is Adler32\\n/**\\n * Streaming DEFLATE compression\\n */\\nvar Deflate = /*#__PURE__*/ (function () {\\n    function Deflate(opts, cb) {\\n        if (!cb && typeof opts == 'function')\\n            cb = opts, opts = {};\\n        this.ondata = cb;\\n        this.o = opts || {};\\n    }\\n    Deflate.prototype.p = function (c, f) {\\n        this.ondata(dopt(c, this.o, 0, 0, !f), f);\\n    };\\n    /**\\n     * Pushes a chunk to be deflated\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the last chunk\\n     */\\n    Deflate.prototype.push = function (chunk, final) {\\n        if (this.d)\\n            throw 'stream finished';\\n        if (!this.ondata)\\n            throw 'no stream handler';\\n        this.d = final;\\n        this.p(chunk, final || false);\\n    };\\n    return Deflate;\\n}());\\n\\n/**\\n * Asynchronous streaming DEFLATE compression\\n */\\nvar AsyncDeflate = /*#__PURE__*/ (function () {\\n    function AsyncDeflate(opts, cb) {\\n        astrmify([\\n            bDflt,\\n            function () { return [astrm, Deflate]; }\\n        ], this, AsyncCmpStrm.call(this, opts, cb), function (ev) {\\n            var strm = new Deflate(ev.data);\\n            onmessage = astrm(strm);\\n        }, 6);\\n    }\\n    return AsyncDeflate;\\n}());\\n\\nfunction deflate(data, opts, cb) {\\n    if (!cb)\\n        cb = opts, opts = {};\\n    if (typeof cb != 'function')\\n        throw 'no callback';\\n    return cbify(data, opts, [\\n        bDflt,\\n    ], function (ev) { return pbf(deflateSync(ev.data[0], ev.data[1])); }, 0, cb);\\n}\\n/**\\n * Compresses data with DEFLATE without any wrapper\\n * @param data The data to compress\\n * @param opts The compression options\\n * @returns The deflated version of the data\\n */\\nfunction deflateSync(data, opts) {\\n    return dopt(data, opts || {}, 0, 0);\\n}\\n/**\\n * Streaming DEFLATE decompression\\n */\\nvar Inflate = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates an inflation stream\\n     * @param cb The callback to call whenever data is inflated\\n     */\\n    function Inflate(cb) {\\n        this.s = {};\\n        this.p = new u8(0);\\n        this.ondata = cb;\\n    }\\n    Inflate.prototype.e = function (c) {\\n        if (this.d)\\n            throw 'stream finished';\\n        if (!this.ondata)\\n            throw 'no stream handler';\\n        var l = this.p.length;\\n        var n = new u8(l + c.length);\\n        n.set(this.p), n.set(c, l), this.p = n;\\n    };\\n    Inflate.prototype.c = function (final) {\\n        this.d = this.s.i = final || false;\\n        var bts = this.s.b;\\n        var dt = inflt(this.p, this.o, this.s);\\n        this.ondata(slc(dt, bts, this.s.b), this.d);\\n        this.o = slc(dt, this.s.b - 32768), this.s.b = this.o.length;\\n        this.p = slc(this.p, (this.s.p / 8) | 0), this.s.p &= 7;\\n    };\\n    /**\\n     * Pushes a chunk to be inflated\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the final chunk\\n     */\\n    Inflate.prototype.push = function (chunk, final) {\\n        this.e(chunk), this.c(final);\\n    };\\n    return Inflate;\\n}());\\n\\n/**\\n * Asynchronous streaming DEFLATE decompression\\n */\\nvar AsyncInflate = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates an asynchronous inflation stream\\n     * @param cb The callback to call whenever data is deflated\\n     */\\n    function AsyncInflate(cb) {\\n        this.ondata = cb;\\n        astrmify([\\n            bInflt,\\n            function () { return [astrm, Inflate]; }\\n        ], this, 0, function () {\\n            var strm = new Inflate();\\n            onmessage = astrm(strm);\\n        }, 7);\\n    }\\n    return AsyncInflate;\\n}());\\n\\nfunction inflate(data, opts, cb) {\\n    if (!cb)\\n        cb = opts, opts = {};\\n    if (typeof cb != 'function')\\n        throw 'no callback';\\n    return cbify(data, opts, [\\n        bInflt\\n    ], function (ev) { return pbf(inflateSync(ev.data[0], gu8(ev.data[1]))); }, 1, cb);\\n}\\n/**\\n * Expands DEFLATE data with no wrapper\\n * @param data The data to decompress\\n * @param out Where to write the data. Saves memory if you know the decompressed size and provide an output buffer of that length.\\n * @returns The decompressed version of the data\\n */\\nfunction inflateSync(data, out) {\\n    return inflt(data, out);\\n}\\n// before you yell at me for not just using extends, my reason is that TS inheritance is hard to workerize.\\n/**\\n * Streaming GZIP compression\\n */\\nvar Gzip = /*#__PURE__*/ (function () {\\n    function Gzip(opts, cb) {\\n        this.c = crc();\\n        this.l = 0;\\n        this.v = 1;\\n        Deflate.call(this, opts, cb);\\n    }\\n    /**\\n     * Pushes a chunk to be GZIPped\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the last chunk\\n     */\\n    Gzip.prototype.push = function (chunk, final) {\\n        Deflate.prototype.push.call(this, chunk, final);\\n    };\\n    Gzip.prototype.p = function (c, f) {\\n        this.c.p(c);\\n        this.l += c.length;\\n        var raw = dopt(c, this.o, this.v && gzhl(this.o), f && 8, !f);\\n        if (this.v)\\n            gzh(raw, this.o), this.v = 0;\\n        if (f)\\n            wbytes(raw, raw.length - 8, this.c.d()), wbytes(raw, raw.length - 4, this.l);\\n        this.ondata(raw, f);\\n    };\\n    return Gzip;\\n}());\\n\\n/**\\n * Asynchronous streaming GZIP compression\\n */\\nvar AsyncGzip = /*#__PURE__*/ (function () {\\n    function AsyncGzip(opts, cb) {\\n        astrmify([\\n            bDflt,\\n            gze,\\n            function () { return [astrm, Deflate, Gzip]; }\\n        ], this, AsyncCmpStrm.call(this, opts, cb), function (ev) {\\n            var strm = new Gzip(ev.data);\\n            onmessage = astrm(strm);\\n        }, 8);\\n    }\\n    return AsyncGzip;\\n}());\\n\\nfunction gzip(data, opts, cb) {\\n    if (!cb)\\n        cb = opts, opts = {};\\n    if (typeof cb != 'function')\\n        throw 'no callback';\\n    return cbify(data, opts, [\\n        bDflt,\\n        gze,\\n        function () { return [gzipSync]; }\\n    ], function (ev) { return pbf(gzipSync(ev.data[0], ev.data[1])); }, 2, cb);\\n}\\n/**\\n * Compresses data with GZIP\\n * @param data The data to compress\\n * @param opts The compression options\\n * @returns The gzipped version of the data\\n */\\nfunction gzipSync(data, opts) {\\n    if (!opts)\\n        opts = {};\\n    var c = crc(), l = data.length;\\n    c.p(data);\\n    var d = dopt(data, opts, gzhl(opts), 8), s = d.length;\\n    return gzh(d, opts), wbytes(d, s - 8, c.d()), wbytes(d, s - 4, l), d;\\n}\\n/**\\n * Streaming GZIP decompression\\n */\\nvar Gunzip = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates a GUNZIP stream\\n     * @param cb The callback to call whenever data is inflated\\n     */\\n    function Gunzip(cb) {\\n        this.v = 1;\\n        Inflate.call(this, cb);\\n    }\\n    /**\\n     * Pushes a chunk to be GUNZIPped\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the last chunk\\n     */\\n    Gunzip.prototype.push = function (chunk, final) {\\n        Inflate.prototype.e.call(this, chunk);\\n        if (this.v) {\\n            var s = this.p.length > 3 ? gzs(this.p) : 4;\\n            if (s >= this.p.length && !final)\\n                return;\\n            this.p = this.p.subarray(s), this.v = 0;\\n        }\\n        if (final) {\\n            if (this.p.length < 8)\\n                throw 'invalid gzip stream';\\n            this.p = this.p.subarray(0, -8);\\n        }\\n        // necessary to prevent TS from using the closure value\\n        // This allows for workerization to function correctly\\n        Inflate.prototype.c.call(this, final);\\n    };\\n    return Gunzip;\\n}());\\n\\n/**\\n * Asynchronous streaming GZIP decompression\\n */\\nvar AsyncGunzip = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates an asynchronous GUNZIP stream\\n     * @param cb The callback to call whenever data is deflated\\n     */\\n    function AsyncGunzip(cb) {\\n        this.ondata = cb;\\n        astrmify([\\n            bInflt,\\n            guze,\\n            function () { return [astrm, Inflate, Gunzip]; }\\n        ], this, 0, function () {\\n            var strm = new Gunzip();\\n            onmessage = astrm(strm);\\n        }, 9);\\n    }\\n    return AsyncGunzip;\\n}());\\n\\nfunction gunzip(data, opts, cb) {\\n    if (!cb)\\n        cb = opts, opts = {};\\n    if (typeof cb != 'function')\\n        throw 'no callback';\\n    return cbify(data, opts, [\\n        bInflt,\\n        guze,\\n        function () { return [gunzipSync]; }\\n    ], function (ev) { return pbf(gunzipSync(ev.data[0])); }, 3, cb);\\n}\\n/**\\n * Expands GZIP data\\n * @param data The data to decompress\\n * @param out Where to write the data. GZIP already encodes the output size, so providing this doesn't save memory.\\n * @returns The decompressed version of the data\\n */\\nfunction gunzipSync(data, out) {\\n    return inflt(data.subarray(gzs(data), -8), out || new u8(gzl(data)));\\n}\\n/**\\n * Streaming Zlib compression\\n */\\nvar Zlib = /*#__PURE__*/ (function () {\\n    function Zlib(opts, cb) {\\n        this.c = adler();\\n        this.v = 1;\\n        Deflate.call(this, opts, cb);\\n    }\\n    /**\\n     * Pushes a chunk to be zlibbed\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the last chunk\\n     */\\n    Zlib.prototype.push = function (chunk, final) {\\n        Deflate.prototype.push.call(this, chunk, final);\\n    };\\n    Zlib.prototype.p = function (c, f) {\\n        this.c.p(c);\\n        var raw = dopt(c, this.o, this.v && 2, f && 4, !f);\\n        if (this.v)\\n            zlh(raw, this.o), this.v = 0;\\n        if (f)\\n            wbytes(raw, raw.length - 4, this.c.d());\\n        this.ondata(raw, f);\\n    };\\n    return Zlib;\\n}());\\n\\n/**\\n * Asynchronous streaming Zlib compression\\n */\\nvar AsyncZlib = /*#__PURE__*/ (function () {\\n    function AsyncZlib(opts, cb) {\\n        astrmify([\\n            bDflt,\\n            zle,\\n            function () { return [astrm, Deflate, Zlib]; }\\n        ], this, AsyncCmpStrm.call(this, opts, cb), function (ev) {\\n            var strm = new Zlib(ev.data);\\n            onmessage = astrm(strm);\\n        }, 10);\\n    }\\n    return AsyncZlib;\\n}());\\n\\nfunction zlib(data, opts, cb) {\\n    if (!cb)\\n        cb = opts, opts = {};\\n    if (typeof cb != 'function')\\n        throw 'no callback';\\n    return cbify(data, opts, [\\n        bDflt,\\n        zle,\\n        function () { return [zlibSync]; }\\n    ], function (ev) { return pbf(zlibSync(ev.data[0], ev.data[1])); }, 4, cb);\\n}\\n/**\\n * Compress data with Zlib\\n * @param data The data to compress\\n * @param opts The compression options\\n * @returns The zlib-compressed version of the data\\n */\\nfunction zlibSync(data, opts) {\\n    if (!opts)\\n        opts = {};\\n    var a = adler();\\n    a.p(data);\\n    var d = dopt(data, opts, 2, 4);\\n    return zlh(d, opts), wbytes(d, d.length - 4, a.d()), d;\\n}\\n/**\\n * Streaming Zlib decompression\\n */\\nvar Unzlib = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates a Zlib decompression stream\\n     * @param cb The callback to call whenever data is inflated\\n     */\\n    function Unzlib(cb) {\\n        this.v = 1;\\n        Inflate.call(this, cb);\\n    }\\n    /**\\n     * Pushes a chunk to be unzlibbed\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the last chunk\\n     */\\n    Unzlib.prototype.push = function (chunk, final) {\\n        Inflate.prototype.e.call(this, chunk);\\n        if (this.v) {\\n            if (this.p.length < 2 && !final)\\n                return;\\n            this.p = this.p.subarray(2), this.v = 0;\\n        }\\n        if (final) {\\n            if (this.p.length < 4)\\n                throw 'invalid zlib stream';\\n            this.p = this.p.subarray(0, -4);\\n        }\\n        // necessary to prevent TS from using the closure value\\n        // This allows for workerization to function correctly\\n        Inflate.prototype.c.call(this, final);\\n    };\\n    return Unzlib;\\n}());\\n\\n/**\\n * Asynchronous streaming Zlib decompression\\n */\\nvar AsyncUnzlib = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates an asynchronous Zlib decompression stream\\n     * @param cb The callback to call whenever data is deflated\\n     */\\n    function AsyncUnzlib(cb) {\\n        this.ondata = cb;\\n        astrmify([\\n            bInflt,\\n            zule,\\n            function () { return [astrm, Inflate, Unzlib]; }\\n        ], this, 0, function () {\\n            var strm = new Unzlib();\\n            onmessage = astrm(strm);\\n        }, 11);\\n    }\\n    return AsyncUnzlib;\\n}());\\n\\nfunction unzlib(data, opts, cb) {\\n    if (!cb)\\n        cb = opts, opts = {};\\n    if (typeof cb != 'function')\\n        throw 'no callback';\\n    return cbify(data, opts, [\\n        bInflt,\\n        zule,\\n        function () { return [unzlibSync]; }\\n    ], function (ev) { return pbf(unzlibSync(ev.data[0], gu8(ev.data[1]))); }, 5, cb);\\n}\\n/**\\n * Expands Zlib data\\n * @param data The data to decompress\\n * @param out Where to write the data. Saves memory if you know the decompressed size and provide an output buffer of that length.\\n * @returns The decompressed version of the data\\n */\\nfunction unzlibSync(data, out) {\\n    return inflt((zlv(data), data.subarray(2, -4)), out);\\n}\\n// Default algorithm for compression (used because having a known output size allows faster decompression)\\n\\n// Default algorithm for compression (used because having a known output size allows faster decompression)\\n\\n/**\\n * Streaming GZIP, Zlib, or raw DEFLATE decompression\\n */\\nvar Decompress = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates a decompression stream\\n     * @param cb The callback to call whenever data is decompressed\\n     */\\n    function Decompress(cb) {\\n        this.G = Gunzip;\\n        this.I = Inflate;\\n        this.Z = Unzlib;\\n        this.ondata = cb;\\n    }\\n    /**\\n     * Pushes a chunk to be decompressed\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the last chunk\\n     */\\n    Decompress.prototype.push = function (chunk, final) {\\n        if (!this.ondata)\\n            throw 'no stream handler';\\n        if (!this.s) {\\n            if (this.p && this.p.length) {\\n                var n = new u8(this.p.length + chunk.length);\\n                n.set(this.p), n.set(chunk, this.p.length);\\n            }\\n            else\\n                this.p = chunk;\\n            if (this.p.length > 2) {\\n                var _this_1 = this;\\n                var cb = function () { _this_1.ondata.apply(_this_1, arguments); };\\n                this.s = (this.p[0] == 31 && this.p[1] == 139 && this.p[2] == 8)\\n                    ? new this.G(cb)\\n                    : ((this.p[0] & 15) != 8 || (this.p[0] >> 4) > 7 || ((this.p[0] << 8 | this.p[1]) % 31))\\n                        ? new this.I(cb)\\n                        : new this.Z(cb);\\n                this.s.push(this.p, final);\\n                this.p = null;\\n            }\\n        }\\n        else\\n            this.s.push(chunk, final);\\n    };\\n    return Decompress;\\n}());\\n\\n/**\\n * Asynchronous streaming GZIP, Zlib, or raw DEFLATE decompression\\n */\\nvar AsyncDecompress = /*#__PURE__*/ (function () {\\n    /**\\n   * Creates an asynchronous decompression stream\\n   * @param cb The callback to call whenever data is decompressed\\n   */\\n    function AsyncDecompress(cb) {\\n        this.G = AsyncGunzip;\\n        this.I = AsyncInflate;\\n        this.Z = AsyncUnzlib;\\n        this.ondata = cb;\\n    }\\n    /**\\n     * Pushes a chunk to be decompressed\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the last chunk\\n     */\\n    AsyncDecompress.prototype.push = function (chunk, final) {\\n        Decompress.prototype.push.call(this, chunk, final);\\n    };\\n    return AsyncDecompress;\\n}());\\n\\nfunction decompress(data, opts, cb) {\\n    if (!cb)\\n        cb = opts, opts = {};\\n    if (typeof cb != 'function')\\n        throw 'no callback';\\n    return (data[0] == 31 && data[1] == 139 && data[2] == 8)\\n        ? gunzip(data, opts, cb)\\n        : ((data[0] & 15) != 8 || (data[0] >> 4) > 7 || ((data[0] << 8 | data[1]) % 31))\\n            ? inflate(data, opts, cb)\\n            : unzlib(data, opts, cb);\\n}\\n/**\\n * Expands compressed GZIP, Zlib, or raw DEFLATE data, automatically detecting the format\\n * @param data The data to decompress\\n * @param out Where to write the data. Saves memory if you know the decompressed size and provide an output buffer of that length.\\n * @returns The decompressed version of the data\\n */\\nfunction decompressSync(data, out) {\\n    return (data[0] == 31 && data[1] == 139 && data[2] == 8)\\n        ? gunzipSync(data, out)\\n        : ((data[0] & 15) != 8 || (data[0] >> 4) > 7 || ((data[0] << 8 | data[1]) % 31))\\n            ? inflateSync(data, out)\\n            : unzlibSync(data, out);\\n}\\n// flatten a directory structure\\nvar fltn = function (d, p, t, o) {\\n    for (var k in d) {\\n        var val = d[k], n = p + k;\\n        if (val instanceof u8)\\n            t[n] = [val, o];\\n        else if (Array.isArray(val))\\n            t[n] = [val[0], mrg(o, val[1])];\\n        else\\n            fltn(val, n + '/', t, o);\\n    }\\n};\\n// text encoder\\nvar te = typeof TextEncoder != 'undefined' && /*#__PURE__*/ new TextEncoder();\\n// text decoder\\nvar td = typeof TextDecoder != 'undefined' && /*#__PURE__*/ new TextDecoder();\\n// text decoder stream\\nvar tds = 0;\\ntry {\\n    td.decode(et, { stream: true });\\n    tds = 1;\\n}\\ncatch (e) { }\\n// decode UTF8\\nvar dutf8 = function (d) {\\n    for (var r = '', i = 0;;) {\\n        var c = d[i++];\\n        var eb = (c > 127) + (c > 223) + (c > 239);\\n        if (i + eb > d.length)\\n            return [r, slc(d, i - 1)];\\n        if (!eb)\\n            r += String.fromCharCode(c);\\n        else if (eb == 3) {\\n            c = ((c & 15) << 18 | (d[i++] & 63) << 12 | (d[i++] & 63) << 6 | (d[i++] & 63)) - 65536,\\n                r += String.fromCharCode(55296 | (c >> 10), 56320 | (c & 1023));\\n        }\\n        else if (eb & 1)\\n            r += String.fromCharCode((c & 31) << 6 | (d[i++] & 63));\\n        else\\n            r += String.fromCharCode((c & 15) << 12 | (d[i++] & 63) << 6 | (d[i++] & 63));\\n    }\\n};\\n/**\\n * Streaming UTF-8 decoding\\n */\\nvar DecodeUTF8 = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates a UTF-8 decoding stream\\n     * @param cb The callback to call whenever data is decoded\\n     */\\n    function DecodeUTF8(cb) {\\n        this.ondata = cb;\\n        if (tds)\\n            this.t = new TextDecoder();\\n        else\\n            this.p = et;\\n    }\\n    /**\\n     * Pushes a chunk to be decoded from UTF-8 binary\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the last chunk\\n     */\\n    DecodeUTF8.prototype.push = function (chunk, final) {\\n        if (!this.ondata)\\n            throw 'no callback';\\n        final = !!final;\\n        if (this.t) {\\n            this.ondata(this.t.decode(chunk, { stream: true }), final);\\n            if (final) {\\n                if (this.t.decode().length)\\n                    throw 'invalid utf-8 data';\\n                this.t = null;\\n            }\\n            return;\\n        }\\n        if (!this.p)\\n            throw 'stream finished';\\n        var dat = new u8(this.p.length + chunk.length);\\n        dat.set(this.p);\\n        dat.set(chunk, this.p.length);\\n        var _a = dutf8(dat), ch = _a[0], np = _a[1];\\n        if (final) {\\n            if (np.length)\\n                throw 'invalid utf-8 data';\\n            this.p = null;\\n        }\\n        else\\n            this.p = np;\\n        this.ondata(ch, final);\\n    };\\n    return DecodeUTF8;\\n}());\\n\\n/**\\n * Streaming UTF-8 encoding\\n */\\nvar EncodeUTF8 = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates a UTF-8 decoding stream\\n     * @param cb The callback to call whenever data is encoded\\n     */\\n    function EncodeUTF8(cb) {\\n        this.ondata = cb;\\n    }\\n    /**\\n     * Pushes a chunk to be encoded to UTF-8\\n     * @param chunk The string data to push\\n     * @param final Whether this is the last chunk\\n     */\\n    EncodeUTF8.prototype.push = function (chunk, final) {\\n        if (!this.ondata)\\n            throw 'no callback';\\n        if (this.d)\\n            throw 'stream finished';\\n        this.ondata(strToU8(chunk), this.d = final || false);\\n    };\\n    return EncodeUTF8;\\n}());\\n\\n/**\\n * Converts a string into a Uint8Array for use with compression/decompression methods\\n * @param str The string to encode\\n * @param latin1 Whether or not to interpret the data as Latin-1. This should\\n *               not need to be true unless decoding a binary string.\\n * @returns The string encoded in UTF-8/Latin-1 binary\\n */\\nfunction strToU8(str, latin1) {\\n    if (latin1) {\\n        var ar_1 = new u8(str.length);\\n        for (var i = 0; i < str.length; ++i)\\n            ar_1[i] = str.charCodeAt(i);\\n        return ar_1;\\n    }\\n    if (te)\\n        return te.encode(str);\\n    var l = str.length;\\n    var ar = new u8(str.length + (str.length >> 1));\\n    var ai = 0;\\n    var w = function (v) { ar[ai++] = v; };\\n    for (var i = 0; i < l; ++i) {\\n        if (ai + 5 > ar.length) {\\n            var n = new u8(ai + 8 + ((l - i) << 1));\\n            n.set(ar);\\n            ar = n;\\n        }\\n        var c = str.charCodeAt(i);\\n        if (c < 128 || latin1)\\n            w(c);\\n        else if (c < 2048)\\n            w(192 | (c >> 6)), w(128 | (c & 63));\\n        else if (c > 55295 && c < 57344)\\n            c = 65536 + (c & 1023 << 10) | (str.charCodeAt(++i) & 1023),\\n                w(240 | (c >> 18)), w(128 | ((c >> 12) & 63)), w(128 | ((c >> 6) & 63)), w(128 | (c & 63));\\n        else\\n            w(224 | (c >> 12)), w(128 | ((c >> 6) & 63)), w(128 | (c & 63));\\n    }\\n    return slc(ar, 0, ai);\\n}\\n/**\\n * Converts a Uint8Array to a string\\n * @param dat The data to decode to string\\n * @param latin1 Whether or not to interpret the data as Latin-1. This should\\n *               not need to be true unless encoding to binary string.\\n * @returns The original UTF-8/Latin-1 string\\n */\\nfunction strFromU8(dat, latin1) {\\n    if (latin1) {\\n        var r = '';\\n        for (var i = 0; i < dat.length; i += 16384)\\n            r += String.fromCharCode.apply(null, dat.subarray(i, i + 16384));\\n        return r;\\n    }\\n    else if (td)\\n        return td.decode(dat);\\n    else {\\n        var _a = dutf8(dat), out = _a[0], ext = _a[1];\\n        if (ext.length)\\n            throw 'invalid utf-8 data';\\n        return out;\\n    }\\n}\\n;\\n// deflate bit flag\\nvar dbf = function (l) { return l == 1 ? 3 : l < 6 ? 2 : l == 9 ? 1 : 0; };\\n// skip local zip header\\nvar slzh = function (d, b) { return b + 30 + b2(d, b + 26) + b2(d, b + 28); };\\n// read zip header\\nvar zh = function (d, b, z) {\\n    var fnl = b2(d, b + 28), fn = strFromU8(d.subarray(b + 46, b + 46 + fnl), !(b2(d, b + 8) & 2048)), es = b + 46 + fnl, bs = b4(d, b + 20);\\n    var _a = z && bs == 4294967295 ? z64e(d, es) : [bs, b4(d, b + 24), b4(d, b + 42)], sc = _a[0], su = _a[1], off = _a[2];\\n    return [b2(d, b + 10), sc, su, fn, es + b2(d, b + 30) + b2(d, b + 32), off];\\n};\\n// read zip64 extra field\\nvar z64e = function (d, b) {\\n    for (; b2(d, b) != 1; b += 4 + b2(d, b + 2))\\n        ;\\n    return [b8(d, b + 12), b8(d, b + 4), b8(d, b + 20)];\\n};\\n// extra field length\\nvar exfl = function (ex) {\\n    var le = 0;\\n    if (ex) {\\n        for (var k in ex) {\\n            var l = ex[k].length;\\n            if (l > 65535)\\n                throw 'extra field too long';\\n            le += l + 4;\\n        }\\n    }\\n    return le;\\n};\\n// write zip header\\nvar wzh = function (d, b, f, fn, u, c, ce, co) {\\n    var fl = fn.length, ex = f.extra, col = co && co.length;\\n    var exl = exfl(ex);\\n    wbytes(d, b, ce != null ? 0x2014B50 : 0x4034B50), b += 4;\\n    if (ce != null)\\n        d[b++] = 20, d[b++] = f.os;\\n    d[b] = 20, b += 2; // spec compliance? what's that?\\n    d[b++] = (f.flag << 1) | (c == null && 8), d[b++] = u && 8;\\n    d[b++] = f.compression & 255, d[b++] = f.compression >> 8;\\n    var dt = new Date(f.mtime == null ? Date.now() : f.mtime), y = dt.getFullYear() - 1980;\\n    if (y < 0 || y > 119)\\n        throw 'date not in range 1980-2099';\\n    wbytes(d, b, (y << 25) | ((dt.getMonth() + 1) << 21) | (dt.getDate() << 16) | (dt.getHours() << 11) | (dt.getMinutes() << 5) | (dt.getSeconds() >>> 1)), b += 4;\\n    if (c != null) {\\n        wbytes(d, b, f.crc);\\n        wbytes(d, b + 4, c);\\n        wbytes(d, b + 8, f.size);\\n    }\\n    wbytes(d, b + 12, fl);\\n    wbytes(d, b + 14, exl), b += 16;\\n    if (ce != null) {\\n        wbytes(d, b, col);\\n        wbytes(d, b + 6, f.attrs);\\n        wbytes(d, b + 10, ce), b += 14;\\n    }\\n    d.set(fn, b);\\n    b += fl;\\n    if (exl) {\\n        for (var k in ex) {\\n            var exf = ex[k], l = exf.length;\\n            wbytes(d, b, +k);\\n            wbytes(d, b + 2, l);\\n            d.set(exf, b + 4), b += 4 + l;\\n        }\\n    }\\n    if (col)\\n        d.set(co, b), b += col;\\n    return b;\\n};\\n// write zip footer (end of central directory)\\nvar wzf = function (o, b, c, d, e) {\\n    wbytes(o, b, 0x6054B50); // skip disk\\n    wbytes(o, b + 8, c);\\n    wbytes(o, b + 10, c);\\n    wbytes(o, b + 12, d);\\n    wbytes(o, b + 16, e);\\n};\\n/**\\n * A pass-through stream to keep data uncompressed in a ZIP archive.\\n */\\nvar ZipPassThrough = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates a pass-through stream that can be added to ZIP archives\\n     * @param filename The filename to associate with this data stream\\n     */\\n    function ZipPassThrough(filename) {\\n        this.filename = filename;\\n        this.c = crc();\\n        this.size = 0;\\n        this.compression = 0;\\n    }\\n    /**\\n     * Processes a chunk and pushes to the output stream. You can override this\\n     * method in a subclass for custom behavior, but by default this passes\\n     * the data through. You must call this.ondata(err, chunk, final) at some\\n     * point in this method.\\n     * @param chunk The chunk to process\\n     * @param final Whether this is the last chunk\\n     */\\n    ZipPassThrough.prototype.process = function (chunk, final) {\\n        this.ondata(null, chunk, final);\\n    };\\n    /**\\n     * Pushes a chunk to be added. If you are subclassing this with a custom\\n     * compression algorithm, note that you must push data from the source\\n     * file only, pre-compression.\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the last chunk\\n     */\\n    ZipPassThrough.prototype.push = function (chunk, final) {\\n        if (!this.ondata)\\n            throw 'no callback - add to ZIP archive before pushing';\\n        this.c.p(chunk);\\n        this.size += chunk.length;\\n        if (final)\\n            this.crc = this.c.d();\\n        this.process(chunk, final || false);\\n    };\\n    return ZipPassThrough;\\n}());\\n\\n// I don't extend because TypeScript extension adds 1kB of runtime bloat\\n/**\\n * Streaming DEFLATE compression for ZIP archives. Prefer using AsyncZipDeflate\\n * for better performance\\n */\\nvar ZipDeflate = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates a DEFLATE stream that can be added to ZIP archives\\n     * @param filename The filename to associate with this data stream\\n     * @param opts The compression options\\n     */\\n    function ZipDeflate(filename, opts) {\\n        var _this_1 = this;\\n        if (!opts)\\n            opts = {};\\n        ZipPassThrough.call(this, filename);\\n        this.d = new Deflate(opts, function (dat, final) {\\n            _this_1.ondata(null, dat, final);\\n        });\\n        this.compression = 8;\\n        this.flag = dbf(opts.level);\\n    }\\n    ZipDeflate.prototype.process = function (chunk, final) {\\n        try {\\n            this.d.push(chunk, final);\\n        }\\n        catch (e) {\\n            this.ondata(e, null, final);\\n        }\\n    };\\n    /**\\n     * Pushes a chunk to be deflated\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the last chunk\\n     */\\n    ZipDeflate.prototype.push = function (chunk, final) {\\n        ZipPassThrough.prototype.push.call(this, chunk, final);\\n    };\\n    return ZipDeflate;\\n}());\\n\\n/**\\n * Asynchronous streaming DEFLATE compression for ZIP archives\\n */\\nvar AsyncZipDeflate = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates a DEFLATE stream that can be added to ZIP archives\\n     * @param filename The filename to associate with this data stream\\n     * @param opts The compression options\\n     */\\n    function AsyncZipDeflate(filename, opts) {\\n        var _this_1 = this;\\n        if (!opts)\\n            opts = {};\\n        ZipPassThrough.call(this, filename);\\n        this.d = new AsyncDeflate(opts, function (err, dat, final) {\\n            _this_1.ondata(err, dat, final);\\n        });\\n        this.compression = 8;\\n        this.flag = dbf(opts.level);\\n        this.terminate = this.d.terminate;\\n    }\\n    AsyncZipDeflate.prototype.process = function (chunk, final) {\\n        this.d.push(chunk, final);\\n    };\\n    /**\\n     * Pushes a chunk to be deflated\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the last chunk\\n     */\\n    AsyncZipDeflate.prototype.push = function (chunk, final) {\\n        ZipPassThrough.prototype.push.call(this, chunk, final);\\n    };\\n    return AsyncZipDeflate;\\n}());\\n\\n// TODO: Better tree shaking\\n/**\\n * A zippable archive to which files can incrementally be added\\n */\\nvar Zip = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates an empty ZIP archive to which files can be added\\n     * @param cb The callback to call whenever data for the generated ZIP archive\\n     *           is available\\n     */\\n    function Zip(cb) {\\n        this.ondata = cb;\\n        this.u = [];\\n        this.d = 1;\\n    }\\n    /**\\n     * Adds a file to the ZIP archive\\n     * @param file The file stream to add\\n     */\\n    Zip.prototype.add = function (file) {\\n        var _this_1 = this;\\n        if (this.d & 2)\\n            throw 'stream finished';\\n        var f = strToU8(file.filename), fl = f.length;\\n        var com = file.comment, o = com && strToU8(com);\\n        var u = fl != file.filename.length || (o && (com.length != o.length));\\n        var hl = fl + exfl(file.extra) + 30;\\n        if (fl > 65535)\\n            throw 'filename too long';\\n        var header = new u8(hl);\\n        wzh(header, 0, file, f, u);\\n        var chks = [header];\\n        var pAll = function () {\\n            for (var _i = 0, chks_1 = chks; _i < chks_1.length; _i++) {\\n                var chk = chks_1[_i];\\n                _this_1.ondata(null, chk, false);\\n            }\\n            chks = [];\\n        };\\n        var tr = this.d;\\n        this.d = 0;\\n        var ind = this.u.length;\\n        var uf = mrg(file, {\\n            f: f,\\n            u: u,\\n            o: o,\\n            t: function () {\\n                if (file.terminate)\\n                    file.terminate();\\n            },\\n            r: function () {\\n                pAll();\\n                if (tr) {\\n                    var nxt = _this_1.u[ind + 1];\\n                    if (nxt)\\n                        nxt.r();\\n                    else\\n                        _this_1.d = 1;\\n                }\\n                tr = 1;\\n            }\\n        });\\n        var cl = 0;\\n        file.ondata = function (err, dat, final) {\\n            if (err) {\\n                _this_1.ondata(err, dat, final);\\n                _this_1.terminate();\\n            }\\n            else {\\n                cl += dat.length;\\n                chks.push(dat);\\n                if (final) {\\n                    var dd = new u8(16);\\n                    wbytes(dd, 0, 0x8074B50);\\n                    wbytes(dd, 4, file.crc);\\n                    wbytes(dd, 8, cl);\\n                    wbytes(dd, 12, file.size);\\n                    chks.push(dd);\\n                    uf.c = cl, uf.b = hl + cl + 16, uf.crc = file.crc, uf.size = file.size;\\n                    if (tr)\\n                        uf.r();\\n                    tr = 1;\\n                }\\n                else if (tr)\\n                    pAll();\\n            }\\n        };\\n        this.u.push(uf);\\n    };\\n    /**\\n     * Ends the process of adding files and prepares to emit the final chunks.\\n     * This *must* be called after adding all desired files for the resulting\\n     * ZIP file to work properly.\\n     */\\n    Zip.prototype.end = function () {\\n        var _this_1 = this;\\n        if (this.d & 2) {\\n            if (this.d & 1)\\n                throw 'stream finishing';\\n            throw 'stream finished';\\n        }\\n        if (this.d)\\n            this.e();\\n        else\\n            this.u.push({\\n                r: function () {\\n                    if (!(_this_1.d & 1))\\n                        return;\\n                    _this_1.u.splice(-1, 1);\\n                    _this_1.e();\\n                },\\n                t: function () { }\\n            });\\n        this.d = 3;\\n    };\\n    Zip.prototype.e = function () {\\n        var bt = 0, l = 0, tl = 0;\\n        for (var _i = 0, _a = this.u; _i < _a.length; _i++) {\\n            var f = _a[_i];\\n            tl += 46 + f.f.length + exfl(f.extra) + (f.o ? f.o.length : 0);\\n        }\\n        var out = new u8(tl + 22);\\n        for (var _b = 0, _c = this.u; _b < _c.length; _b++) {\\n            var f = _c[_b];\\n            wzh(out, bt, f, f.f, f.u, f.c, l, f.o);\\n            bt += 46 + f.f.length + exfl(f.extra) + (f.o ? f.o.length : 0), l += f.b;\\n        }\\n        wzf(out, bt, this.u.length, tl, l);\\n        this.ondata(null, out, true);\\n        this.d = 2;\\n    };\\n    /**\\n     * A method to terminate any internal workers used by the stream. Subsequent\\n     * calls to add() will fail.\\n     */\\n    Zip.prototype.terminate = function () {\\n        for (var _i = 0, _a = this.u; _i < _a.length; _i++) {\\n            var f = _a[_i];\\n            f.t();\\n        }\\n        this.d = 2;\\n    };\\n    return Zip;\\n}());\\n\\nfunction zip(data, opts, cb) {\\n    if (!cb)\\n        cb = opts, opts = {};\\n    if (typeof cb != 'function')\\n        throw 'no callback';\\n    var r = {};\\n    fltn(data, '', r, opts);\\n    var k = Object.keys(r);\\n    var lft = k.length, o = 0, tot = 0;\\n    var slft = lft, files = new Array(lft);\\n    var term = [];\\n    var tAll = function () {\\n        for (var i = 0; i < term.length; ++i)\\n            term[i]();\\n    };\\n    var cbf = function () {\\n        var out = new u8(tot + 22), oe = o, cdl = tot - o;\\n        tot = 0;\\n        for (var i = 0; i < slft; ++i) {\\n            var f = files[i];\\n            try {\\n                var l = f.c.length;\\n                wzh(out, tot, f, f.f, f.u, l);\\n                var badd = 30 + f.f.length + exfl(f.extra);\\n                var loc = tot + badd;\\n                out.set(f.c, loc);\\n                wzh(out, o, f, f.f, f.u, l, tot, f.m), o += 16 + badd + (f.m ? f.m.length : 0), tot = loc + l;\\n            }\\n            catch (e) {\\n                return cb(e, null);\\n            }\\n        }\\n        wzf(out, o, files.length, cdl, oe);\\n        cb(null, out);\\n    };\\n    if (!lft)\\n        cbf();\\n    var _loop_1 = function (i) {\\n        var fn = k[i];\\n        var _a = r[fn], file = _a[0], p = _a[1];\\n        var c = crc(), size = file.length;\\n        c.p(file);\\n        var f = strToU8(fn), s = f.length;\\n        var com = p.comment, m = com && strToU8(com), ms = m && m.length;\\n        var exl = exfl(p.extra);\\n        var compression = p.level == 0 ? 0 : 8;\\n        var cbl = function (e, d) {\\n            if (e) {\\n                tAll();\\n                cb(e, null);\\n            }\\n            else {\\n                var l = d.length;\\n                files[i] = mrg(p, {\\n                    size: size,\\n                    crc: c.d(),\\n                    c: d,\\n                    f: f,\\n                    m: m,\\n                    u: s != fn.length || (m && (com.length != ms)),\\n                    compression: compression\\n                });\\n                o += 30 + s + exl + l;\\n                tot += 76 + 2 * (s + exl) + (ms || 0) + l;\\n                if (!--lft)\\n                    cbf();\\n            }\\n        };\\n        if (s > 65535)\\n            cbl('filename too long', null);\\n        if (!compression)\\n            cbl(null, file);\\n        else if (size < 160000) {\\n            try {\\n                cbl(null, deflateSync(file, p));\\n            }\\n            catch (e) {\\n                cbl(e, null);\\n            }\\n        }\\n        else\\n            term.push(deflate(file, p, cbl));\\n    };\\n    // Cannot use lft because it can decrease\\n    for (var i = 0; i < slft; ++i) {\\n        _loop_1(i);\\n    }\\n    return tAll;\\n}\\n/**\\n * Synchronously creates a ZIP file. Prefer using `zip` for better performance\\n * with more than one file.\\n * @param data The directory structure for the ZIP archive\\n * @param opts The main options, merged with per-file options\\n * @returns The generated ZIP archive\\n */\\nfunction zipSync(data, opts) {\\n    if (!opts)\\n        opts = {};\\n    var r = {};\\n    var files = [];\\n    fltn(data, '', r, opts);\\n    var o = 0;\\n    var tot = 0;\\n    for (var fn in r) {\\n        var _a = r[fn], file = _a[0], p = _a[1];\\n        var compression = p.level == 0 ? 0 : 8;\\n        var f = strToU8(fn), s = f.length;\\n        var com = p.comment, m = com && strToU8(com), ms = m && m.length;\\n        var exl = exfl(p.extra);\\n        if (s > 65535)\\n            throw 'filename too long';\\n        var d = compression ? deflateSync(file, p) : file, l = d.length;\\n        var c = crc();\\n        c.p(file);\\n        files.push(mrg(p, {\\n            size: file.length,\\n            crc: c.d(),\\n            c: d,\\n            f: f,\\n            m: m,\\n            u: s != fn.length || (m && (com.length != ms)),\\n            o: o,\\n            compression: compression\\n        }));\\n        o += 30 + s + exl + l;\\n        tot += 76 + 2 * (s + exl) + (ms || 0) + l;\\n    }\\n    var out = new u8(tot + 22), oe = o, cdl = tot - o;\\n    for (var i = 0; i < files.length; ++i) {\\n        var f = files[i];\\n        wzh(out, f.o, f, f.f, f.u, f.c.length);\\n        var badd = 30 + f.f.length + exfl(f.extra);\\n        out.set(f.c, f.o + badd);\\n        wzh(out, o, f, f.f, f.u, f.c.length, f.o, f.m), o += 16 + badd + (f.m ? f.m.length : 0);\\n    }\\n    wzf(out, o, files.length, cdl, oe);\\n    return out;\\n}\\n/**\\n * Streaming pass-through decompression for ZIP archives\\n */\\nvar UnzipPassThrough = /*#__PURE__*/ (function () {\\n    function UnzipPassThrough() {\\n    }\\n    UnzipPassThrough.prototype.push = function (data, final) {\\n        this.ondata(null, data, final);\\n    };\\n    UnzipPassThrough.compression = 0;\\n    return UnzipPassThrough;\\n}());\\n\\n/**\\n * Streaming DEFLATE decompression for ZIP archives. Prefer AsyncZipInflate for\\n * better performance.\\n */\\nvar UnzipInflate = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates a DEFLATE decompression that can be used in ZIP archives\\n     */\\n    function UnzipInflate() {\\n        var _this_1 = this;\\n        this.i = new Inflate(function (dat, final) {\\n            _this_1.ondata(null, dat, final);\\n        });\\n    }\\n    UnzipInflate.prototype.push = function (data, final) {\\n        try {\\n            this.i.push(data, final);\\n        }\\n        catch (e) {\\n            this.ondata(e, data, final);\\n        }\\n    };\\n    UnzipInflate.compression = 8;\\n    return UnzipInflate;\\n}());\\n\\n/**\\n * Asynchronous streaming DEFLATE decompression for ZIP archives\\n */\\nvar AsyncUnzipInflate = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates a DEFLATE decompression that can be used in ZIP archives\\n     */\\n    function AsyncUnzipInflate(_, sz) {\\n        var _this_1 = this;\\n        if (sz < 320000) {\\n            this.i = new Inflate(function (dat, final) {\\n                _this_1.ondata(null, dat, final);\\n            });\\n        }\\n        else {\\n            this.i = new AsyncInflate(function (err, dat, final) {\\n                _this_1.ondata(err, dat, final);\\n            });\\n            this.terminate = this.i.terminate;\\n        }\\n    }\\n    AsyncUnzipInflate.prototype.push = function (data, final) {\\n        if (this.i.terminate)\\n            data = slc(data, 0);\\n        this.i.push(data, final);\\n    };\\n    AsyncUnzipInflate.compression = 8;\\n    return AsyncUnzipInflate;\\n}());\\n\\n/**\\n * A ZIP archive decompression stream that emits files as they are discovered\\n */\\nvar Unzip = /*#__PURE__*/ (function () {\\n    /**\\n     * Creates a ZIP decompression stream\\n     * @param cb The callback to call whenever a file in the ZIP archive is found\\n     */\\n    function Unzip(cb) {\\n        this.onfile = cb;\\n        this.k = [];\\n        this.o = {\\n            0: UnzipPassThrough\\n        };\\n        this.p = et;\\n    }\\n    /**\\n     * Pushes a chunk to be unzipped\\n     * @param chunk The chunk to push\\n     * @param final Whether this is the last chunk\\n     */\\n    Unzip.prototype.push = function (chunk, final) {\\n        var _this_1 = this;\\n        if (!this.onfile)\\n            throw 'no callback';\\n        if (!this.p)\\n            throw 'stream finished';\\n        if (this.c > 0) {\\n            var len = Math.min(this.c, chunk.length);\\n            var toAdd = chunk.subarray(0, len);\\n            this.c -= len;\\n            if (this.d)\\n                this.d.push(toAdd, !this.c);\\n            else\\n                this.k[0].push(toAdd);\\n            chunk = chunk.subarray(len);\\n            if (chunk.length)\\n                return this.push(chunk, final);\\n        }\\n        else {\\n            var f = 0, i = 0, is = void 0, buf = void 0;\\n            if (!this.p.length)\\n                buf = chunk;\\n            else if (!chunk.length)\\n                buf = this.p;\\n            else {\\n                buf = new u8(this.p.length + chunk.length);\\n                buf.set(this.p), buf.set(chunk, this.p.length);\\n            }\\n            var l = buf.length, oc = this.c, add = oc && this.d;\\n            var _loop_2 = function () {\\n                var _a;\\n                var sig = b4(buf, i);\\n                if (sig == 0x4034B50) {\\n                    f = 1, is = i;\\n                    this_1.d = null;\\n                    this_1.c = 0;\\n                    var bf = b2(buf, i + 6), cmp_1 = b2(buf, i + 8), u = bf & 2048, dd = bf & 8, fnl = b2(buf, i + 26), es = b2(buf, i + 28);\\n                    if (l > i + 30 + fnl + es) {\\n                        var chks_2 = [];\\n                        this_1.k.unshift(chks_2);\\n                        f = 2;\\n                        var sc_1 = b4(buf, i + 18), su_1 = b4(buf, i + 22);\\n                        var fn_1 = strFromU8(buf.subarray(i + 30, i += 30 + fnl), !u);\\n                        if (sc_1 == 4294967295) {\\n                            _a = dd ? [-2] : z64e(buf, i), sc_1 = _a[0], su_1 = _a[1];\\n                        }\\n                        else if (dd)\\n                            sc_1 = -1;\\n                        i += es;\\n                        this_1.c = sc_1;\\n                        var d_1;\\n                        var file_1 = {\\n                            name: fn_1,\\n                            compression: cmp_1,\\n                            start: function () {\\n                                if (!file_1.ondata)\\n                                    throw 'no callback';\\n                                if (!sc_1)\\n                                    file_1.ondata(null, et, true);\\n                                else {\\n                                    var ctr = _this_1.o[cmp_1];\\n                                    if (!ctr)\\n                                        throw 'unknown compression type ' + cmp_1;\\n                                    d_1 = sc_1 < 0 ? new ctr(fn_1) : new ctr(fn_1, sc_1, su_1);\\n                                    d_1.ondata = function (err, dat, final) { file_1.ondata(err, dat, final); };\\n                                    for (var _i = 0, chks_3 = chks_2; _i < chks_3.length; _i++) {\\n                                        var dat = chks_3[_i];\\n                                        d_1.push(dat, false);\\n                                    }\\n                                    if (_this_1.k[0] == chks_2 && _this_1.c)\\n                                        _this_1.d = d_1;\\n                                    else\\n                                        d_1.push(et, true);\\n                                }\\n                            },\\n                            terminate: function () {\\n                                if (d_1 && d_1.terminate)\\n                                    d_1.terminate();\\n                            }\\n                        };\\n                        if (sc_1 >= 0)\\n                            file_1.size = sc_1, file_1.originalSize = su_1;\\n                        this_1.onfile(file_1);\\n                    }\\n                    return \\\"break\\\";\\n                }\\n                else if (oc) {\\n                    if (sig == 0x8074B50) {\\n                        is = i += 12 + (oc == -2 && 8), f = 3, this_1.c = 0;\\n                        return \\\"break\\\";\\n                    }\\n                    else if (sig == 0x2014B50) {\\n                        is = i -= 4, f = 3, this_1.c = 0;\\n                        return \\\"break\\\";\\n                    }\\n                }\\n            };\\n            var this_1 = this;\\n            for (; i < l - 4; ++i) {\\n                var state_1 = _loop_2();\\n                if (state_1 === \\\"break\\\")\\n                    break;\\n            }\\n            this.p = et;\\n            if (oc < 0) {\\n                var dat = f ? buf.subarray(0, is - 12 - (oc == -2 && 8) - (b4(buf, is - 16) == 0x8074B50 && 4)) : buf.subarray(0, i);\\n                if (add)\\n                    add.push(dat, !!f);\\n                else\\n                    this.k[+(f == 2)].push(dat);\\n            }\\n            if (f & 2)\\n                return this.push(buf.subarray(i), final);\\n            this.p = buf.subarray(i);\\n        }\\n        if (final) {\\n            if (this.c)\\n                throw 'invalid zip file';\\n            this.p = null;\\n        }\\n    };\\n    /**\\n     * Registers a decoder with the stream, allowing for files compressed with\\n     * the compression type provided to be expanded correctly\\n     * @param decoder The decoder constructor\\n     */\\n    Unzip.prototype.register = function (decoder) {\\n        this.o[decoder.compression] = decoder;\\n    };\\n    return Unzip;\\n}());\\n\\n/**\\n * Asynchronously decompresses a ZIP archive\\n * @param data The raw compressed ZIP file\\n * @param cb The callback to call with the decompressed files\\n * @returns A function that can be used to immediately terminate the unzipping\\n */\\nfunction unzip(data, cb) {\\n    if (typeof cb != 'function')\\n        throw 'no callback';\\n    var term = [];\\n    var tAll = function () {\\n        for (var i = 0; i < term.length; ++i)\\n            term[i]();\\n    };\\n    var files = {};\\n    var e = data.length - 22;\\n    for (; b4(data, e) != 0x6054B50; --e) {\\n        if (!e || data.length - e > 65558) {\\n            cb('invalid zip file', null);\\n            return;\\n        }\\n    }\\n    ;\\n    var lft = b2(data, e + 8);\\n    if (!lft)\\n        cb(null, {});\\n    var c = lft;\\n    var o = b4(data, e + 16);\\n    var z = o == 4294967295;\\n    if (z) {\\n        e = b4(data, e - 12);\\n        if (b4(data, e) != 0x6064B50) {\\n            cb('invalid zip file', null);\\n            return;\\n        }\\n        c = lft = b4(data, e + 32);\\n        o = b4(data, e + 48);\\n    }\\n    var _loop_3 = function (i) {\\n        var _a = zh(data, o, z), c_1 = _a[0], sc = _a[1], su = _a[2], fn = _a[3], no = _a[4], off = _a[5], b = slzh(data, off);\\n        o = no;\\n        var cbl = function (e, d) {\\n            if (e) {\\n                tAll();\\n                cb(e, null);\\n            }\\n            else {\\n                files[fn] = d;\\n                if (!--lft)\\n                    cb(null, files);\\n            }\\n        };\\n        if (!c_1)\\n            cbl(null, slc(data, b, b + sc));\\n        else if (c_1 == 8) {\\n            var infl = data.subarray(b, b + sc);\\n            if (sc < 320000) {\\n                try {\\n                    cbl(null, inflateSync(infl, new u8(su)));\\n                }\\n                catch (e) {\\n                    cbl(e, null);\\n                }\\n            }\\n            else\\n                term.push(inflate(infl, { size: su }, cbl));\\n        }\\n        else\\n            cbl('unknown compression type ' + c_1, null);\\n    };\\n    for (var i = 0; i < c; ++i) {\\n        _loop_3(i);\\n    }\\n    return tAll;\\n}\\n/**\\n * Synchronously decompresses a ZIP archive. Prefer using `unzip` for better\\n * performance with more than one file.\\n * @param data The raw compressed ZIP file\\n * @returns The decompressed files\\n */\\nfunction unzipSync(data) {\\n    var files = {};\\n    var e = data.length - 22;\\n    for (; b4(data, e) != 0x6054B50; --e) {\\n        if (!e || data.length - e > 65558)\\n            throw 'invalid zip file';\\n    }\\n    ;\\n    var c = b2(data, e + 8);\\n    if (!c)\\n        return {};\\n    var o = b4(data, e + 16);\\n    var z = o == 4294967295;\\n    if (z) {\\n        e = b4(data, e - 12);\\n        if (b4(data, e) != 0x6064B50)\\n            throw 'invalid zip file';\\n        c = b4(data, e + 32);\\n        o = b4(data, e + 48);\\n    }\\n    for (var i = 0; i < c; ++i) {\\n        var _a = zh(data, o, z), c_2 = _a[0], sc = _a[1], su = _a[2], fn = _a[3], no = _a[4], off = _a[5], b = slzh(data, off);\\n        o = no;\\n        if (!c_2)\\n            files[fn] = slc(data, b, b + sc);\\n        else if (c_2 == 8)\\n            files[fn] = inflateSync(data.subarray(b, b + sc), new u8(su));\\n        else\\n            throw 'unknown compression type ' + c_2;\\n    }\\n    return files;\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/libs/fflate.module.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/libs/motion-controllers.module.js\":\n/*!***************************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/libs/motion-controllers.module.js ***!\n  \\***************************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   Constants: () => (/* binding */ Constants),\\n/* harmony export */   MotionController: () => (/* binding */ MotionController),\\n/* harmony export */   fetchProfile: () => (/* binding */ fetchProfile),\\n/* harmony export */   fetchProfilesList: () => (/* binding */ fetchProfilesList)\\n/* harmony export */ });\\n/**\\n * @webxr-input-profiles/motion-controllers 1.0.0 https://github.com/immersive-web/webxr-input-profiles\\n */\\n\\nconst Constants = {\\n  Handedness: Object.freeze({\\n    NONE: 'none',\\n    LEFT: 'left',\\n    RIGHT: 'right'\\n  }),\\n\\n  ComponentState: Object.freeze({\\n    DEFAULT: 'default',\\n    TOUCHED: 'touched',\\n    PRESSED: 'pressed'\\n  }),\\n\\n  ComponentProperty: Object.freeze({\\n    BUTTON: 'button',\\n    X_AXIS: 'xAxis',\\n    Y_AXIS: 'yAxis',\\n    STATE: 'state'\\n  }),\\n\\n  ComponentType: Object.freeze({\\n    TRIGGER: 'trigger',\\n    SQUEEZE: 'squeeze',\\n    TOUCHPAD: 'touchpad',\\n    THUMBSTICK: 'thumbstick',\\n    BUTTON: 'button'\\n  }),\\n\\n  ButtonTouchThreshold: 0.05,\\n\\n  AxisTouchThreshold: 0.1,\\n\\n  VisualResponseProperty: Object.freeze({\\n    TRANSFORM: 'transform',\\n    VISIBILITY: 'visibility'\\n  })\\n};\\n\\n/**\\n * @description Static helper function to fetch a JSON file and turn it into a JS object\\n * @param {string} path - Path to JSON file to be fetched\\n */\\nasync function fetchJsonFile(path) {\\n  const response = await fetch(path);\\n  if (!response.ok) {\\n    throw new Error(response.statusText);\\n  } else {\\n    return response.json();\\n  }\\n}\\n\\nasync function fetchProfilesList(basePath) {\\n  if (!basePath) {\\n    throw new Error('No basePath supplied');\\n  }\\n\\n  const profileListFileName = 'profilesList.json';\\n  const profilesList = await fetchJsonFile(`${basePath}/${profileListFileName}`);\\n  return profilesList;\\n}\\n\\nasync function fetchProfile(xrInputSource, basePath, defaultProfile = null, getAssetPath = true) {\\n  if (!xrInputSource) {\\n    throw new Error('No xrInputSource supplied');\\n  }\\n\\n  if (!basePath) {\\n    throw new Error('No basePath supplied');\\n  }\\n\\n  // Get the list of profiles\\n  const supportedProfilesList = await fetchProfilesList(basePath);\\n\\n  // Find the relative path to the first requested profile that is recognized\\n  let match;\\n  xrInputSource.profiles.some((profileId) => {\\n    const supportedProfile = supportedProfilesList[profileId];\\n    if (supportedProfile) {\\n      match = {\\n        profileId,\\n        profilePath: `${basePath}/${supportedProfile.path}`,\\n        deprecated: !!supportedProfile.deprecated\\n      };\\n    }\\n    return !!match;\\n  });\\n\\n  if (!match) {\\n    if (!defaultProfile) {\\n      throw new Error('No matching profile name found');\\n    }\\n\\n    const supportedProfile = supportedProfilesList[defaultProfile];\\n    if (!supportedProfile) {\\n      throw new Error(`No matching profile name found and default profile \\\"${defaultProfile}\\\" missing.`);\\n    }\\n\\n    match = {\\n      profileId: defaultProfile,\\n      profilePath: `${basePath}/${supportedProfile.path}`,\\n      deprecated: !!supportedProfile.deprecated\\n    };\\n  }\\n\\n  const profile = await fetchJsonFile(match.profilePath);\\n\\n  let assetPath;\\n  if (getAssetPath) {\\n    let layout;\\n    if (xrInputSource.handedness === 'any') {\\n      layout = profile.layouts[Object.keys(profile.layouts)[0]];\\n    } else {\\n      layout = profile.layouts[xrInputSource.handedness];\\n    }\\n    if (!layout) {\\n      throw new Error(\\n        `No matching handedness, ${xrInputSource.handedness}, in profile ${match.profileId}`\\n      );\\n    }\\n\\n    if (layout.assetPath) {\\n      assetPath = match.profilePath.replace('profile.json', layout.assetPath);\\n    }\\n  }\\n\\n  return { profile, assetPath };\\n}\\n\\n/** @constant {Object} */\\nconst defaultComponentValues = {\\n  xAxis: 0,\\n  yAxis: 0,\\n  button: 0,\\n  state: Constants.ComponentState.DEFAULT\\n};\\n\\n/**\\n * @description Converts an X, Y coordinate from the range -1 to 1 (as reported by the Gamepad\\n * API) to the range 0 to 1 (for interpolation). Also caps the X, Y values to be bounded within\\n * a circle. This ensures that thumbsticks are not animated outside the bounds of their physical\\n * range of motion and touchpads do not report touch locations off their physical bounds.\\n * @param {number} x The original x coordinate in the range -1 to 1\\n * @param {number} y The original y coordinate in the range -1 to 1\\n */\\nfunction normalizeAxes(x = 0, y = 0) {\\n  let xAxis = x;\\n  let yAxis = y;\\n\\n  // Determine if the point is outside the bounds of the circle\\n  // and, if so, place it on the edge of the circle\\n  const hypotenuse = Math.sqrt((x * x) + (y * y));\\n  if (hypotenuse > 1) {\\n    const theta = Math.atan2(y, x);\\n    xAxis = Math.cos(theta);\\n    yAxis = Math.sin(theta);\\n  }\\n\\n  // Scale and move the circle so values are in the interpolation range.  The circle's origin moves\\n  // from (0, 0) to (0.5, 0.5). The circle's radius scales from 1 to be 0.5.\\n  const result = {\\n    normalizedXAxis: (xAxis * 0.5) + 0.5,\\n    normalizedYAxis: (yAxis * 0.5) + 0.5\\n  };\\n  return result;\\n}\\n\\n/**\\n * Contains the description of how the 3D model should visually respond to a specific user input.\\n * This is accomplished by initializing the object with the name of a node in the 3D model and\\n * property that need to be modified in response to user input, the name of the nodes representing\\n * the allowable range of motion, and the name of the input which triggers the change. In response\\n * to the named input changing, this object computes the appropriate weighting to use for\\n * interpolating between the range of motion nodes.\\n */\\nclass VisualResponse {\\n  constructor(visualResponseDescription) {\\n    this.componentProperty = visualResponseDescription.componentProperty;\\n    this.states = visualResponseDescription.states;\\n    this.valueNodeName = visualResponseDescription.valueNodeName;\\n    this.valueNodeProperty = visualResponseDescription.valueNodeProperty;\\n\\n    if (this.valueNodeProperty === Constants.VisualResponseProperty.TRANSFORM) {\\n      this.minNodeName = visualResponseDescription.minNodeName;\\n      this.maxNodeName = visualResponseDescription.maxNodeName;\\n    }\\n\\n    // Initializes the response's current value based on default data\\n    this.value = 0;\\n    this.updateFromComponent(defaultComponentValues);\\n  }\\n\\n  /**\\n   * Computes the visual response's interpolation weight based on component state\\n   * @param {Object} componentValues - The component from which to update\\n   * @param {number} xAxis - The reported X axis value of the component\\n   * @param {number} yAxis - The reported Y axis value of the component\\n   * @param {number} button - The reported value of the component's button\\n   * @param {string} state - The component's active state\\n   */\\n  updateFromComponent({\\n    xAxis, yAxis, button, state\\n  }) {\\n    const { normalizedXAxis, normalizedYAxis } = normalizeAxes(xAxis, yAxis);\\n    switch (this.componentProperty) {\\n      case Constants.ComponentProperty.X_AXIS:\\n        this.value = (this.states.includes(state)) ? normalizedXAxis : 0.5;\\n        break;\\n      case Constants.ComponentProperty.Y_AXIS:\\n        this.value = (this.states.includes(state)) ? normalizedYAxis : 0.5;\\n        break;\\n      case Constants.ComponentProperty.BUTTON:\\n        this.value = (this.states.includes(state)) ? button : 0;\\n        break;\\n      case Constants.ComponentProperty.STATE:\\n        if (this.valueNodeProperty === Constants.VisualResponseProperty.VISIBILITY) {\\n          this.value = (this.states.includes(state));\\n        } else {\\n          this.value = this.states.includes(state) ? 1.0 : 0.0;\\n        }\\n        break;\\n      default:\\n        throw new Error(`Unexpected visualResponse componentProperty ${this.componentProperty}`);\\n    }\\n  }\\n}\\n\\nclass Component {\\n  /**\\n   * @param {Object} componentId - Id of the component\\n   * @param {Object} componentDescription - Description of the component to be created\\n   */\\n  constructor(componentId, componentDescription) {\\n    if (!componentId\\n     || !componentDescription\\n     || !componentDescription.visualResponses\\n     || !componentDescription.gamepadIndices\\n     || Object.keys(componentDescription.gamepadIndices).length === 0) {\\n      throw new Error('Invalid arguments supplied');\\n    }\\n\\n    this.id = componentId;\\n    this.type = componentDescription.type;\\n    this.rootNodeName = componentDescription.rootNodeName;\\n    this.touchPointNodeName = componentDescription.touchPointNodeName;\\n\\n    // Build all the visual responses for this component\\n    this.visualResponses = {};\\n    Object.keys(componentDescription.visualResponses).forEach((responseName) => {\\n      const visualResponse = new VisualResponse(componentDescription.visualResponses[responseName]);\\n      this.visualResponses[responseName] = visualResponse;\\n    });\\n\\n    // Set default values\\n    this.gamepadIndices = Object.assign({}, componentDescription.gamepadIndices);\\n\\n    this.values = {\\n      state: Constants.ComponentState.DEFAULT,\\n      button: (this.gamepadIndices.button !== undefined) ? 0 : undefined,\\n      xAxis: (this.gamepadIndices.xAxis !== undefined) ? 0 : undefined,\\n      yAxis: (this.gamepadIndices.yAxis !== undefined) ? 0 : undefined\\n    };\\n  }\\n\\n  get data() {\\n    const data = { id: this.id, ...this.values };\\n    return data;\\n  }\\n\\n  /**\\n   * @description Poll for updated data based on current gamepad state\\n   * @param {Object} gamepad - The gamepad object from which the component data should be polled\\n   */\\n  updateFromGamepad(gamepad) {\\n    // Set the state to default before processing other data sources\\n    this.values.state = Constants.ComponentState.DEFAULT;\\n\\n    // Get and normalize button\\n    if (this.gamepadIndices.button !== undefined\\n        && gamepad.buttons.length > this.gamepadIndices.button) {\\n      const gamepadButton = gamepad.buttons[this.gamepadIndices.button];\\n      this.values.button = gamepadButton.value;\\n      this.values.button = (this.values.button < 0) ? 0 : this.values.button;\\n      this.values.button = (this.values.button > 1) ? 1 : this.values.button;\\n\\n      // Set the state based on the button\\n      if (gamepadButton.pressed || this.values.button === 1) {\\n        this.values.state = Constants.ComponentState.PRESSED;\\n      } else if (gamepadButton.touched || this.values.button > Constants.ButtonTouchThreshold) {\\n        this.values.state = Constants.ComponentState.TOUCHED;\\n      }\\n    }\\n\\n    // Get and normalize x axis value\\n    if (this.gamepadIndices.xAxis !== undefined\\n        && gamepad.axes.length > this.gamepadIndices.xAxis) {\\n      this.values.xAxis = gamepad.axes[this.gamepadIndices.xAxis];\\n      this.values.xAxis = (this.values.xAxis < -1) ? -1 : this.values.xAxis;\\n      this.values.xAxis = (this.values.xAxis > 1) ? 1 : this.values.xAxis;\\n\\n      // If the state is still default, check if the xAxis makes it touched\\n      if (this.values.state === Constants.ComponentState.DEFAULT\\n        && Math.abs(this.values.xAxis) > Constants.AxisTouchThreshold) {\\n        this.values.state = Constants.ComponentState.TOUCHED;\\n      }\\n    }\\n\\n    // Get and normalize Y axis value\\n    if (this.gamepadIndices.yAxis !== undefined\\n        && gamepad.axes.length > this.gamepadIndices.yAxis) {\\n      this.values.yAxis = gamepad.axes[this.gamepadIndices.yAxis];\\n      this.values.yAxis = (this.values.yAxis < -1) ? -1 : this.values.yAxis;\\n      this.values.yAxis = (this.values.yAxis > 1) ? 1 : this.values.yAxis;\\n\\n      // If the state is still default, check if the yAxis makes it touched\\n      if (this.values.state === Constants.ComponentState.DEFAULT\\n        && Math.abs(this.values.yAxis) > Constants.AxisTouchThreshold) {\\n        this.values.state = Constants.ComponentState.TOUCHED;\\n      }\\n    }\\n\\n    // Update the visual response weights based on the current component data\\n    Object.values(this.visualResponses).forEach((visualResponse) => {\\n      visualResponse.updateFromComponent(this.values);\\n    });\\n  }\\n}\\n\\n/**\\n  * @description Builds a motion controller with components and visual responses based on the\\n  * supplied profile description. Data is polled from the xrInputSource's gamepad.\\n  * @author Nell Waliczek / https://github.com/NellWaliczek\\n*/\\nclass MotionController {\\n  /**\\n   * @param {Object} xrInputSource - The XRInputSource to build the MotionController around\\n   * @param {Object} profile - The best matched profile description for the supplied xrInputSource\\n   * @param {Object} assetUrl\\n   */\\n  constructor(xrInputSource, profile, assetUrl) {\\n    if (!xrInputSource) {\\n      throw new Error('No xrInputSource supplied');\\n    }\\n\\n    if (!profile) {\\n      throw new Error('No profile supplied');\\n    }\\n\\n    this.xrInputSource = xrInputSource;\\n    this.assetUrl = assetUrl;\\n    this.id = profile.profileId;\\n\\n    // Build child components as described in the profile description\\n    this.layoutDescription = profile.layouts[xrInputSource.handedness];\\n    this.components = {};\\n    Object.keys(this.layoutDescription.components).forEach((componentId) => {\\n      const componentDescription = this.layoutDescription.components[componentId];\\n      this.components[componentId] = new Component(componentId, componentDescription);\\n    });\\n\\n    // Initialize components based on current gamepad state\\n    this.updateFromGamepad();\\n  }\\n\\n  get gripSpace() {\\n    return this.xrInputSource.gripSpace;\\n  }\\n\\n  get targetRaySpace() {\\n    return this.xrInputSource.targetRaySpace;\\n  }\\n\\n  /**\\n   * @description Returns a subset of component data for simplified debugging\\n   */\\n  get data() {\\n    const data = [];\\n    Object.values(this.components).forEach((component) => {\\n      data.push(component.data);\\n    });\\n    return data;\\n  }\\n\\n  /**\\n   * @description Poll for updated data based on current gamepad state\\n   */\\n  updateFromGamepad() {\\n    Object.values(this.components).forEach((component) => {\\n      component.updateFromGamepad(this.xrInputSource.gamepad);\\n    });\\n  }\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/libs/motion-controllers.module.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/loaders/ColladaLoader.js\":\n/*!******************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/loaders/ColladaLoader.js ***!\n  \\******************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   ColladaLoader: () => (/* binding */ ColladaLoader)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var _loaders_TGALoader_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../loaders/TGALoader.js */ \\\"./node_modules/three/examples/jsm/loaders/TGALoader.js\\\");\\n\\n\\n\\nclass ColladaLoader extends three__WEBPACK_IMPORTED_MODULE_0__.Loader {\\n\\n\\tload( url, onLoad, onProgress, onError ) {\\n\\n\\t\\tconst scope = this;\\n\\n\\t\\tconst path = ( scope.path === '' ) ? three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.extractUrlBase( url ) : scope.path;\\n\\n\\t\\tconst loader = new three__WEBPACK_IMPORTED_MODULE_0__.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( text, path ) );\\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( text, path ) {\\n\\n\\t\\tfunction getElementsByTagName( xml, name ) {\\n\\n\\t\\t\\t// Non recursive xml.getElementsByTagName() ...\\n\\n\\t\\t\\tconst array = [];\\n\\t\\t\\tconst childNodes = xml.childNodes;\\n\\n\\t\\t\\tfor ( let i = 0, l = childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeName === name ) {\\n\\n\\t\\t\\t\\t\\tarray.push( child );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn array;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseStrings( text ) {\\n\\n\\t\\t\\tif ( text.length === 0 ) return [];\\n\\n\\t\\t\\tconst parts = text.trim().split( /\\\\s+/ );\\n\\t\\t\\tconst array = new Array( parts.length );\\n\\n\\t\\t\\tfor ( let i = 0, l = parts.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tarray[ i ] = parts[ i ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn array;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseFloats( text ) {\\n\\n\\t\\t\\tif ( text.length === 0 ) return [];\\n\\n\\t\\t\\tconst parts = text.trim().split( /\\\\s+/ );\\n\\t\\t\\tconst array = new Array( parts.length );\\n\\n\\t\\t\\tfor ( let i = 0, l = parts.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tarray[ i ] = parseFloat( parts[ i ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn array;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseInts( text ) {\\n\\n\\t\\t\\tif ( text.length === 0 ) return [];\\n\\n\\t\\t\\tconst parts = text.trim().split( /\\\\s+/ );\\n\\t\\t\\tconst array = new Array( parts.length );\\n\\n\\t\\t\\tfor ( let i = 0, l = parts.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tarray[ i ] = parseInt( parts[ i ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn array;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseId( text ) {\\n\\n\\t\\t\\treturn text.substring( 1 );\\n\\n\\t\\t}\\n\\n\\t\\tfunction generateId() {\\n\\n\\t\\t\\treturn 'three_default_' + ( count ++ );\\n\\n\\t\\t}\\n\\n\\t\\tfunction isEmpty( object ) {\\n\\n\\t\\t\\treturn Object.keys( object ).length === 0;\\n\\n\\t\\t}\\n\\n\\t\\t// asset\\n\\n\\t\\tfunction parseAsset( xml ) {\\n\\n\\t\\t\\treturn {\\n\\t\\t\\t\\tunit: parseAssetUnit( getElementsByTagName( xml, 'unit' )[ 0 ] ),\\n\\t\\t\\t\\tupAxis: parseAssetUpAxis( getElementsByTagName( xml, 'up_axis' )[ 0 ] )\\n\\t\\t\\t};\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseAssetUnit( xml ) {\\n\\n\\t\\t\\tif ( ( xml !== undefined ) && ( xml.hasAttribute( 'meter' ) === true ) ) {\\n\\n\\t\\t\\t\\treturn parseFloat( xml.getAttribute( 'meter' ) );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\treturn 1; // default 1 meter\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseAssetUpAxis( xml ) {\\n\\n\\t\\t\\treturn xml !== undefined ? xml.textContent : 'Y_UP';\\n\\n\\t\\t}\\n\\n\\t\\t// library\\n\\n\\t\\tfunction parseLibrary( xml, libraryName, nodeName, parser ) {\\n\\n\\t\\t\\tconst library = getElementsByTagName( xml, libraryName )[ 0 ];\\n\\n\\t\\t\\tif ( library !== undefined ) {\\n\\n\\t\\t\\t\\tconst elements = getElementsByTagName( library, nodeName );\\n\\n\\t\\t\\t\\tfor ( let i = 0; i < elements.length; i ++ ) {\\n\\n\\t\\t\\t\\t\\tparser( elements[ i ] );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildLibrary( data, builder ) {\\n\\n\\t\\t\\tfor ( const name in data ) {\\n\\n\\t\\t\\t\\tconst object = data[ name ];\\n\\t\\t\\t\\tobject.build = builder( data[ name ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// get\\n\\n\\t\\tfunction getBuild( data, builder ) {\\n\\n\\t\\t\\tif ( data.build !== undefined ) return data.build;\\n\\n\\t\\t\\tdata.build = builder( data );\\n\\n\\t\\t\\treturn data.build;\\n\\n\\t\\t}\\n\\n\\t\\t// animation\\n\\n\\t\\tfunction parseAnimation( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tsources: {},\\n\\t\\t\\t\\tsamplers: {},\\n\\t\\t\\t\\tchannels: {}\\n\\t\\t\\t};\\n\\n\\t\\t\\tlet hasChildren = false;\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tlet id;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'source':\\n\\t\\t\\t\\t\\t\\tid = child.getAttribute( 'id' );\\n\\t\\t\\t\\t\\t\\tdata.sources[ id ] = parseSource( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'sampler':\\n\\t\\t\\t\\t\\t\\tid = child.getAttribute( 'id' );\\n\\t\\t\\t\\t\\t\\tdata.samplers[ id ] = parseAnimationSampler( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'channel':\\n\\t\\t\\t\\t\\t\\tid = child.getAttribute( 'target' );\\n\\t\\t\\t\\t\\t\\tdata.channels[ id ] = parseAnimationChannel( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'animation':\\n\\t\\t\\t\\t\\t\\t// hierarchy of related animations\\n\\t\\t\\t\\t\\t\\tparseAnimation( child );\\n\\t\\t\\t\\t\\t\\thasChildren = true;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\tconsole.log( child );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( hasChildren === false ) {\\n\\n\\t\\t\\t\\t// since 'id' attributes can be optional, it's necessary to generate a UUID for unqiue assignment\\n\\n\\t\\t\\t\\tlibrary.animations[ xml.getAttribute( 'id' ) || three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.generateUUID() ] = data;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseAnimationSampler( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tinputs: {},\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'input':\\n\\t\\t\\t\\t\\t\\tconst id = parseId( child.getAttribute( 'source' ) );\\n\\t\\t\\t\\t\\t\\tconst semantic = child.getAttribute( 'semantic' );\\n\\t\\t\\t\\t\\t\\tdata.inputs[ semantic ] = id;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseAnimationChannel( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tconst target = xml.getAttribute( 'target' );\\n\\n\\t\\t\\t// parsing SID Addressing Syntax\\n\\n\\t\\t\\tlet parts = target.split( '/' );\\n\\n\\t\\t\\tconst id = parts.shift();\\n\\t\\t\\tlet sid = parts.shift();\\n\\n\\t\\t\\t// check selection syntax\\n\\n\\t\\t\\tconst arraySyntax = ( sid.indexOf( '(' ) !== - 1 );\\n\\t\\t\\tconst memberSyntax = ( sid.indexOf( '.' ) !== - 1 );\\n\\n\\t\\t\\tif ( memberSyntax ) {\\n\\n\\t\\t\\t\\t//  member selection access\\n\\n\\t\\t\\t\\tparts = sid.split( '.' );\\n\\t\\t\\t\\tsid = parts.shift();\\n\\t\\t\\t\\tdata.member = parts.shift();\\n\\n\\t\\t\\t} else if ( arraySyntax ) {\\n\\n\\t\\t\\t\\t// array-access syntax. can be used to express fields in one-dimensional vectors or two-dimensional matrices.\\n\\n\\t\\t\\t\\tconst indices = sid.split( '(' );\\n\\t\\t\\t\\tsid = indices.shift();\\n\\n\\t\\t\\t\\tfor ( let i = 0; i < indices.length; i ++ ) {\\n\\n\\t\\t\\t\\t\\tindices[ i ] = parseInt( indices[ i ].replace( /\\\\)/, '' ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tdata.indices = indices;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tdata.id = id;\\n\\t\\t\\tdata.sid = sid;\\n\\n\\t\\t\\tdata.arraySyntax = arraySyntax;\\n\\t\\t\\tdata.memberSyntax = memberSyntax;\\n\\n\\t\\t\\tdata.sampler = parseId( xml.getAttribute( 'source' ) );\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildAnimation( data ) {\\n\\n\\t\\t\\tconst tracks = [];\\n\\n\\t\\t\\tconst channels = data.channels;\\n\\t\\t\\tconst samplers = data.samplers;\\n\\t\\t\\tconst sources = data.sources;\\n\\n\\t\\t\\tfor ( const target in channels ) {\\n\\n\\t\\t\\t\\tif ( channels.hasOwnProperty( target ) ) {\\n\\n\\t\\t\\t\\t\\tconst channel = channels[ target ];\\n\\t\\t\\t\\t\\tconst sampler = samplers[ channel.sampler ];\\n\\n\\t\\t\\t\\t\\tconst inputId = sampler.inputs.INPUT;\\n\\t\\t\\t\\t\\tconst outputId = sampler.inputs.OUTPUT;\\n\\n\\t\\t\\t\\t\\tconst inputSource = sources[ inputId ];\\n\\t\\t\\t\\t\\tconst outputSource = sources[ outputId ];\\n\\n\\t\\t\\t\\t\\tconst animation = buildAnimationChannel( channel, inputSource, outputSource );\\n\\n\\t\\t\\t\\t\\tcreateKeyframeTracks( animation, tracks );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn tracks;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getAnimation( id ) {\\n\\n\\t\\t\\treturn getBuild( library.animations[ id ], buildAnimation );\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildAnimationChannel( channel, inputSource, outputSource ) {\\n\\n\\t\\t\\tconst node = library.nodes[ channel.id ];\\n\\t\\t\\tconst object3D = getNode( node.id );\\n\\n\\t\\t\\tconst transform = node.transforms[ channel.sid ];\\n\\t\\t\\tconst defaultMatrix = node.matrix.clone().transpose();\\n\\n\\t\\t\\tlet time, stride;\\n\\t\\t\\tlet i, il, j, jl;\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\t// the collada spec allows the animation of data in various ways.\\n\\t\\t\\t// depending on the transform type (matrix, translate, rotate, scale), we execute different logic\\n\\n\\t\\t\\tswitch ( transform ) {\\n\\n\\t\\t\\t\\tcase 'matrix':\\n\\n\\t\\t\\t\\t\\tfor ( i = 0, il = inputSource.array.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\t\\t\\ttime = inputSource.array[ i ];\\n\\t\\t\\t\\t\\t\\tstride = i * outputSource.stride;\\n\\n\\t\\t\\t\\t\\t\\tif ( data[ time ] === undefined ) data[ time ] = {};\\n\\n\\t\\t\\t\\t\\t\\tif ( channel.arraySyntax === true ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst value = outputSource.array[ stride ];\\n\\t\\t\\t\\t\\t\\t\\tconst index = channel.indices[ 0 ] + 4 * channel.indices[ 1 ];\\n\\n\\t\\t\\t\\t\\t\\t\\tdata[ time ][ index ] = value;\\n\\n\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\tfor ( j = 0, jl = outputSource.stride; j < jl; j ++ ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tdata[ time ][ j ] = outputSource.array[ stride + j ];\\n\\n\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'translate':\\n\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Animation transform type \\\"%s\\\" not yet implemented.', transform );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'rotate':\\n\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Animation transform type \\\"%s\\\" not yet implemented.', transform );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'scale':\\n\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Animation transform type \\\"%s\\\" not yet implemented.', transform );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst keyframes = prepareAnimationData( data, defaultMatrix );\\n\\n\\t\\t\\tconst animation = {\\n\\t\\t\\t\\tname: object3D.uuid,\\n\\t\\t\\t\\tkeyframes: keyframes\\n\\t\\t\\t};\\n\\n\\t\\t\\treturn animation;\\n\\n\\t\\t}\\n\\n\\t\\tfunction prepareAnimationData( data, defaultMatrix ) {\\n\\n\\t\\t\\tconst keyframes = [];\\n\\n\\t\\t\\t// transfer data into a sortable array\\n\\n\\t\\t\\tfor ( const time in data ) {\\n\\n\\t\\t\\t\\tkeyframes.push( { time: parseFloat( time ), value: data[ time ] } );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// ensure keyframes are sorted by time\\n\\n\\t\\t\\tkeyframes.sort( ascending );\\n\\n\\t\\t\\t// now we clean up all animation data, so we can use them for keyframe tracks\\n\\n\\t\\t\\tfor ( let i = 0; i < 16; i ++ ) {\\n\\n\\t\\t\\t\\ttransformAnimationData( keyframes, i, defaultMatrix.elements[ i ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn keyframes;\\n\\n\\t\\t\\t// array sort function\\n\\n\\t\\t\\tfunction ascending( a, b ) {\\n\\n\\t\\t\\t\\treturn a.time - b.time;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tconst position = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\tconst scale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\tconst quaternion = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\\n\\n\\t\\tfunction createKeyframeTracks( animation, tracks ) {\\n\\n\\t\\t\\tconst keyframes = animation.keyframes;\\n\\t\\t\\tconst name = animation.name;\\n\\n\\t\\t\\tconst times = [];\\n\\t\\t\\tconst positionData = [];\\n\\t\\t\\tconst quaternionData = [];\\n\\t\\t\\tconst scaleData = [];\\n\\n\\t\\t\\tfor ( let i = 0, l = keyframes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst keyframe = keyframes[ i ];\\n\\n\\t\\t\\t\\tconst time = keyframe.time;\\n\\t\\t\\t\\tconst value = keyframe.value;\\n\\n\\t\\t\\t\\tmatrix.fromArray( value ).transpose();\\n\\t\\t\\t\\tmatrix.decompose( position, quaternion, scale );\\n\\n\\t\\t\\t\\ttimes.push( time );\\n\\t\\t\\t\\tpositionData.push( position.x, position.y, position.z );\\n\\t\\t\\t\\tquaternionData.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w );\\n\\t\\t\\t\\tscaleData.push( scale.x, scale.y, scale.z );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( positionData.length > 0 ) tracks.push( new three__WEBPACK_IMPORTED_MODULE_0__.VectorKeyframeTrack( name + '.position', times, positionData ) );\\n\\t\\t\\tif ( quaternionData.length > 0 ) tracks.push( new three__WEBPACK_IMPORTED_MODULE_0__.QuaternionKeyframeTrack( name + '.quaternion', times, quaternionData ) );\\n\\t\\t\\tif ( scaleData.length > 0 ) tracks.push( new three__WEBPACK_IMPORTED_MODULE_0__.VectorKeyframeTrack( name + '.scale', times, scaleData ) );\\n\\n\\t\\t\\treturn tracks;\\n\\n\\t\\t}\\n\\n\\t\\tfunction transformAnimationData( keyframes, property, defaultValue ) {\\n\\n\\t\\t\\tlet keyframe;\\n\\n\\t\\t\\tlet empty = true;\\n\\t\\t\\tlet i, l;\\n\\n\\t\\t\\t// check, if values of a property are missing in our keyframes\\n\\n\\t\\t\\tfor ( i = 0, l = keyframes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tkeyframe = keyframes[ i ];\\n\\n\\t\\t\\t\\tif ( keyframe.value[ property ] === undefined ) {\\n\\n\\t\\t\\t\\t\\tkeyframe.value[ property ] = null; // mark as missing\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tempty = false;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( empty === true ) {\\n\\n\\t\\t\\t\\t// no values at all, so we set a default value\\n\\n\\t\\t\\t\\tfor ( i = 0, l = keyframes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\t\\tkeyframe = keyframes[ i ];\\n\\n\\t\\t\\t\\t\\tkeyframe.value[ property ] = defaultValue;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t// filling gaps\\n\\n\\t\\t\\t\\tcreateMissingKeyframes( keyframes, property );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction createMissingKeyframes( keyframes, property ) {\\n\\n\\t\\t\\tlet prev, next;\\n\\n\\t\\t\\tfor ( let i = 0, l = keyframes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst keyframe = keyframes[ i ];\\n\\n\\t\\t\\t\\tif ( keyframe.value[ property ] === null ) {\\n\\n\\t\\t\\t\\t\\tprev = getPrev( keyframes, i, property );\\n\\t\\t\\t\\t\\tnext = getNext( keyframes, i, property );\\n\\n\\t\\t\\t\\t\\tif ( prev === null ) {\\n\\n\\t\\t\\t\\t\\t\\tkeyframe.value[ property ] = next.value[ property ];\\n\\t\\t\\t\\t\\t\\tcontinue;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( next === null ) {\\n\\n\\t\\t\\t\\t\\t\\tkeyframe.value[ property ] = prev.value[ property ];\\n\\t\\t\\t\\t\\t\\tcontinue;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tinterpolate( keyframe, prev, next, property );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction getPrev( keyframes, i, property ) {\\n\\n\\t\\t\\twhile ( i >= 0 ) {\\n\\n\\t\\t\\t\\tconst keyframe = keyframes[ i ];\\n\\n\\t\\t\\t\\tif ( keyframe.value[ property ] !== null ) return keyframe;\\n\\n\\t\\t\\t\\ti --;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getNext( keyframes, i, property ) {\\n\\n\\t\\t\\twhile ( i < keyframes.length ) {\\n\\n\\t\\t\\t\\tconst keyframe = keyframes[ i ];\\n\\n\\t\\t\\t\\tif ( keyframe.value[ property ] !== null ) return keyframe;\\n\\n\\t\\t\\t\\ti ++;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\tfunction interpolate( key, prev, next, property ) {\\n\\n\\t\\t\\tif ( ( next.time - prev.time ) === 0 ) {\\n\\n\\t\\t\\t\\tkey.value[ property ] = prev.value[ property ];\\n\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tkey.value[ property ] = ( ( key.time - prev.time ) * ( next.value[ property ] - prev.value[ property ] ) / ( next.time - prev.time ) ) + prev.value[ property ];\\n\\n\\t\\t}\\n\\n\\t\\t// animation clips\\n\\n\\t\\tfunction parseAnimationClip( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tname: xml.getAttribute( 'id' ) || 'default',\\n\\t\\t\\t\\tstart: parseFloat( xml.getAttribute( 'start' ) || 0 ),\\n\\t\\t\\t\\tend: parseFloat( xml.getAttribute( 'end' ) || 0 ),\\n\\t\\t\\t\\tanimations: []\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'instance_animation':\\n\\t\\t\\t\\t\\t\\tdata.animations.push( parseId( child.getAttribute( 'url' ) ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlibrary.clips[ xml.getAttribute( 'id' ) ] = data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildAnimationClip( data ) {\\n\\n\\t\\t\\tconst tracks = [];\\n\\n\\t\\t\\tconst name = data.name;\\n\\t\\t\\tconst duration = ( data.end - data.start ) || - 1;\\n\\t\\t\\tconst animations = data.animations;\\n\\n\\t\\t\\tfor ( let i = 0, il = animations.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\tconst animationTracks = getAnimation( animations[ i ] );\\n\\n\\t\\t\\t\\tfor ( let j = 0, jl = animationTracks.length; j < jl; j ++ ) {\\n\\n\\t\\t\\t\\t\\ttracks.push( animationTracks[ j ] );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.AnimationClip( name, duration, tracks );\\n\\n\\t\\t}\\n\\n\\t\\tfunction getAnimationClip( id ) {\\n\\n\\t\\t\\treturn getBuild( library.clips[ id ], buildAnimationClip );\\n\\n\\t\\t}\\n\\n\\t\\t// controller\\n\\n\\t\\tfunction parseController( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'skin':\\n\\t\\t\\t\\t\\t\\t// there is exactly one skin per controller\\n\\t\\t\\t\\t\\t\\tdata.id = parseId( child.getAttribute( 'source' ) );\\n\\t\\t\\t\\t\\t\\tdata.skin = parseSkin( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'morph':\\n\\t\\t\\t\\t\\t\\tdata.id = parseId( child.getAttribute( 'source' ) );\\n\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Morph target animation not supported yet.' );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlibrary.controllers[ xml.getAttribute( 'id' ) ] = data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseSkin( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tsources: {}\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'bind_shape_matrix':\\n\\t\\t\\t\\t\\t\\tdata.bindShapeMatrix = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'source':\\n\\t\\t\\t\\t\\t\\tconst id = child.getAttribute( 'id' );\\n\\t\\t\\t\\t\\t\\tdata.sources[ id ] = parseSource( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'joints':\\n\\t\\t\\t\\t\\t\\tdata.joints = parseJoints( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'vertex_weights':\\n\\t\\t\\t\\t\\t\\tdata.vertexWeights = parseVertexWeights( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseJoints( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tinputs: {}\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'input':\\n\\t\\t\\t\\t\\t\\tconst semantic = child.getAttribute( 'semantic' );\\n\\t\\t\\t\\t\\t\\tconst id = parseId( child.getAttribute( 'source' ) );\\n\\t\\t\\t\\t\\t\\tdata.inputs[ semantic ] = id;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseVertexWeights( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tinputs: {}\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'input':\\n\\t\\t\\t\\t\\t\\tconst semantic = child.getAttribute( 'semantic' );\\n\\t\\t\\t\\t\\t\\tconst id = parseId( child.getAttribute( 'source' ) );\\n\\t\\t\\t\\t\\t\\tconst offset = parseInt( child.getAttribute( 'offset' ) );\\n\\t\\t\\t\\t\\t\\tdata.inputs[ semantic ] = { id: id, offset: offset };\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'vcount':\\n\\t\\t\\t\\t\\t\\tdata.vcount = parseInts( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'v':\\n\\t\\t\\t\\t\\t\\tdata.v = parseInts( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildController( data ) {\\n\\n\\t\\t\\tconst build = {\\n\\t\\t\\t\\tid: data.id\\n\\t\\t\\t};\\n\\n\\t\\t\\tconst geometry = library.geometries[ build.id ];\\n\\n\\t\\t\\tif ( data.skin !== undefined ) {\\n\\n\\t\\t\\t\\tbuild.skin = buildSkin( data.skin );\\n\\n\\t\\t\\t\\t// we enhance the 'sources' property of the corresponding geometry with our skin data\\n\\n\\t\\t\\t\\tgeometry.sources.skinIndices = build.skin.indices;\\n\\t\\t\\t\\tgeometry.sources.skinWeights = build.skin.weights;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn build;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildSkin( data ) {\\n\\n\\t\\t\\tconst BONE_LIMIT = 4;\\n\\n\\t\\t\\tconst build = {\\n\\t\\t\\t\\tjoints: [], // this must be an array to preserve the joint order\\n\\t\\t\\t\\tindices: {\\n\\t\\t\\t\\t\\tarray: [],\\n\\t\\t\\t\\t\\tstride: BONE_LIMIT\\n\\t\\t\\t\\t},\\n\\t\\t\\t\\tweights: {\\n\\t\\t\\t\\t\\tarray: [],\\n\\t\\t\\t\\t\\tstride: BONE_LIMIT\\n\\t\\t\\t\\t}\\n\\t\\t\\t};\\n\\n\\t\\t\\tconst sources = data.sources;\\n\\t\\t\\tconst vertexWeights = data.vertexWeights;\\n\\n\\t\\t\\tconst vcount = vertexWeights.vcount;\\n\\t\\t\\tconst v = vertexWeights.v;\\n\\t\\t\\tconst jointOffset = vertexWeights.inputs.JOINT.offset;\\n\\t\\t\\tconst weightOffset = vertexWeights.inputs.WEIGHT.offset;\\n\\n\\t\\t\\tconst jointSource = data.sources[ data.joints.inputs.JOINT ];\\n\\t\\t\\tconst inverseSource = data.sources[ data.joints.inputs.INV_BIND_MATRIX ];\\n\\n\\t\\t\\tconst weights = sources[ vertexWeights.inputs.WEIGHT.id ].array;\\n\\t\\t\\tlet stride = 0;\\n\\n\\t\\t\\tlet i, j, l;\\n\\n\\t\\t\\t// process skin data for each vertex\\n\\n\\t\\t\\tfor ( i = 0, l = vcount.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst jointCount = vcount[ i ]; // this is the amount of joints that affect a single vertex\\n\\t\\t\\t\\tconst vertexSkinData = [];\\n\\n\\t\\t\\t\\tfor ( j = 0; j < jointCount; j ++ ) {\\n\\n\\t\\t\\t\\t\\tconst skinIndex = v[ stride + jointOffset ];\\n\\t\\t\\t\\t\\tconst weightId = v[ stride + weightOffset ];\\n\\t\\t\\t\\t\\tconst skinWeight = weights[ weightId ];\\n\\n\\t\\t\\t\\t\\tvertexSkinData.push( { index: skinIndex, weight: skinWeight } );\\n\\n\\t\\t\\t\\t\\tstride += 2;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// we sort the joints in descending order based on the weights.\\n\\t\\t\\t\\t// this ensures, we only procced the most important joints of the vertex\\n\\n\\t\\t\\t\\tvertexSkinData.sort( descending );\\n\\n\\t\\t\\t\\t// now we provide for each vertex a set of four index and weight values.\\n\\t\\t\\t\\t// the order of the skin data matches the order of vertices\\n\\n\\t\\t\\t\\tfor ( j = 0; j < BONE_LIMIT; j ++ ) {\\n\\n\\t\\t\\t\\t\\tconst d = vertexSkinData[ j ];\\n\\n\\t\\t\\t\\t\\tif ( d !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\tbuild.indices.array.push( d.index );\\n\\t\\t\\t\\t\\t\\tbuild.weights.array.push( d.weight );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tbuild.indices.array.push( 0 );\\n\\t\\t\\t\\t\\t\\tbuild.weights.array.push( 0 );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// setup bind matrix\\n\\n\\t\\t\\tif ( data.bindShapeMatrix ) {\\n\\n\\t\\t\\t\\tbuild.bindMatrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4().fromArray( data.bindShapeMatrix ).transpose();\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tbuild.bindMatrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4().identity();\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// process bones and inverse bind matrix data\\n\\n\\t\\t\\tfor ( i = 0, l = jointSource.array.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst name = jointSource.array[ i ];\\n\\t\\t\\t\\tconst boneInverse = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4().fromArray( inverseSource.array, i * inverseSource.stride ).transpose();\\n\\n\\t\\t\\t\\tbuild.joints.push( { name: name, boneInverse: boneInverse } );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn build;\\n\\n\\t\\t\\t// array sort function\\n\\n\\t\\t\\tfunction descending( a, b ) {\\n\\n\\t\\t\\t\\treturn b.weight - a.weight;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction getController( id ) {\\n\\n\\t\\t\\treturn getBuild( library.controllers[ id ], buildController );\\n\\n\\t\\t}\\n\\n\\t\\t// image\\n\\n\\t\\tfunction parseImage( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tinit_from: getElementsByTagName( xml, 'init_from' )[ 0 ].textContent\\n\\t\\t\\t};\\n\\n\\t\\t\\tlibrary.images[ xml.getAttribute( 'id' ) ] = data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildImage( data ) {\\n\\n\\t\\t\\tif ( data.build !== undefined ) return data.build;\\n\\n\\t\\t\\treturn data.init_from;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getImage( id ) {\\n\\n\\t\\t\\tconst data = library.images[ id ];\\n\\n\\t\\t\\tif ( data !== undefined ) {\\n\\n\\t\\t\\t\\treturn getBuild( data, buildImage );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Couldn\\\\'t find image with ID:', id );\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\t// effect\\n\\n\\t\\tfunction parseEffect( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'profile_COMMON':\\n\\t\\t\\t\\t\\t\\tdata.profile = parseEffectProfileCOMMON( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlibrary.effects[ xml.getAttribute( 'id' ) ] = data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectProfileCOMMON( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tsurfaces: {},\\n\\t\\t\\t\\tsamplers: {}\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'newparam':\\n\\t\\t\\t\\t\\t\\tparseEffectNewparam( child, data );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'technique':\\n\\t\\t\\t\\t\\t\\tdata.technique = parseEffectTechnique( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'extra':\\n\\t\\t\\t\\t\\t\\tdata.extra = parseEffectExtra( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectNewparam( xml, data ) {\\n\\n\\t\\t\\tconst sid = xml.getAttribute( 'sid' );\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'surface':\\n\\t\\t\\t\\t\\t\\tdata.surfaces[ sid ] = parseEffectSurface( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'sampler2D':\\n\\t\\t\\t\\t\\t\\tdata.samplers[ sid ] = parseEffectSampler( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectSurface( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'init_from':\\n\\t\\t\\t\\t\\t\\tdata.init_from = child.textContent;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectSampler( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'source':\\n\\t\\t\\t\\t\\t\\tdata.source = child.textContent;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectTechnique( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'constant':\\n\\t\\t\\t\\t\\tcase 'lambert':\\n\\t\\t\\t\\t\\tcase 'blinn':\\n\\t\\t\\t\\t\\tcase 'phong':\\n\\t\\t\\t\\t\\t\\tdata.type = child.nodeName;\\n\\t\\t\\t\\t\\t\\tdata.parameters = parseEffectParameters( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'extra':\\n\\t\\t\\t\\t\\t\\tdata.extra = parseEffectExtra( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectParameters( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'emission':\\n\\t\\t\\t\\t\\tcase 'diffuse':\\n\\t\\t\\t\\t\\tcase 'specular':\\n\\t\\t\\t\\t\\tcase 'bump':\\n\\t\\t\\t\\t\\tcase 'ambient':\\n\\t\\t\\t\\t\\tcase 'shininess':\\n\\t\\t\\t\\t\\tcase 'transparency':\\n\\t\\t\\t\\t\\t\\tdata[ child.nodeName ] = parseEffectParameter( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'transparent':\\n\\t\\t\\t\\t\\t\\tdata[ child.nodeName ] = {\\n\\t\\t\\t\\t\\t\\t\\topaque: child.hasAttribute( 'opaque' ) ? child.getAttribute( 'opaque' ) : 'A_ONE',\\n\\t\\t\\t\\t\\t\\t\\tdata: parseEffectParameter( child )\\n\\t\\t\\t\\t\\t\\t};\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectParameter( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'color':\\n\\t\\t\\t\\t\\t\\tdata[ child.nodeName ] = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'float':\\n\\t\\t\\t\\t\\t\\tdata[ child.nodeName ] = parseFloat( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'texture':\\n\\t\\t\\t\\t\\t\\tdata[ child.nodeName ] = { id: child.getAttribute( 'texture' ), extra: parseEffectParameterTexture( child ) };\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectParameterTexture( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\ttechnique: {}\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'extra':\\n\\t\\t\\t\\t\\t\\tparseEffectParameterTextureExtra( child, data );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectParameterTextureExtra( xml, data ) {\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'technique':\\n\\t\\t\\t\\t\\t\\tparseEffectParameterTextureExtraTechnique( child, data );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectParameterTextureExtraTechnique( xml, data ) {\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'repeatU':\\n\\t\\t\\t\\t\\tcase 'repeatV':\\n\\t\\t\\t\\t\\tcase 'offsetU':\\n\\t\\t\\t\\t\\tcase 'offsetV':\\n\\t\\t\\t\\t\\t\\tdata.technique[ child.nodeName ] = parseFloat( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'wrapU':\\n\\t\\t\\t\\t\\tcase 'wrapV':\\n\\n\\t\\t\\t\\t\\t\\t// some files have values for wrapU/wrapV which become NaN via parseInt\\n\\n\\t\\t\\t\\t\\t\\tif ( child.textContent.toUpperCase() === 'TRUE' ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tdata.technique[ child.nodeName ] = 1;\\n\\n\\t\\t\\t\\t\\t\\t} else if ( child.textContent.toUpperCase() === 'FALSE' ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tdata.technique[ child.nodeName ] = 0;\\n\\n\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\tdata.technique[ child.nodeName ] = parseInt( child.textContent );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'bump':\\n\\t\\t\\t\\t\\t\\tdata[ child.nodeName ] = parseEffectExtraTechniqueBump( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectExtra( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'technique':\\n\\t\\t\\t\\t\\t\\tdata.technique = parseEffectExtraTechnique( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectExtraTechnique( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'double_sided':\\n\\t\\t\\t\\t\\t\\tdata[ child.nodeName ] = parseInt( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'bump':\\n\\t\\t\\t\\t\\t\\tdata[ child.nodeName ] = parseEffectExtraTechniqueBump( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseEffectExtraTechniqueBump( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'texture':\\n\\t\\t\\t\\t\\t\\tdata[ child.nodeName ] = { id: child.getAttribute( 'texture' ), texcoord: child.getAttribute( 'texcoord' ), extra: parseEffectParameterTexture( child ) };\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildEffect( data ) {\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getEffect( id ) {\\n\\n\\t\\t\\treturn getBuild( library.effects[ id ], buildEffect );\\n\\n\\t\\t}\\n\\n\\t\\t// material\\n\\n\\t\\tfunction parseMaterial( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tname: xml.getAttribute( 'name' )\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'instance_effect':\\n\\t\\t\\t\\t\\t\\tdata.url = parseId( child.getAttribute( 'url' ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlibrary.materials[ xml.getAttribute( 'id' ) ] = data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getTextureLoader( image ) {\\n\\n\\t\\t\\tlet loader;\\n\\n\\t\\t\\tlet extension = image.slice( ( image.lastIndexOf( '.' ) - 1 >>> 0 ) + 2 ); // http://www.jstips.co/en/javascript/get-file-extension/\\n\\t\\t\\textension = extension.toLowerCase();\\n\\n\\t\\t\\tswitch ( extension ) {\\n\\n\\t\\t\\t\\tcase 'tga':\\n\\t\\t\\t\\t\\tloader = tgaLoader;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\tloader = textureLoader;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn loader;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildMaterial( data ) {\\n\\n\\t\\t\\tconst effect = getEffect( data.url );\\n\\t\\t\\tconst technique = effect.profile.technique;\\n\\n\\t\\t\\tlet material;\\n\\n\\t\\t\\tswitch ( technique.type ) {\\n\\n\\t\\t\\t\\tcase 'phong':\\n\\t\\t\\t\\tcase 'blinn':\\n\\t\\t\\t\\t\\tmaterial = new three__WEBPACK_IMPORTED_MODULE_0__.MeshPhongMaterial();\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'lambert':\\n\\t\\t\\t\\t\\tmaterial = new three__WEBPACK_IMPORTED_MODULE_0__.MeshLambertMaterial();\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\tmaterial = new three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial();\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tmaterial.name = data.name || '';\\n\\n\\t\\t\\tfunction getTexture( textureObject, colorSpace = null ) {\\n\\n\\t\\t\\t\\tconst sampler = effect.profile.samplers[ textureObject.id ];\\n\\t\\t\\t\\tlet image = null;\\n\\n\\t\\t\\t\\t// get image\\n\\n\\t\\t\\t\\tif ( sampler !== undefined ) {\\n\\n\\t\\t\\t\\t\\tconst surface = effect.profile.surfaces[ sampler.source ];\\n\\t\\t\\t\\t\\timage = getImage( surface.init_from );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Undefined sampler. Access image directly (see #12530).' );\\n\\t\\t\\t\\t\\timage = getImage( textureObject.id );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// create texture if image is avaiable\\n\\n\\t\\t\\t\\tif ( image !== null ) {\\n\\n\\t\\t\\t\\t\\tconst loader = getTextureLoader( image );\\n\\n\\t\\t\\t\\t\\tif ( loader !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\tconst texture = loader.load( image );\\n\\n\\t\\t\\t\\t\\t\\tconst extra = textureObject.extra;\\n\\n\\t\\t\\t\\t\\t\\tif ( extra !== undefined && extra.technique !== undefined && isEmpty( extra.technique ) === false ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst technique = extra.technique;\\n\\n\\t\\t\\t\\t\\t\\t\\ttexture.wrapS = technique.wrapU ? three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping : three__WEBPACK_IMPORTED_MODULE_0__.ClampToEdgeWrapping;\\n\\t\\t\\t\\t\\t\\t\\ttexture.wrapT = technique.wrapV ? three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping : three__WEBPACK_IMPORTED_MODULE_0__.ClampToEdgeWrapping;\\n\\n\\t\\t\\t\\t\\t\\t\\ttexture.offset.set( technique.offsetU || 0, technique.offsetV || 0 );\\n\\t\\t\\t\\t\\t\\t\\ttexture.repeat.set( technique.repeatU || 1, technique.repeatV || 1 );\\n\\n\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\ttexture.wrapS = three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping;\\n\\t\\t\\t\\t\\t\\t\\ttexture.wrapT = three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping;\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tif ( colorSpace !== null ) {\\n\\n\\t\\t\\t\\t\\t\\t\\ttexture.colorSpace = colorSpace;\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\treturn texture;\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Loader for texture %s not found.', image );\\n\\n\\t\\t\\t\\t\\t\\treturn null;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Couldn\\\\'t create texture with ID:', textureObject.id );\\n\\n\\t\\t\\t\\t\\treturn null;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst parameters = technique.parameters;\\n\\n\\t\\t\\tfor ( const key in parameters ) {\\n\\n\\t\\t\\t\\tconst parameter = parameters[ key ];\\n\\n\\t\\t\\t\\tswitch ( key ) {\\n\\n\\t\\t\\t\\t\\tcase 'diffuse':\\n\\t\\t\\t\\t\\t\\tif ( parameter.color ) material.color.fromArray( parameter.color );\\n\\t\\t\\t\\t\\t\\tif ( parameter.texture ) material.map = getTexture( parameter.texture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'specular':\\n\\t\\t\\t\\t\\t\\tif ( parameter.color && material.specular ) material.specular.fromArray( parameter.color );\\n\\t\\t\\t\\t\\t\\tif ( parameter.texture ) material.specularMap = getTexture( parameter.texture );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'bump':\\n\\t\\t\\t\\t\\t\\tif ( parameter.texture ) material.normalMap = getTexture( parameter.texture );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'ambient':\\n\\t\\t\\t\\t\\t\\tif ( parameter.texture ) material.lightMap = getTexture( parameter.texture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'shininess':\\n\\t\\t\\t\\t\\t\\tif ( parameter.float && material.shininess ) material.shininess = parameter.float;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'emission':\\n\\t\\t\\t\\t\\t\\tif ( parameter.color && material.emissive ) material.emissive.fromArray( parameter.color );\\n\\t\\t\\t\\t\\t\\tif ( parameter.texture ) material.emissiveMap = getTexture( parameter.texture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tmaterial.color.convertSRGBToLinear();\\n\\t\\t\\tif ( material.specular ) material.specular.convertSRGBToLinear();\\n\\t\\t\\tif ( material.emissive ) material.emissive.convertSRGBToLinear();\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tlet transparent = parameters[ 'transparent' ];\\n\\t\\t\\tlet transparency = parameters[ 'transparency' ];\\n\\n\\t\\t\\t// <transparency> does not exist but <transparent>\\n\\n\\t\\t\\tif ( transparency === undefined && transparent ) {\\n\\n\\t\\t\\t\\ttransparency = {\\n\\t\\t\\t\\t\\tfloat: 1\\n\\t\\t\\t\\t};\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// <transparent> does not exist but <transparency>\\n\\n\\t\\t\\tif ( transparent === undefined && transparency ) {\\n\\n\\t\\t\\t\\ttransparent = {\\n\\t\\t\\t\\t\\topaque: 'A_ONE',\\n\\t\\t\\t\\t\\tdata: {\\n\\t\\t\\t\\t\\t\\tcolor: [ 1, 1, 1, 1 ]\\n\\t\\t\\t\\t\\t} };\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( transparent && transparency ) {\\n\\n\\t\\t\\t\\t// handle case if a texture exists but no color\\n\\n\\t\\t\\t\\tif ( transparent.data.texture ) {\\n\\n\\t\\t\\t\\t\\t// we do not set an alpha map (see #13792)\\n\\n\\t\\t\\t\\t\\tmaterial.transparent = true;\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tconst color = transparent.data.color;\\n\\n\\t\\t\\t\\t\\tswitch ( transparent.opaque ) {\\n\\n\\t\\t\\t\\t\\t\\tcase 'A_ONE':\\n\\t\\t\\t\\t\\t\\t\\tmaterial.opacity = color[ 3 ] * transparency.float;\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\t\\tcase 'RGB_ZERO':\\n\\t\\t\\t\\t\\t\\t\\tmaterial.opacity = 1 - ( color[ 0 ] * transparency.float );\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\t\\tcase 'A_ZERO':\\n\\t\\t\\t\\t\\t\\t\\tmaterial.opacity = 1 - ( color[ 3 ] * transparency.float );\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\t\\tcase 'RGB_ONE':\\n\\t\\t\\t\\t\\t\\t\\tmaterial.opacity = color[ 0 ] * transparency.float;\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Invalid opaque type \\\"%s\\\" of transparent tag.', transparent.opaque );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( material.opacity < 1 ) material.transparent = true;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//\\n\\n\\n\\t\\t\\tif ( technique.extra !== undefined && technique.extra.technique !== undefined ) {\\n\\n\\t\\t\\t\\tconst techniques = technique.extra.technique;\\n\\n\\t\\t\\t\\tfor ( const k in techniques ) {\\n\\n\\t\\t\\t\\t\\tconst v = techniques[ k ];\\n\\n\\t\\t\\t\\t\\tswitch ( k ) {\\n\\n\\t\\t\\t\\t\\t\\tcase 'double_sided':\\n\\t\\t\\t\\t\\t\\t\\tmaterial.side = ( v === 1 ? three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide : three__WEBPACK_IMPORTED_MODULE_0__.FrontSide );\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase 'bump':\\n\\t\\t\\t\\t\\t\\t\\tmaterial.normalMap = getTexture( v.texture );\\n\\t\\t\\t\\t\\t\\t\\tmaterial.normalScale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2( 1, 1 );\\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}\\n\\n\\t\\t\\treturn material;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getMaterial( id ) {\\n\\n\\t\\t\\treturn getBuild( library.materials[ id ], buildMaterial );\\n\\n\\t\\t}\\n\\n\\t\\t// camera\\n\\n\\t\\tfunction parseCamera( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tname: xml.getAttribute( 'name' )\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'optics':\\n\\t\\t\\t\\t\\t\\tdata.optics = parseCameraOptics( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlibrary.cameras[ xml.getAttribute( 'id' ) ] = data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseCameraOptics( xml ) {\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'technique_common':\\n\\t\\t\\t\\t\\t\\treturn parseCameraTechnique( child );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn {};\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseCameraTechnique( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'perspective':\\n\\t\\t\\t\\t\\tcase 'orthographic':\\n\\n\\t\\t\\t\\t\\t\\tdata.technique = child.nodeName;\\n\\t\\t\\t\\t\\t\\tdata.parameters = parseCameraParameters( child );\\n\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseCameraParameters( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'xfov':\\n\\t\\t\\t\\t\\tcase 'yfov':\\n\\t\\t\\t\\t\\tcase 'xmag':\\n\\t\\t\\t\\t\\tcase 'ymag':\\n\\t\\t\\t\\t\\tcase 'znear':\\n\\t\\t\\t\\t\\tcase 'zfar':\\n\\t\\t\\t\\t\\tcase 'aspect_ratio':\\n\\t\\t\\t\\t\\t\\tdata[ child.nodeName ] = parseFloat( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildCamera( data ) {\\n\\n\\t\\t\\tlet camera;\\n\\n\\t\\t\\tswitch ( data.optics.technique ) {\\n\\n\\t\\t\\t\\tcase 'perspective':\\n\\t\\t\\t\\t\\tcamera = new three__WEBPACK_IMPORTED_MODULE_0__.PerspectiveCamera(\\n\\t\\t\\t\\t\\t\\tdata.optics.parameters.yfov,\\n\\t\\t\\t\\t\\t\\tdata.optics.parameters.aspect_ratio,\\n\\t\\t\\t\\t\\t\\tdata.optics.parameters.znear,\\n\\t\\t\\t\\t\\t\\tdata.optics.parameters.zfar\\n\\t\\t\\t\\t\\t);\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'orthographic':\\n\\t\\t\\t\\t\\tlet ymag = data.optics.parameters.ymag;\\n\\t\\t\\t\\t\\tlet xmag = data.optics.parameters.xmag;\\n\\t\\t\\t\\t\\tconst aspectRatio = data.optics.parameters.aspect_ratio;\\n\\n\\t\\t\\t\\t\\txmag = ( xmag === undefined ) ? ( ymag * aspectRatio ) : xmag;\\n\\t\\t\\t\\t\\tymag = ( ymag === undefined ) ? ( xmag / aspectRatio ) : ymag;\\n\\n\\t\\t\\t\\t\\txmag *= 0.5;\\n\\t\\t\\t\\t\\tymag *= 0.5;\\n\\n\\t\\t\\t\\t\\tcamera = new three__WEBPACK_IMPORTED_MODULE_0__.OrthographicCamera(\\n\\t\\t\\t\\t\\t\\t- xmag, xmag, ymag, - ymag, // left, right, top, bottom\\n\\t\\t\\t\\t\\t\\tdata.optics.parameters.znear,\\n\\t\\t\\t\\t\\t\\tdata.optics.parameters.zfar\\n\\t\\t\\t\\t\\t);\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\tcamera = new three__WEBPACK_IMPORTED_MODULE_0__.PerspectiveCamera();\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tcamera.name = data.name || '';\\n\\n\\t\\t\\treturn camera;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getCamera( id ) {\\n\\n\\t\\t\\tconst data = library.cameras[ id ];\\n\\n\\t\\t\\tif ( data !== undefined ) {\\n\\n\\t\\t\\t\\treturn getBuild( data, buildCamera );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Couldn\\\\'t find camera with ID:', id );\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\t// light\\n\\n\\t\\tfunction parseLight( xml ) {\\n\\n\\t\\t\\tlet data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'technique_common':\\n\\t\\t\\t\\t\\t\\tdata = parseLightTechnique( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlibrary.lights[ xml.getAttribute( 'id' ) ] = data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseLightTechnique( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'directional':\\n\\t\\t\\t\\t\\tcase 'point':\\n\\t\\t\\t\\t\\tcase 'spot':\\n\\t\\t\\t\\t\\tcase 'ambient':\\n\\n\\t\\t\\t\\t\\t\\tdata.technique = child.nodeName;\\n\\t\\t\\t\\t\\t\\tdata.parameters = parseLightParameters( child );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseLightParameters( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'color':\\n\\t\\t\\t\\t\\t\\tconst array = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tdata.color = new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray( array ).convertSRGBToLinear();\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'falloff_angle':\\n\\t\\t\\t\\t\\t\\tdata.falloffAngle = parseFloat( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'quadratic_attenuation':\\n\\t\\t\\t\\t\\t\\tconst f = parseFloat( child.textContent );\\n\\t\\t\\t\\t\\t\\tdata.distance = f ? Math.sqrt( 1 / f ) : 0;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildLight( data ) {\\n\\n\\t\\t\\tlet light;\\n\\n\\t\\t\\tswitch ( data.technique ) {\\n\\n\\t\\t\\t\\tcase 'directional':\\n\\t\\t\\t\\t\\tlight = new three__WEBPACK_IMPORTED_MODULE_0__.DirectionalLight();\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'point':\\n\\t\\t\\t\\t\\tlight = new three__WEBPACK_IMPORTED_MODULE_0__.PointLight();\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'spot':\\n\\t\\t\\t\\t\\tlight = new three__WEBPACK_IMPORTED_MODULE_0__.SpotLight();\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'ambient':\\n\\t\\t\\t\\t\\tlight = new three__WEBPACK_IMPORTED_MODULE_0__.AmbientLight();\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( data.parameters.color ) light.color.copy( data.parameters.color );\\n\\t\\t\\tif ( data.parameters.distance ) light.distance = data.parameters.distance;\\n\\n\\t\\t\\treturn light;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getLight( id ) {\\n\\n\\t\\t\\tconst data = library.lights[ id ];\\n\\n\\t\\t\\tif ( data !== undefined ) {\\n\\n\\t\\t\\t\\treturn getBuild( data, buildLight );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Couldn\\\\'t find light with ID:', id );\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\t// geometry\\n\\n\\t\\tfunction parseGeometry( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tname: xml.getAttribute( 'name' ),\\n\\t\\t\\t\\tsources: {},\\n\\t\\t\\t\\tvertices: {},\\n\\t\\t\\t\\tprimitives: []\\n\\t\\t\\t};\\n\\n\\t\\t\\tconst mesh = getElementsByTagName( xml, 'mesh' )[ 0 ];\\n\\n\\t\\t\\t// the following tags inside geometry are not supported yet (see https://github.com/mrdoob/three.js/pull/12606): convex_mesh, spline, brep\\n\\t\\t\\tif ( mesh === undefined ) return;\\n\\n\\t\\t\\tfor ( let i = 0; i < mesh.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = mesh.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tconst id = child.getAttribute( 'id' );\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'source':\\n\\t\\t\\t\\t\\t\\tdata.sources[ id ] = parseSource( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'vertices':\\n\\t\\t\\t\\t\\t\\t// data.sources[ id ] = data.sources[ parseId( getElementsByTagName( child, 'input' )[ 0 ].getAttribute( 'source' ) ) ];\\n\\t\\t\\t\\t\\t\\tdata.vertices = parseGeometryVertices( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'polygons':\\n\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Unsupported primitive type: ', child.nodeName );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'lines':\\n\\t\\t\\t\\t\\tcase 'linestrips':\\n\\t\\t\\t\\t\\tcase 'polylist':\\n\\t\\t\\t\\t\\tcase 'triangles':\\n\\t\\t\\t\\t\\t\\tdata.primitives.push( parseGeometryPrimitive( child ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\tconsole.log( child );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlibrary.geometries[ xml.getAttribute( 'id' ) ] = data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseSource( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tarray: [],\\n\\t\\t\\t\\tstride: 3\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'float_array':\\n\\t\\t\\t\\t\\t\\tdata.array = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'Name_array':\\n\\t\\t\\t\\t\\t\\tdata.array = parseStrings( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'technique_common':\\n\\t\\t\\t\\t\\t\\tconst accessor = getElementsByTagName( child, 'accessor' )[ 0 ];\\n\\n\\t\\t\\t\\t\\t\\tif ( accessor !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tdata.stride = parseInt( accessor.getAttribute( 'stride' ) );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseGeometryVertices( xml ) {\\n\\n\\t\\t\\tconst data = {};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tdata[ child.getAttribute( 'semantic' ) ] = parseId( child.getAttribute( 'source' ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseGeometryPrimitive( xml ) {\\n\\n\\t\\t\\tconst primitive = {\\n\\t\\t\\t\\ttype: xml.nodeName,\\n\\t\\t\\t\\tmaterial: xml.getAttribute( 'material' ),\\n\\t\\t\\t\\tcount: parseInt( xml.getAttribute( 'count' ) ),\\n\\t\\t\\t\\tinputs: {},\\n\\t\\t\\t\\tstride: 0,\\n\\t\\t\\t\\thasUV: false\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'input':\\n\\t\\t\\t\\t\\t\\tconst id = parseId( child.getAttribute( 'source' ) );\\n\\t\\t\\t\\t\\t\\tconst semantic = child.getAttribute( 'semantic' );\\n\\t\\t\\t\\t\\t\\tconst offset = parseInt( child.getAttribute( 'offset' ) );\\n\\t\\t\\t\\t\\t\\tconst set = parseInt( child.getAttribute( 'set' ) );\\n\\t\\t\\t\\t\\t\\tconst inputname = ( set > 0 ? semantic + set : semantic );\\n\\t\\t\\t\\t\\t\\tprimitive.inputs[ inputname ] = { id: id, offset: offset };\\n\\t\\t\\t\\t\\t\\tprimitive.stride = Math.max( primitive.stride, offset + 1 );\\n\\t\\t\\t\\t\\t\\tif ( semantic === 'TEXCOORD' ) primitive.hasUV = true;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'vcount':\\n\\t\\t\\t\\t\\t\\tprimitive.vcount = parseInts( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'p':\\n\\t\\t\\t\\t\\t\\tprimitive.p = parseInts( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn primitive;\\n\\n\\t\\t}\\n\\n\\t\\tfunction groupPrimitives( primitives ) {\\n\\n\\t\\t\\tconst build = {};\\n\\n\\t\\t\\tfor ( let i = 0; i < primitives.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst primitive = primitives[ i ];\\n\\n\\t\\t\\t\\tif ( build[ primitive.type ] === undefined ) build[ primitive.type ] = [];\\n\\n\\t\\t\\t\\tbuild[ primitive.type ].push( primitive );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn build;\\n\\n\\t\\t}\\n\\n\\t\\tfunction checkUVCoordinates( primitives ) {\\n\\n\\t\\t\\tlet count = 0;\\n\\n\\t\\t\\tfor ( let i = 0, l = primitives.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst primitive = primitives[ i ];\\n\\n\\t\\t\\t\\tif ( primitive.hasUV === true ) {\\n\\n\\t\\t\\t\\t\\tcount ++;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( count > 0 && count < primitives.length ) {\\n\\n\\t\\t\\t\\tprimitives.uvsNeedsFix = true;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildGeometry( data ) {\\n\\n\\t\\t\\tconst build = {};\\n\\n\\t\\t\\tconst sources = data.sources;\\n\\t\\t\\tconst vertices = data.vertices;\\n\\t\\t\\tconst primitives = data.primitives;\\n\\n\\t\\t\\tif ( primitives.length === 0 ) return {};\\n\\n\\t\\t\\t// our goal is to create one buffer geometry for a single type of primitives\\n\\t\\t\\t// first, we group all primitives by their type\\n\\n\\t\\t\\tconst groupedPrimitives = groupPrimitives( primitives );\\n\\n\\t\\t\\tfor ( const type in groupedPrimitives ) {\\n\\n\\t\\t\\t\\tconst primitiveType = groupedPrimitives[ type ];\\n\\n\\t\\t\\t\\t// second, ensure consistent uv coordinates for each type of primitives (polylist,triangles or lines)\\n\\n\\t\\t\\t\\tcheckUVCoordinates( primitiveType );\\n\\n\\t\\t\\t\\t// third, create a buffer geometry for each type of primitives\\n\\n\\t\\t\\t\\tbuild[ type ] = buildGeometryType( primitiveType, sources, vertices );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn build;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildGeometryType( primitives, sources, vertices ) {\\n\\n\\t\\t\\tconst build = {};\\n\\n\\t\\t\\tconst position = { array: [], stride: 0 };\\n\\t\\t\\tconst normal = { array: [], stride: 0 };\\n\\t\\t\\tconst uv = { array: [], stride: 0 };\\n\\t\\t\\tconst uv1 = { array: [], stride: 0 };\\n\\t\\t\\tconst color = { array: [], stride: 0 };\\n\\n\\t\\t\\tconst skinIndex = { array: [], stride: 4 };\\n\\t\\t\\tconst skinWeight = { array: [], stride: 4 };\\n\\n\\t\\t\\tconst geometry = new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\\n\\n\\t\\t\\tconst materialKeys = [];\\n\\n\\t\\t\\tlet start = 0;\\n\\n\\t\\t\\tfor ( let p = 0; p < primitives.length; p ++ ) {\\n\\n\\t\\t\\t\\tconst primitive = primitives[ p ];\\n\\t\\t\\t\\tconst inputs = primitive.inputs;\\n\\n\\t\\t\\t\\t// groups\\n\\n\\t\\t\\t\\tlet count = 0;\\n\\n\\t\\t\\t\\tswitch ( primitive.type ) {\\n\\n\\t\\t\\t\\t\\tcase 'lines':\\n\\t\\t\\t\\t\\tcase 'linestrips':\\n\\t\\t\\t\\t\\t\\tcount = primitive.count * 2;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'triangles':\\n\\t\\t\\t\\t\\t\\tcount = primitive.count * 3;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'polylist':\\n\\n\\t\\t\\t\\t\\t\\tfor ( let g = 0; g < primitive.count; g ++ ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst vc = primitive.vcount[ g ];\\n\\n\\t\\t\\t\\t\\t\\t\\tswitch ( vc ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tcase 3:\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tcount += 3; // single triangle\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tcase 4:\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tcount += 6; // quad, subdivided into two triangles\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tcount += ( vc - 2 ) * 3; // polylist with more than four vertices\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Unknow primitive type:', primitive.type );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tgeometry.addGroup( start, count, p );\\n\\t\\t\\t\\tstart += count;\\n\\n\\t\\t\\t\\t// material\\n\\n\\t\\t\\t\\tif ( primitive.material ) {\\n\\n\\t\\t\\t\\t\\tmaterialKeys.push( primitive.material );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// geometry data\\n\\n\\t\\t\\t\\tfor ( const name in inputs ) {\\n\\n\\t\\t\\t\\t\\tconst input = inputs[ name ];\\n\\n\\t\\t\\t\\t\\tswitch ( name )\\t{\\n\\n\\t\\t\\t\\t\\t\\tcase 'VERTEX':\\n\\t\\t\\t\\t\\t\\t\\tfor ( const key in vertices ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tconst id = vertices[ key ];\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tswitch ( key ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tcase 'POSITION':\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tconst prevLength = position.array.length;\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbuildGeometryData( primitive, sources[ id ], input.offset, position.array );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tposition.stride = sources[ id ].stride;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tif ( sources.skinWeights && sources.skinIndices ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbuildGeometryData( primitive, sources.skinIndices, input.offset, skinIndex.array );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbuildGeometryData( primitive, sources.skinWeights, input.offset, skinWeight.array );\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t// see #3803\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tif ( primitive.hasUV === false && primitives.uvsNeedsFix === true ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tconst count = ( position.array.length - prevLength ) / position.stride;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tfor ( let i = 0; i < count; i ++ ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t// fill missing uv coordinates\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tuv.array.push( 0, 0 );\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tcase 'NORMAL':\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbuildGeometryData( primitive, sources[ id ], input.offset, normal.array );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tnormal.stride = sources[ id ].stride;\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tcase 'COLOR':\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbuildGeometryData( primitive, sources[ id ], input.offset, color.array );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tcolor.stride = sources[ id ].stride;\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tcase 'TEXCOORD':\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbuildGeometryData( primitive, sources[ id ], input.offset, uv.array );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tuv.stride = sources[ id ].stride;\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tcase 'TEXCOORD1':\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbuildGeometryData( primitive, sources[ id ], input.offset, uv1.array );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tuv.stride = sources[ id ].stride;\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Semantic \\\"%s\\\" not handled in geometry build process.', key );\\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\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase 'NORMAL':\\n\\t\\t\\t\\t\\t\\t\\tbuildGeometryData( primitive, sources[ input.id ], input.offset, normal.array );\\n\\t\\t\\t\\t\\t\\t\\tnormal.stride = sources[ input.id ].stride;\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase 'COLOR':\\n\\t\\t\\t\\t\\t\\t\\tbuildGeometryData( primitive, sources[ input.id ], input.offset, color.array, true );\\n\\t\\t\\t\\t\\t\\t\\tcolor.stride = sources[ input.id ].stride;\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase 'TEXCOORD':\\n\\t\\t\\t\\t\\t\\t\\tbuildGeometryData( primitive, sources[ input.id ], input.offset, uv.array );\\n\\t\\t\\t\\t\\t\\t\\tuv.stride = sources[ input.id ].stride;\\n\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\tcase 'TEXCOORD1':\\n\\t\\t\\t\\t\\t\\t\\tbuildGeometryData( primitive, sources[ input.id ], input.offset, uv1.array );\\n\\t\\t\\t\\t\\t\\t\\tuv1.stride = sources[ input.id ].stride;\\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}\\n\\n\\t\\t\\t// build geometry\\n\\n\\t\\t\\tif ( position.array.length > 0 ) geometry.setAttribute( 'position', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( position.array, position.stride ) );\\n\\t\\t\\tif ( normal.array.length > 0 ) geometry.setAttribute( 'normal', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( normal.array, normal.stride ) );\\n\\t\\t\\tif ( color.array.length > 0 ) geometry.setAttribute( 'color', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( color.array, color.stride ) );\\n\\t\\t\\tif ( uv.array.length > 0 ) geometry.setAttribute( 'uv', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( uv.array, uv.stride ) );\\n\\t\\t\\tif ( uv1.array.length > 0 ) geometry.setAttribute( 'uv1', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( uv1.array, uv1.stride ) );\\n\\n\\t\\t\\tif ( skinIndex.array.length > 0 ) geometry.setAttribute( 'skinIndex', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( skinIndex.array, skinIndex.stride ) );\\n\\t\\t\\tif ( skinWeight.array.length > 0 ) geometry.setAttribute( 'skinWeight', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( skinWeight.array, skinWeight.stride ) );\\n\\n\\t\\t\\tbuild.data = geometry;\\n\\t\\t\\tbuild.type = primitives[ 0 ].type;\\n\\t\\t\\tbuild.materialKeys = materialKeys;\\n\\n\\t\\t\\treturn build;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildGeometryData( primitive, source, offset, array, isColor = false ) {\\n\\n\\t\\t\\tconst indices = primitive.p;\\n\\t\\t\\tconst stride = primitive.stride;\\n\\t\\t\\tconst vcount = primitive.vcount;\\n\\n\\t\\t\\tfunction pushVector( i ) {\\n\\n\\t\\t\\t\\tlet index = indices[ i + offset ] * sourceStride;\\n\\t\\t\\t\\tconst length = index + sourceStride;\\n\\n\\t\\t\\t\\tfor ( ; index < length; index ++ ) {\\n\\n\\t\\t\\t\\t\\tarray.push( sourceArray[ index ] );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( isColor ) {\\n\\n\\t\\t\\t\\t\\t// convert the vertex colors from srgb to linear if present\\n\\t\\t\\t\\t\\tconst startIndex = array.length - sourceStride - 1;\\n\\t\\t\\t\\t\\ttempColor.setRGB(\\n\\t\\t\\t\\t\\t\\tarray[ startIndex + 0 ],\\n\\t\\t\\t\\t\\t\\tarray[ startIndex + 1 ],\\n\\t\\t\\t\\t\\t\\tarray[ startIndex + 2 ]\\n\\t\\t\\t\\t\\t).convertSRGBToLinear();\\n\\n\\t\\t\\t\\t\\tarray[ startIndex + 0 ] = tempColor.r;\\n\\t\\t\\t\\t\\tarray[ startIndex + 1 ] = tempColor.g;\\n\\t\\t\\t\\t\\tarray[ startIndex + 2 ] = tempColor.b;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst sourceArray = source.array;\\n\\t\\t\\tconst sourceStride = source.stride;\\n\\n\\t\\t\\tif ( primitive.vcount !== undefined ) {\\n\\n\\t\\t\\t\\tlet index = 0;\\n\\n\\t\\t\\t\\tfor ( let i = 0, l = vcount.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\t\\tconst count = vcount[ i ];\\n\\n\\t\\t\\t\\t\\tif ( count === 4 ) {\\n\\n\\t\\t\\t\\t\\t\\tconst a = index + stride * 0;\\n\\t\\t\\t\\t\\t\\tconst b = index + stride * 1;\\n\\t\\t\\t\\t\\t\\tconst c = index + stride * 2;\\n\\t\\t\\t\\t\\t\\tconst d = index + stride * 3;\\n\\n\\t\\t\\t\\t\\t\\tpushVector( a ); pushVector( b ); pushVector( d );\\n\\t\\t\\t\\t\\t\\tpushVector( b ); pushVector( c ); pushVector( d );\\n\\n\\t\\t\\t\\t\\t} else if ( count === 3 ) {\\n\\n\\t\\t\\t\\t\\t\\tconst a = index + stride * 0;\\n\\t\\t\\t\\t\\t\\tconst b = index + stride * 1;\\n\\t\\t\\t\\t\\t\\tconst c = index + stride * 2;\\n\\n\\t\\t\\t\\t\\t\\tpushVector( a ); pushVector( b ); pushVector( c );\\n\\n\\t\\t\\t\\t\\t} else if ( count > 4 ) {\\n\\n\\t\\t\\t\\t\\t\\tfor ( let k = 1, kl = ( count - 2 ); k <= kl; k ++ ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst a = index + stride * 0;\\n\\t\\t\\t\\t\\t\\t\\tconst b = index + stride * k;\\n\\t\\t\\t\\t\\t\\t\\tconst c = index + stride * ( k + 1 );\\n\\n\\t\\t\\t\\t\\t\\t\\tpushVector( a ); pushVector( b ); pushVector( c );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tindex += stride * count;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tfor ( let i = 0, l = indices.length; i < l; i += stride ) {\\n\\n\\t\\t\\t\\t\\tpushVector( i );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction getGeometry( id ) {\\n\\n\\t\\t\\treturn getBuild( library.geometries[ id ], buildGeometry );\\n\\n\\t\\t}\\n\\n\\t\\t// kinematics\\n\\n\\t\\tfunction parseKinematicsModel( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tname: xml.getAttribute( 'name' ) || '',\\n\\t\\t\\t\\tjoints: {},\\n\\t\\t\\t\\tlinks: []\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'technique_common':\\n\\t\\t\\t\\t\\t\\tparseKinematicsTechniqueCommon( child, data );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlibrary.kinematicsModels[ xml.getAttribute( 'id' ) ] = data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildKinematicsModel( data ) {\\n\\n\\t\\t\\tif ( data.build !== undefined ) return data.build;\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getKinematicsModel( id ) {\\n\\n\\t\\t\\treturn getBuild( library.kinematicsModels[ id ], buildKinematicsModel );\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseKinematicsTechniqueCommon( xml, data ) {\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'joint':\\n\\t\\t\\t\\t\\t\\tdata.joints[ child.getAttribute( 'sid' ) ] = parseKinematicsJoint( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'link':\\n\\t\\t\\t\\t\\t\\tdata.links.push( parseKinematicsLink( child ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseKinematicsJoint( xml ) {\\n\\n\\t\\t\\tlet data;\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'prismatic':\\n\\t\\t\\t\\t\\tcase 'revolute':\\n\\t\\t\\t\\t\\t\\tdata = parseKinematicsJointParameter( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseKinematicsJointParameter( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tsid: xml.getAttribute( 'sid' ),\\n\\t\\t\\t\\tname: xml.getAttribute( 'name' ) || '',\\n\\t\\t\\t\\taxis: new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(),\\n\\t\\t\\t\\tlimits: {\\n\\t\\t\\t\\t\\tmin: 0,\\n\\t\\t\\t\\t\\tmax: 0\\n\\t\\t\\t\\t},\\n\\t\\t\\t\\ttype: xml.nodeName,\\n\\t\\t\\t\\tstatic: false,\\n\\t\\t\\t\\tzeroPosition: 0,\\n\\t\\t\\t\\tmiddlePosition: 0\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'axis':\\n\\t\\t\\t\\t\\t\\tconst array = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tdata.axis.fromArray( array );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'limits':\\n\\t\\t\\t\\t\\t\\tconst max = child.getElementsByTagName( 'max' )[ 0 ];\\n\\t\\t\\t\\t\\t\\tconst min = child.getElementsByTagName( 'min' )[ 0 ];\\n\\n\\t\\t\\t\\t\\t\\tdata.limits.max = parseFloat( max.textContent );\\n\\t\\t\\t\\t\\t\\tdata.limits.min = parseFloat( min.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// if min is equal to or greater than max, consider the joint static\\n\\n\\t\\t\\tif ( data.limits.min >= data.limits.max ) {\\n\\n\\t\\t\\t\\tdata.static = true;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// calculate middle position\\n\\n\\t\\t\\tdata.middlePosition = ( data.limits.min + data.limits.max ) / 2.0;\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseKinematicsLink( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tsid: xml.getAttribute( 'sid' ),\\n\\t\\t\\t\\tname: xml.getAttribute( 'name' ) || '',\\n\\t\\t\\t\\tattachments: [],\\n\\t\\t\\t\\ttransforms: []\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'attachment_full':\\n\\t\\t\\t\\t\\t\\tdata.attachments.push( parseKinematicsAttachment( child ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'matrix':\\n\\t\\t\\t\\t\\tcase 'translate':\\n\\t\\t\\t\\t\\tcase 'rotate':\\n\\t\\t\\t\\t\\t\\tdata.transforms.push( parseKinematicsTransform( child ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseKinematicsAttachment( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tjoint: xml.getAttribute( 'joint' ).split( '/' ).pop(),\\n\\t\\t\\t\\ttransforms: [],\\n\\t\\t\\t\\tlinks: []\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'link':\\n\\t\\t\\t\\t\\t\\tdata.links.push( parseKinematicsLink( child ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'matrix':\\n\\t\\t\\t\\t\\tcase 'translate':\\n\\t\\t\\t\\t\\tcase 'rotate':\\n\\t\\t\\t\\t\\t\\tdata.transforms.push( parseKinematicsTransform( child ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseKinematicsTransform( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\ttype: xml.nodeName\\n\\t\\t\\t};\\n\\n\\t\\t\\tconst array = parseFloats( xml.textContent );\\n\\n\\t\\t\\tswitch ( data.type ) {\\n\\n\\t\\t\\t\\tcase 'matrix':\\n\\t\\t\\t\\t\\tdata.obj = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\t\\t\\t\\t\\tdata.obj.fromArray( array ).transpose();\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'translate':\\n\\t\\t\\t\\t\\tdata.obj = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\t\\t\\t\\tdata.obj.fromArray( array );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'rotate':\\n\\t\\t\\t\\t\\tdata.obj = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\t\\t\\t\\tdata.obj.fromArray( array );\\n\\t\\t\\t\\t\\tdata.angle = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad( array[ 3 ] );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\t// physics\\n\\n\\t\\tfunction parsePhysicsModel( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tname: xml.getAttribute( 'name' ) || '',\\n\\t\\t\\t\\trigidBodies: {}\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'rigid_body':\\n\\t\\t\\t\\t\\t\\tdata.rigidBodies[ child.getAttribute( 'name' ) ] = {};\\n\\t\\t\\t\\t\\t\\tparsePhysicsRigidBody( child, data.rigidBodies[ child.getAttribute( 'name' ) ] );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlibrary.physicsModels[ xml.getAttribute( 'id' ) ] = data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parsePhysicsRigidBody( xml, data ) {\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'technique_common':\\n\\t\\t\\t\\t\\t\\tparsePhysicsTechniqueCommon( child, data );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction parsePhysicsTechniqueCommon( xml, data ) {\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'inertia':\\n\\t\\t\\t\\t\\t\\tdata.inertia = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'mass':\\n\\t\\t\\t\\t\\t\\tdata.mass = parseFloats( child.textContent )[ 0 ];\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// scene\\n\\n\\t\\tfunction parseKinematicsScene( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tbindJointAxis: []\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'bind_joint_axis':\\n\\t\\t\\t\\t\\t\\tdata.bindJointAxis.push( parseKinematicsBindJointAxis( child ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlibrary.kinematicsScenes[ parseId( xml.getAttribute( 'url' ) ) ] = data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseKinematicsBindJointAxis( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\ttarget: xml.getAttribute( 'target' ).split( '/' ).pop()\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'axis':\\n\\t\\t\\t\\t\\t\\tconst param = child.getElementsByTagName( 'param' )[ 0 ];\\n\\t\\t\\t\\t\\t\\tdata.axis = param.textContent;\\n\\t\\t\\t\\t\\t\\tconst tmpJointIndex = data.axis.split( 'inst_' ).pop().split( 'axis' )[ 0 ];\\n\\t\\t\\t\\t\\t\\tdata.jointIndex = tmpJointIndex.substring( 0, tmpJointIndex.length - 1 );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildKinematicsScene( data ) {\\n\\n\\t\\t\\tif ( data.build !== undefined ) return data.build;\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getKinematicsScene( id ) {\\n\\n\\t\\t\\treturn getBuild( library.kinematicsScenes[ id ], buildKinematicsScene );\\n\\n\\t\\t}\\n\\n\\t\\tfunction setupKinematics() {\\n\\n\\t\\t\\tconst kinematicsModelId = Object.keys( library.kinematicsModels )[ 0 ];\\n\\t\\t\\tconst kinematicsSceneId = Object.keys( library.kinematicsScenes )[ 0 ];\\n\\t\\t\\tconst visualSceneId = Object.keys( library.visualScenes )[ 0 ];\\n\\n\\t\\t\\tif ( kinematicsModelId === undefined || kinematicsSceneId === undefined ) return;\\n\\n\\t\\t\\tconst kinematicsModel = getKinematicsModel( kinematicsModelId );\\n\\t\\t\\tconst kinematicsScene = getKinematicsScene( kinematicsSceneId );\\n\\t\\t\\tconst visualScene = getVisualScene( visualSceneId );\\n\\n\\t\\t\\tconst bindJointAxis = kinematicsScene.bindJointAxis;\\n\\t\\t\\tconst jointMap = {};\\n\\n\\t\\t\\tfor ( let i = 0, l = bindJointAxis.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst axis = bindJointAxis[ i ];\\n\\n\\t\\t\\t\\t// the result of the following query is an element of type 'translate', 'rotate','scale' or 'matrix'\\n\\n\\t\\t\\t\\tconst targetElement = collada.querySelector( '[sid=\\\"' + axis.target + '\\\"]' );\\n\\n\\t\\t\\t\\tif ( targetElement ) {\\n\\n\\t\\t\\t\\t\\t// get the parent of the transform element\\n\\n\\t\\t\\t\\t\\tconst parentVisualElement = targetElement.parentElement;\\n\\n\\t\\t\\t\\t\\t// connect the joint of the kinematics model with the element in the visual scene\\n\\n\\t\\t\\t\\t\\tconnect( axis.jointIndex, parentVisualElement );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tfunction connect( jointIndex, visualElement ) {\\n\\n\\t\\t\\t\\tconst visualElementName = visualElement.getAttribute( 'name' );\\n\\t\\t\\t\\tconst joint = kinematicsModel.joints[ jointIndex ];\\n\\n\\t\\t\\t\\tvisualScene.traverse( function ( object ) {\\n\\n\\t\\t\\t\\t\\tif ( object.name === visualElementName ) {\\n\\n\\t\\t\\t\\t\\t\\tjointMap[ jointIndex ] = {\\n\\t\\t\\t\\t\\t\\t\\tobject: object,\\n\\t\\t\\t\\t\\t\\t\\ttransforms: buildTransformList( visualElement ),\\n\\t\\t\\t\\t\\t\\t\\tjoint: joint,\\n\\t\\t\\t\\t\\t\\t\\tposition: joint.zeroPosition\\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\\tconst m0 = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n\\t\\t\\tkinematics = {\\n\\n\\t\\t\\t\\tjoints: kinematicsModel && kinematicsModel.joints,\\n\\n\\t\\t\\t\\tgetJointValue: function ( jointIndex ) {\\n\\n\\t\\t\\t\\t\\tconst jointData = jointMap[ jointIndex ];\\n\\n\\t\\t\\t\\t\\tif ( jointData ) {\\n\\n\\t\\t\\t\\t\\t\\treturn jointData.position;\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' doesn\\\\'t exist.' );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t},\\n\\n\\t\\t\\t\\tsetJointValue: function ( jointIndex, value ) {\\n\\n\\t\\t\\t\\t\\tconst jointData = jointMap[ jointIndex ];\\n\\n\\t\\t\\t\\t\\tif ( jointData ) {\\n\\n\\t\\t\\t\\t\\t\\tconst joint = jointData.joint;\\n\\n\\t\\t\\t\\t\\t\\tif ( value > joint.limits.max || value < joint.limits.min ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' value ' + value + ' outside of limits (min: ' + joint.limits.min + ', max: ' + joint.limits.max + ').' );\\n\\n\\t\\t\\t\\t\\t\\t} else if ( joint.static ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' is static.' );\\n\\n\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst object = jointData.object;\\n\\t\\t\\t\\t\\t\\t\\tconst axis = joint.axis;\\n\\t\\t\\t\\t\\t\\t\\tconst transforms = jointData.transforms;\\n\\n\\t\\t\\t\\t\\t\\t\\tmatrix.identity();\\n\\n\\t\\t\\t\\t\\t\\t\\t// each update, we have to apply all transforms in the correct order\\n\\n\\t\\t\\t\\t\\t\\t\\tfor ( let i = 0; i < transforms.length; i ++ ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tconst transform = transforms[ i ];\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t// if there is a connection of the transform node with a joint, apply the joint value\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tif ( transform.sid && transform.sid.indexOf( jointIndex ) !== - 1 ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tswitch ( joint.type ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tcase 'revolute':\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tmatrix.multiply( m0.makeRotationAxis( axis, three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad( value ) ) );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tcase 'prismatic':\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tmatrix.multiply( m0.makeTranslation( axis.x * value, axis.y * value, axis.z * value ) );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Unknown joint type: ' + joint.type );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tswitch ( transform.type ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tcase 'matrix':\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tmatrix.multiply( transform.obj );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tcase 'translate':\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tmatrix.multiply( m0.makeTranslation( transform.obj.x, transform.obj.y, transform.obj.z ) );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tcase 'scale':\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tmatrix.scale( transform.obj );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tcase 'rotate':\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tmatrix.multiply( m0.makeRotationAxis( transform.obj, transform.angle ) );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tbreak;\\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\\tobject.matrix.copy( matrix );\\n\\t\\t\\t\\t\\t\\t\\tobject.matrix.decompose( object.position, object.quaternion, object.scale );\\n\\n\\t\\t\\t\\t\\t\\t\\tjointMap[ jointIndex ].position = value;\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tconsole.log( 'THREE.ColladaLoader: ' + jointIndex + ' does not exist.' );\\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 buildTransformList( node ) {\\n\\n\\t\\t\\tconst transforms = [];\\n\\n\\t\\t\\tconst xml = collada.querySelector( '[id=\\\"' + node.id + '\\\"]' );\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tlet array, vector;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'matrix':\\n\\t\\t\\t\\t\\t\\tarray = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tconst matrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4().fromArray( array ).transpose();\\n\\t\\t\\t\\t\\t\\ttransforms.push( {\\n\\t\\t\\t\\t\\t\\t\\tsid: child.getAttribute( 'sid' ),\\n\\t\\t\\t\\t\\t\\t\\ttype: child.nodeName,\\n\\t\\t\\t\\t\\t\\t\\tobj: matrix\\n\\t\\t\\t\\t\\t\\t} );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'translate':\\n\\t\\t\\t\\t\\tcase 'scale':\\n\\t\\t\\t\\t\\t\\tarray = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tvector = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3().fromArray( array );\\n\\t\\t\\t\\t\\t\\ttransforms.push( {\\n\\t\\t\\t\\t\\t\\t\\tsid: child.getAttribute( 'sid' ),\\n\\t\\t\\t\\t\\t\\t\\ttype: child.nodeName,\\n\\t\\t\\t\\t\\t\\t\\tobj: vector\\n\\t\\t\\t\\t\\t\\t} );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'rotate':\\n\\t\\t\\t\\t\\t\\tarray = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tvector = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3().fromArray( array );\\n\\t\\t\\t\\t\\t\\tconst angle = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad( array[ 3 ] );\\n\\t\\t\\t\\t\\t\\ttransforms.push( {\\n\\t\\t\\t\\t\\t\\t\\tsid: child.getAttribute( 'sid' ),\\n\\t\\t\\t\\t\\t\\t\\ttype: child.nodeName,\\n\\t\\t\\t\\t\\t\\t\\tobj: vector,\\n\\t\\t\\t\\t\\t\\t\\tangle: angle\\n\\t\\t\\t\\t\\t\\t} );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn transforms;\\n\\n\\t\\t}\\n\\n\\t\\t// nodes\\n\\n\\t\\tfunction prepareNodes( xml ) {\\n\\n\\t\\t\\tconst elements = xml.getElementsByTagName( 'node' );\\n\\n\\t\\t\\t// ensure all node elements have id attributes\\n\\n\\t\\t\\tfor ( let i = 0; i < elements.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst element = elements[ i ];\\n\\n\\t\\t\\t\\tif ( element.hasAttribute( 'id' ) === false ) {\\n\\n\\t\\t\\t\\t\\telement.setAttribute( 'id', generateId() );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tconst matrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\t\\tconst vector = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\tfunction parseNode( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tname: xml.getAttribute( 'name' ) || '',\\n\\t\\t\\t\\ttype: xml.getAttribute( 'type' ),\\n\\t\\t\\t\\tid: xml.getAttribute( 'id' ),\\n\\t\\t\\t\\tsid: xml.getAttribute( 'sid' ),\\n\\t\\t\\t\\tmatrix: new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4(),\\n\\t\\t\\t\\tnodes: [],\\n\\t\\t\\t\\tinstanceCameras: [],\\n\\t\\t\\t\\tinstanceControllers: [],\\n\\t\\t\\t\\tinstanceLights: [],\\n\\t\\t\\t\\tinstanceGeometries: [],\\n\\t\\t\\t\\tinstanceNodes: [],\\n\\t\\t\\t\\ttransforms: {}\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tif ( child.nodeType !== 1 ) continue;\\n\\n\\t\\t\\t\\tlet array;\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'node':\\n\\t\\t\\t\\t\\t\\tdata.nodes.push( child.getAttribute( 'id' ) );\\n\\t\\t\\t\\t\\t\\tparseNode( child );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'instance_camera':\\n\\t\\t\\t\\t\\t\\tdata.instanceCameras.push( parseId( child.getAttribute( 'url' ) ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'instance_controller':\\n\\t\\t\\t\\t\\t\\tdata.instanceControllers.push( parseNodeInstance( child ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'instance_light':\\n\\t\\t\\t\\t\\t\\tdata.instanceLights.push( parseId( child.getAttribute( 'url' ) ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'instance_geometry':\\n\\t\\t\\t\\t\\t\\tdata.instanceGeometries.push( parseNodeInstance( child ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'instance_node':\\n\\t\\t\\t\\t\\t\\tdata.instanceNodes.push( parseId( child.getAttribute( 'url' ) ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'matrix':\\n\\t\\t\\t\\t\\t\\tarray = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tdata.matrix.multiply( matrix.fromArray( array ).transpose() );\\n\\t\\t\\t\\t\\t\\tdata.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'translate':\\n\\t\\t\\t\\t\\t\\tarray = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tvector.fromArray( array );\\n\\t\\t\\t\\t\\t\\tdata.matrix.multiply( matrix.makeTranslation( vector.x, vector.y, vector.z ) );\\n\\t\\t\\t\\t\\t\\tdata.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'rotate':\\n\\t\\t\\t\\t\\t\\tarray = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tconst angle = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad( array[ 3 ] );\\n\\t\\t\\t\\t\\t\\tdata.matrix.multiply( matrix.makeRotationAxis( vector.fromArray( array ), angle ) );\\n\\t\\t\\t\\t\\t\\tdata.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'scale':\\n\\t\\t\\t\\t\\t\\tarray = parseFloats( child.textContent );\\n\\t\\t\\t\\t\\t\\tdata.matrix.scale( vector.fromArray( array ) );\\n\\t\\t\\t\\t\\t\\tdata.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'extra':\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\tconsole.log( child );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( hasNode( data.id ) ) {\\n\\n\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: There is already a node with ID %s. Exclude current node from further processing.', data.id );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tlibrary.nodes[ data.id ] = data;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseNodeInstance( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tid: parseId( xml.getAttribute( 'url' ) ),\\n\\t\\t\\t\\tmaterials: {},\\n\\t\\t\\t\\tskeletons: []\\n\\t\\t\\t};\\n\\n\\t\\t\\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst child = xml.childNodes[ i ];\\n\\n\\t\\t\\t\\tswitch ( child.nodeName ) {\\n\\n\\t\\t\\t\\t\\tcase 'bind_material':\\n\\t\\t\\t\\t\\t\\tconst instances = child.getElementsByTagName( 'instance_material' );\\n\\n\\t\\t\\t\\t\\t\\tfor ( let j = 0; j < instances.length; j ++ ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst instance = instances[ j ];\\n\\t\\t\\t\\t\\t\\t\\tconst symbol = instance.getAttribute( 'symbol' );\\n\\t\\t\\t\\t\\t\\t\\tconst target = instance.getAttribute( 'target' );\\n\\n\\t\\t\\t\\t\\t\\t\\tdata.materials[ symbol ] = parseId( target );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'skeleton':\\n\\t\\t\\t\\t\\t\\tdata.skeletons.push( parseId( child.textContent ) );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildSkeleton( skeletons, joints ) {\\n\\n\\t\\t\\tconst boneData = [];\\n\\t\\t\\tconst sortedBoneData = [];\\n\\n\\t\\t\\tlet i, j, data;\\n\\n\\t\\t\\t// a skeleton can have multiple root bones. collada expresses this\\n\\t\\t\\t// situtation with multiple \\\"skeleton\\\" tags per controller instance\\n\\n\\t\\t\\tfor ( i = 0; i < skeletons.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst skeleton = skeletons[ i ];\\n\\n\\t\\t\\t\\tlet root;\\n\\n\\t\\t\\t\\tif ( hasNode( skeleton ) ) {\\n\\n\\t\\t\\t\\t\\troot = getNode( skeleton );\\n\\t\\t\\t\\t\\tbuildBoneHierarchy( root, joints, boneData );\\n\\n\\t\\t\\t\\t} else if ( hasVisualScene( skeleton ) ) {\\n\\n\\t\\t\\t\\t\\t// handle case where the skeleton refers to the visual scene (#13335)\\n\\n\\t\\t\\t\\t\\tconst visualScene = library.visualScenes[ skeleton ];\\n\\t\\t\\t\\t\\tconst children = visualScene.children;\\n\\n\\t\\t\\t\\t\\tfor ( let j = 0; j < children.length; j ++ ) {\\n\\n\\t\\t\\t\\t\\t\\tconst child = children[ j ];\\n\\n\\t\\t\\t\\t\\t\\tif ( child.type === 'JOINT' ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst root = getNode( child.id );\\n\\t\\t\\t\\t\\t\\t\\tbuildBoneHierarchy( root, joints, boneData );\\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.error( 'THREE.ColladaLoader: Unable to find root bone of skeleton with ID:', skeleton );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// sort bone data (the order is defined in the corresponding controller)\\n\\n\\t\\t\\tfor ( i = 0; i < joints.length; i ++ ) {\\n\\n\\t\\t\\t\\tfor ( j = 0; j < boneData.length; j ++ ) {\\n\\n\\t\\t\\t\\t\\tdata = boneData[ j ];\\n\\n\\t\\t\\t\\t\\tif ( data.bone.name === joints[ i ].name ) {\\n\\n\\t\\t\\t\\t\\t\\tsortedBoneData[ i ] = data;\\n\\t\\t\\t\\t\\t\\tdata.processed = true;\\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\\t// add unprocessed bone data at the end of the list\\n\\n\\t\\t\\tfor ( i = 0; i < boneData.length; i ++ ) {\\n\\n\\t\\t\\t\\tdata = boneData[ i ];\\n\\n\\t\\t\\t\\tif ( data.processed === false ) {\\n\\n\\t\\t\\t\\t\\tsortedBoneData.push( data );\\n\\t\\t\\t\\t\\tdata.processed = true;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// setup arrays for skeleton creation\\n\\n\\t\\t\\tconst bones = [];\\n\\t\\t\\tconst boneInverses = [];\\n\\n\\t\\t\\tfor ( i = 0; i < sortedBoneData.length; i ++ ) {\\n\\n\\t\\t\\t\\tdata = sortedBoneData[ i ];\\n\\n\\t\\t\\t\\tbones.push( data.bone );\\n\\t\\t\\t\\tboneInverses.push( data.boneInverse );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.Skeleton( bones, boneInverses );\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildBoneHierarchy( root, joints, boneData ) {\\n\\n\\t\\t\\t// setup bone data from visual scene\\n\\n\\t\\t\\troot.traverse( function ( object ) {\\n\\n\\t\\t\\t\\tif ( object.isBone === true ) {\\n\\n\\t\\t\\t\\t\\tlet boneInverse;\\n\\n\\t\\t\\t\\t\\t// retrieve the boneInverse from the controller data\\n\\n\\t\\t\\t\\t\\tfor ( let i = 0; i < joints.length; i ++ ) {\\n\\n\\t\\t\\t\\t\\t\\tconst joint = joints[ i ];\\n\\n\\t\\t\\t\\t\\t\\tif ( joint.name === object.name ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tboneInverse = joint.boneInverse;\\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\\tif ( boneInverse === undefined ) {\\n\\n\\t\\t\\t\\t\\t\\t// Unfortunately, there can be joints in the visual scene that are not part of the\\n\\t\\t\\t\\t\\t\\t// corresponding controller. In this case, we have to create a dummy boneInverse matrix\\n\\t\\t\\t\\t\\t\\t// for the respective bone. This bone won't affect any vertices, because there are no skin indices\\n\\t\\t\\t\\t\\t\\t// and weights defined for it. But we still have to add the bone to the sorted bone list in order to\\n\\t\\t\\t\\t\\t\\t// ensure a correct animation of the model.\\n\\n\\t\\t\\t\\t\\t\\tboneInverse = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tboneData.push( { bone: object, boneInverse: boneInverse, processed: false } );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} );\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildNode( data ) {\\n\\n\\t\\t\\tconst objects = [];\\n\\n\\t\\t\\tconst matrix = data.matrix;\\n\\t\\t\\tconst nodes = data.nodes;\\n\\t\\t\\tconst type = data.type;\\n\\t\\t\\tconst instanceCameras = data.instanceCameras;\\n\\t\\t\\tconst instanceControllers = data.instanceControllers;\\n\\t\\t\\tconst instanceLights = data.instanceLights;\\n\\t\\t\\tconst instanceGeometries = data.instanceGeometries;\\n\\t\\t\\tconst instanceNodes = data.instanceNodes;\\n\\n\\t\\t\\t// nodes\\n\\n\\t\\t\\tfor ( let i = 0, l = nodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tobjects.push( getNode( nodes[ i ] ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// instance cameras\\n\\n\\t\\t\\tfor ( let i = 0, l = instanceCameras.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst instanceCamera = getCamera( instanceCameras[ i ] );\\n\\n\\t\\t\\t\\tif ( instanceCamera !== null ) {\\n\\n\\t\\t\\t\\t\\tobjects.push( instanceCamera.clone() );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// instance controllers\\n\\n\\t\\t\\tfor ( let i = 0, l = instanceControllers.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst instance = instanceControllers[ i ];\\n\\t\\t\\t\\tconst controller = getController( instance.id );\\n\\t\\t\\t\\tconst geometries = getGeometry( controller.id );\\n\\t\\t\\t\\tconst newObjects = buildObjects( geometries, instance.materials );\\n\\n\\t\\t\\t\\tconst skeletons = instance.skeletons;\\n\\t\\t\\t\\tconst joints = controller.skin.joints;\\n\\n\\t\\t\\t\\tconst skeleton = buildSkeleton( skeletons, joints );\\n\\n\\t\\t\\t\\tfor ( let j = 0, jl = newObjects.length; j < jl; j ++ ) {\\n\\n\\t\\t\\t\\t\\tconst object = newObjects[ j ];\\n\\n\\t\\t\\t\\t\\tif ( object.isSkinnedMesh ) {\\n\\n\\t\\t\\t\\t\\t\\tobject.bind( skeleton, controller.skin.bindMatrix );\\n\\t\\t\\t\\t\\t\\tobject.normalizeSkinWeights();\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tobjects.push( object );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// instance lights\\n\\n\\t\\t\\tfor ( let i = 0, l = instanceLights.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst instanceLight = getLight( instanceLights[ i ] );\\n\\n\\t\\t\\t\\tif ( instanceLight !== null ) {\\n\\n\\t\\t\\t\\t\\tobjects.push( instanceLight.clone() );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// instance geometries\\n\\n\\t\\t\\tfor ( let i = 0, l = instanceGeometries.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst instance = instanceGeometries[ i ];\\n\\n\\t\\t\\t\\t// a single geometry instance in collada can lead to multiple object3Ds.\\n\\t\\t\\t\\t// this is the case when primitives are combined like triangles and lines\\n\\n\\t\\t\\t\\tconst geometries = getGeometry( instance.id );\\n\\t\\t\\t\\tconst newObjects = buildObjects( geometries, instance.materials );\\n\\n\\t\\t\\t\\tfor ( let j = 0, jl = newObjects.length; j < jl; j ++ ) {\\n\\n\\t\\t\\t\\t\\tobjects.push( newObjects[ j ] );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// instance nodes\\n\\n\\t\\t\\tfor ( let i = 0, l = instanceNodes.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tobjects.push( getNode( instanceNodes[ i ] ).clone() );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlet object;\\n\\n\\t\\t\\tif ( nodes.length === 0 && objects.length === 1 ) {\\n\\n\\t\\t\\t\\tobject = objects[ 0 ];\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tobject = ( type === 'JOINT' ) ? new three__WEBPACK_IMPORTED_MODULE_0__.Bone() : new three__WEBPACK_IMPORTED_MODULE_0__.Group();\\n\\n\\t\\t\\t\\tfor ( let i = 0; i < objects.length; i ++ ) {\\n\\n\\t\\t\\t\\t\\tobject.add( objects[ i ] );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tobject.name = ( type === 'JOINT' ) ? data.sid : data.name;\\n\\t\\t\\tobject.matrix.copy( matrix );\\n\\t\\t\\tobject.matrix.decompose( object.position, object.quaternion, object.scale );\\n\\n\\t\\t\\treturn object;\\n\\n\\t\\t}\\n\\n\\t\\tconst fallbackMaterial = new three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial( {\\n\\t\\t\\tname: three__WEBPACK_IMPORTED_MODULE_0__.Loader.DEFAULT_MATERIAL_NAME,\\n\\t\\t\\tcolor: 0xff00ff\\n\\t\\t} );\\n\\n\\t\\tfunction resolveMaterialBinding( keys, instanceMaterials ) {\\n\\n\\t\\t\\tconst materials = [];\\n\\n\\t\\t\\tfor ( let i = 0, l = keys.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst id = instanceMaterials[ keys[ i ] ];\\n\\n\\t\\t\\t\\tif ( id === undefined ) {\\n\\n\\t\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Material with key %s not found. Apply fallback material.', keys[ i ] );\\n\\t\\t\\t\\t\\tmaterials.push( fallbackMaterial );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tmaterials.push( getMaterial( id ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn materials;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildObjects( geometries, instanceMaterials ) {\\n\\n\\t\\t\\tconst objects = [];\\n\\n\\t\\t\\tfor ( const type in geometries ) {\\n\\n\\t\\t\\t\\tconst geometry = geometries[ type ];\\n\\n\\t\\t\\t\\tconst materials = resolveMaterialBinding( geometry.materialKeys, instanceMaterials );\\n\\n\\t\\t\\t\\t// handle case if no materials are defined\\n\\n\\t\\t\\t\\tif ( materials.length === 0 ) {\\n\\n\\t\\t\\t\\t\\tif ( type === 'lines' || type === 'linestrips' ) {\\n\\n\\t\\t\\t\\t\\t\\tmaterials.push( new three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial() );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tmaterials.push( new three__WEBPACK_IMPORTED_MODULE_0__.MeshPhongMaterial() );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// Collada allows to use phong and lambert materials with lines. Replacing these cases with LineBasicMaterial.\\n\\n\\t\\t\\t\\tif ( type === 'lines' || type === 'linestrips' ) {\\n\\n\\t\\t\\t\\t\\tfor ( let i = 0, l = materials.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\t\\t\\tconst material = materials[ i ];\\n\\n\\t\\t\\t\\t\\t\\tif ( material.isMeshPhongMaterial === true || material.isMeshLambertMaterial === true ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst lineMaterial = new three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial();\\n\\n\\t\\t\\t\\t\\t\\t\\t// copy compatible properties\\n\\n\\t\\t\\t\\t\\t\\t\\tlineMaterial.color.copy( material.color );\\n\\t\\t\\t\\t\\t\\t\\tlineMaterial.opacity = material.opacity;\\n\\t\\t\\t\\t\\t\\t\\tlineMaterial.transparent = material.transparent;\\n\\n\\t\\t\\t\\t\\t\\t\\t// replace material\\n\\n\\t\\t\\t\\t\\t\\t\\tmaterials[ i ] = lineMaterial;\\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// regard skinning\\n\\n\\t\\t\\t\\tconst skinning = ( geometry.data.attributes.skinIndex !== undefined );\\n\\n\\t\\t\\t\\t// choose between a single or multi materials (material array)\\n\\n\\t\\t\\t\\tconst material = ( materials.length === 1 ) ? materials[ 0 ] : materials;\\n\\n\\t\\t\\t\\t// now create a specific 3D object\\n\\n\\t\\t\\t\\tlet object;\\n\\n\\t\\t\\t\\tswitch ( type ) {\\n\\n\\t\\t\\t\\t\\tcase 'lines':\\n\\t\\t\\t\\t\\t\\tobject = new three__WEBPACK_IMPORTED_MODULE_0__.LineSegments( geometry.data, material );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'linestrips':\\n\\t\\t\\t\\t\\t\\tobject = new three__WEBPACK_IMPORTED_MODULE_0__.Line( geometry.data, material );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 'triangles':\\n\\t\\t\\t\\t\\tcase 'polylist':\\n\\t\\t\\t\\t\\t\\tif ( skinning ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tobject = new three__WEBPACK_IMPORTED_MODULE_0__.SkinnedMesh( geometry.data, material );\\n\\n\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\tobject = new three__WEBPACK_IMPORTED_MODULE_0__.Mesh( geometry.data, material );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tobjects.push( object );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn objects;\\n\\n\\t\\t}\\n\\n\\t\\tfunction hasNode( id ) {\\n\\n\\t\\t\\treturn library.nodes[ id ] !== undefined;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getNode( id ) {\\n\\n\\t\\t\\treturn getBuild( library.nodes[ id ], buildNode );\\n\\n\\t\\t}\\n\\n\\t\\t// visual scenes\\n\\n\\t\\tfunction parseVisualScene( xml ) {\\n\\n\\t\\t\\tconst data = {\\n\\t\\t\\t\\tname: xml.getAttribute( 'name' ),\\n\\t\\t\\t\\tchildren: []\\n\\t\\t\\t};\\n\\n\\t\\t\\tprepareNodes( xml );\\n\\n\\t\\t\\tconst elements = getElementsByTagName( xml, 'node' );\\n\\n\\t\\t\\tfor ( let i = 0; i < elements.length; i ++ ) {\\n\\n\\t\\t\\t\\tdata.children.push( parseNode( elements[ i ] ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlibrary.visualScenes[ xml.getAttribute( 'id' ) ] = data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildVisualScene( data ) {\\n\\n\\t\\t\\tconst group = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\\n\\t\\t\\tgroup.name = data.name;\\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\\tconst child = children[ i ];\\n\\n\\t\\t\\t\\tgroup.add( getNode( child.id ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn group;\\n\\n\\t\\t}\\n\\n\\t\\tfunction hasVisualScene( id ) {\\n\\n\\t\\t\\treturn library.visualScenes[ id ] !== undefined;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getVisualScene( id ) {\\n\\n\\t\\t\\treturn getBuild( library.visualScenes[ id ], buildVisualScene );\\n\\n\\t\\t}\\n\\n\\t\\t// scenes\\n\\n\\t\\tfunction parseScene( xml ) {\\n\\n\\t\\t\\tconst instance = getElementsByTagName( xml, 'instance_visual_scene' )[ 0 ];\\n\\t\\t\\treturn getVisualScene( parseId( instance.getAttribute( 'url' ) ) );\\n\\n\\t\\t}\\n\\n\\t\\tfunction setupAnimations() {\\n\\n\\t\\t\\tconst clips = library.clips;\\n\\n\\t\\t\\tif ( isEmpty( clips ) === true ) {\\n\\n\\t\\t\\t\\tif ( isEmpty( library.animations ) === false ) {\\n\\n\\t\\t\\t\\t\\t// if there are animations but no clips, we create a default clip for playback\\n\\n\\t\\t\\t\\t\\tconst tracks = [];\\n\\n\\t\\t\\t\\t\\tfor ( const id in library.animations ) {\\n\\n\\t\\t\\t\\t\\t\\tconst animationTracks = getAnimation( id );\\n\\n\\t\\t\\t\\t\\t\\tfor ( let i = 0, l = animationTracks.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\t\\t\\t\\ttracks.push( animationTracks[ i ] );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tanimations.push( new three__WEBPACK_IMPORTED_MODULE_0__.AnimationClip( 'default', - 1, tracks ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tfor ( const id in clips ) {\\n\\n\\t\\t\\t\\t\\tanimations.push( getAnimationClip( id ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// convert the parser error element into text with each child elements text\\n\\t\\t// separated by new lines.\\n\\n\\t\\tfunction parserErrorToText( parserError ) {\\n\\n\\t\\t\\tlet result = '';\\n\\t\\t\\tconst stack = [ parserError ];\\n\\n\\t\\t\\twhile ( stack.length ) {\\n\\n\\t\\t\\t\\tconst node = stack.shift();\\n\\n\\t\\t\\t\\tif ( node.nodeType === Node.TEXT_NODE ) {\\n\\n\\t\\t\\t\\t\\tresult += node.textContent;\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tresult += '\\\\n';\\n\\t\\t\\t\\t\\tstack.push.apply( stack, node.childNodes );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn result.trim();\\n\\n\\t\\t}\\n\\n\\t\\tif ( text.length === 0 ) {\\n\\n\\t\\t\\treturn { scene: new three__WEBPACK_IMPORTED_MODULE_0__.Scene() };\\n\\n\\t\\t}\\n\\n\\t\\tconst xml = new DOMParser().parseFromString( text, 'application/xml' );\\n\\n\\t\\tconst collada = getElementsByTagName( xml, 'COLLADA' )[ 0 ];\\n\\n\\t\\tconst parserError = xml.getElementsByTagName( 'parsererror' )[ 0 ];\\n\\t\\tif ( parserError !== undefined ) {\\n\\n\\t\\t\\t// Chrome will return parser error with a div in it\\n\\n\\t\\t\\tconst errorElement = getElementsByTagName( parserError, 'div' )[ 0 ];\\n\\t\\t\\tlet errorText;\\n\\n\\t\\t\\tif ( errorElement ) {\\n\\n\\t\\t\\t\\terrorText = errorElement.textContent;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\terrorText = parserErrorToText( parserError );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconsole.error( 'THREE.ColladaLoader: Failed to parse collada file.\\\\n', errorText );\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\t// metadata\\n\\n\\t\\tconst version = collada.getAttribute( 'version' );\\n\\t\\tconsole.debug( 'THREE.ColladaLoader: File version', version );\\n\\n\\t\\tconst asset = parseAsset( getElementsByTagName( collada, 'asset' )[ 0 ] );\\n\\t\\tconst textureLoader = new three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader( this.manager );\\n\\t\\ttextureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );\\n\\n\\t\\tlet tgaLoader;\\n\\n\\t\\tif ( _loaders_TGALoader_js__WEBPACK_IMPORTED_MODULE_1__.TGALoader ) {\\n\\n\\t\\t\\ttgaLoader = new _loaders_TGALoader_js__WEBPACK_IMPORTED_MODULE_1__.TGALoader( this.manager );\\n\\t\\t\\ttgaLoader.setPath( this.resourcePath || path );\\n\\n\\t\\t}\\n\\n\\t\\t//\\n\\n\\t\\tconst tempColor = new three__WEBPACK_IMPORTED_MODULE_0__.Color();\\n\\t\\tconst animations = [];\\n\\t\\tlet kinematics = {};\\n\\t\\tlet count = 0;\\n\\n\\t\\t//\\n\\n\\t\\tconst library = {\\n\\t\\t\\tanimations: {},\\n\\t\\t\\tclips: {},\\n\\t\\t\\tcontrollers: {},\\n\\t\\t\\timages: {},\\n\\t\\t\\teffects: {},\\n\\t\\t\\tmaterials: {},\\n\\t\\t\\tcameras: {},\\n\\t\\t\\tlights: {},\\n\\t\\t\\tgeometries: {},\\n\\t\\t\\tnodes: {},\\n\\t\\t\\tvisualScenes: {},\\n\\t\\t\\tkinematicsModels: {},\\n\\t\\t\\tphysicsModels: {},\\n\\t\\t\\tkinematicsScenes: {}\\n\\t\\t};\\n\\n\\t\\tparseLibrary( collada, 'library_animations', 'animation', parseAnimation );\\n\\t\\tparseLibrary( collada, 'library_animation_clips', 'animation_clip', parseAnimationClip );\\n\\t\\tparseLibrary( collada, 'library_controllers', 'controller', parseController );\\n\\t\\tparseLibrary( collada, 'library_images', 'image', parseImage );\\n\\t\\tparseLibrary( collada, 'library_effects', 'effect', parseEffect );\\n\\t\\tparseLibrary( collada, 'library_materials', 'material', parseMaterial );\\n\\t\\tparseLibrary( collada, 'library_cameras', 'camera', parseCamera );\\n\\t\\tparseLibrary( collada, 'library_lights', 'light', parseLight );\\n\\t\\tparseLibrary( collada, 'library_geometries', 'geometry', parseGeometry );\\n\\t\\tparseLibrary( collada, 'library_nodes', 'node', parseNode );\\n\\t\\tparseLibrary( collada, 'library_visual_scenes', 'visual_scene', parseVisualScene );\\n\\t\\tparseLibrary( collada, 'library_kinematics_models', 'kinematics_model', parseKinematicsModel );\\n\\t\\tparseLibrary( collada, 'library_physics_models', 'physics_model', parsePhysicsModel );\\n\\t\\tparseLibrary( collada, 'scene', 'instance_kinematics_scene', parseKinematicsScene );\\n\\n\\t\\tbuildLibrary( library.animations, buildAnimation );\\n\\t\\tbuildLibrary( library.clips, buildAnimationClip );\\n\\t\\tbuildLibrary( library.controllers, buildController );\\n\\t\\tbuildLibrary( library.images, buildImage );\\n\\t\\tbuildLibrary( library.effects, buildEffect );\\n\\t\\tbuildLibrary( library.materials, buildMaterial );\\n\\t\\tbuildLibrary( library.cameras, buildCamera );\\n\\t\\tbuildLibrary( library.lights, buildLight );\\n\\t\\tbuildLibrary( library.geometries, buildGeometry );\\n\\t\\tbuildLibrary( library.visualScenes, buildVisualScene );\\n\\n\\t\\tsetupAnimations();\\n\\t\\tsetupKinematics();\\n\\n\\t\\tconst scene = parseScene( getElementsByTagName( collada, 'scene' )[ 0 ] );\\n\\t\\tscene.animations = animations;\\n\\n\\t\\tif ( asset.upAxis === 'Z_UP' ) {\\n\\n\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: You are loading an asset with a Z-UP coordinate system. The loader just rotates the asset to transform it into Y-UP. The vertex data are not converted, see #24289.' );\\n\\t\\t\\tscene.rotation.set( - Math.PI / 2, 0, 0 );\\n\\n\\t\\t}\\n\\n\\t\\tscene.scale.multiplyScalar( asset.unit );\\n\\n\\t\\treturn {\\n\\t\\t\\tget animations() {\\n\\n\\t\\t\\t\\tconsole.warn( 'THREE.ColladaLoader: Please access animations over scene.animations now.' );\\n\\t\\t\\t\\treturn animations;\\n\\n\\t\\t\\t},\\n\\t\\t\\tkinematics: kinematics,\\n\\t\\t\\tlibrary: library,\\n\\t\\t\\tscene: scene\\n\\t\\t};\\n\\n\\t}\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/loaders/ColladaLoader.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/loaders/FBXLoader.js\":\n/*!**************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/loaders/FBXLoader.js ***!\n  \\**************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   FBXLoader: () => (/* binding */ FBXLoader)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var _libs_fflate_module_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../libs/fflate.module.js */ \\\"./node_modules/three/examples/jsm/libs/fflate.module.js\\\");\\n/* harmony import */ var _curves_NURBSCurve_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../curves/NURBSCurve.js */ \\\"./node_modules/three/examples/jsm/curves/NURBSCurve.js\\\");\\n\\n\\n\\n\\n/**\\n * Loader loads FBX file and generates Group representing FBX scene.\\n * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format\\n * Versions lower than this may load but will probably have errors\\n *\\n * Needs Support:\\n *  Morph normals / blend shape normals\\n *\\n * FBX format references:\\n * \\thttps://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)\\n *\\n * Binary format specification:\\n *\\thttps://code.blender.org/2013/08/fbx-binary-file-format-specification/\\n */\\n\\n\\nlet fbxTree;\\nlet connections;\\nlet sceneGraph;\\n\\nclass FBXLoader extends three__WEBPACK_IMPORTED_MODULE_0__.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 = ( scope.path === '' ) ? three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.extractUrlBase( url ) : scope.path;\\n\\n\\t\\tconst loader = new three__WEBPACK_IMPORTED_MODULE_0__.FileLoader( this.manager );\\n\\t\\tloader.setPath( scope.path );\\n\\t\\tloader.setResponseType( 'arraybuffer' );\\n\\t\\tloader.setRequestHeader( scope.requestHeader );\\n\\t\\tloader.setWithCredentials( scope.withCredentials );\\n\\n\\t\\tloader.load( url, function ( buffer ) {\\n\\n\\t\\t\\ttry {\\n\\n\\t\\t\\t\\tonLoad( scope.parse( buffer, path ) );\\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( FBXBuffer, path ) {\\n\\n\\t\\tif ( isFbxFormatBinary( FBXBuffer ) ) {\\n\\n\\t\\t\\tfbxTree = new BinaryParser().parse( FBXBuffer );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tconst FBXText = convertArrayBufferToString( FBXBuffer );\\n\\n\\t\\t\\tif ( ! isFbxFormatASCII( FBXText ) ) {\\n\\n\\t\\t\\t\\tthrow new Error( 'THREE.FBXLoader: Unknown format.' );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( getFbxVersion( FBXText ) < 7000 ) {\\n\\n\\t\\t\\t\\tthrow new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tfbxTree = new TextParser().parse( FBXText );\\n\\n\\t\\t}\\n\\n\\t\\t// console.log( fbxTree );\\n\\n\\t\\tconst textureLoader = new three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );\\n\\n\\t\\treturn new FBXTreeParser( textureLoader, this.manager ).parse( fbxTree );\\n\\n\\t}\\n\\n}\\n\\n// Parse the FBXTree object returned by the BinaryParser or TextParser and return a Group\\nclass FBXTreeParser {\\n\\n\\tconstructor( textureLoader, manager ) {\\n\\n\\t\\tthis.textureLoader = textureLoader;\\n\\t\\tthis.manager = manager;\\n\\n\\t}\\n\\n\\tparse() {\\n\\n\\t\\tconnections = this.parseConnections();\\n\\n\\t\\tconst images = this.parseImages();\\n\\t\\tconst textures = this.parseTextures( images );\\n\\t\\tconst materials = this.parseMaterials( textures );\\n\\t\\tconst deformers = this.parseDeformers();\\n\\t\\tconst geometryMap = new GeometryParser().parse( deformers );\\n\\n\\t\\tthis.parseScene( deformers, geometryMap, materials );\\n\\n\\t\\treturn sceneGraph;\\n\\n\\t}\\n\\n\\t// Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )\\n\\t// and details the connection type\\n\\tparseConnections() {\\n\\n\\t\\tconst connectionMap = new Map();\\n\\n\\t\\tif ( 'Connections' in fbxTree ) {\\n\\n\\t\\t\\tconst rawConnections = fbxTree.Connections.connections;\\n\\n\\t\\t\\trawConnections.forEach( function ( rawConnection ) {\\n\\n\\t\\t\\t\\tconst fromID = rawConnection[ 0 ];\\n\\t\\t\\t\\tconst toID = rawConnection[ 1 ];\\n\\t\\t\\t\\tconst relationship = rawConnection[ 2 ];\\n\\n\\t\\t\\t\\tif ( ! connectionMap.has( fromID ) ) {\\n\\n\\t\\t\\t\\t\\tconnectionMap.set( fromID, {\\n\\t\\t\\t\\t\\t\\tparents: [],\\n\\t\\t\\t\\t\\t\\tchildren: []\\n\\t\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tconst parentRelationship = { ID: toID, relationship: relationship };\\n\\t\\t\\t\\tconnectionMap.get( fromID ).parents.push( parentRelationship );\\n\\n\\t\\t\\t\\tif ( ! connectionMap.has( toID ) ) {\\n\\n\\t\\t\\t\\t\\tconnectionMap.set( toID, {\\n\\t\\t\\t\\t\\t\\tparents: [],\\n\\t\\t\\t\\t\\t\\tchildren: []\\n\\t\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tconst childRelationship = { ID: fromID, relationship: relationship };\\n\\t\\t\\t\\tconnectionMap.get( toID ).children.push( childRelationship );\\n\\n\\t\\t\\t} );\\n\\n\\t\\t}\\n\\n\\t\\treturn connectionMap;\\n\\n\\t}\\n\\n\\t// Parse FBXTree.Objects.Video for embedded image data\\n\\t// These images are connected to textures in FBXTree.Objects.Textures\\n\\t// via FBXTree.Connections.\\n\\tparseImages() {\\n\\n\\t\\tconst images = {};\\n\\t\\tconst blobs = {};\\n\\n\\t\\tif ( 'Video' in fbxTree.Objects ) {\\n\\n\\t\\t\\tconst videoNodes = fbxTree.Objects.Video;\\n\\n\\t\\t\\tfor ( const nodeID in videoNodes ) {\\n\\n\\t\\t\\t\\tconst videoNode = videoNodes[ nodeID ];\\n\\n\\t\\t\\t\\tconst id = parseInt( nodeID );\\n\\n\\t\\t\\t\\timages[ id ] = videoNode.RelativeFilename || videoNode.Filename;\\n\\n\\t\\t\\t\\t// raw image data is in videoNode.Content\\n\\t\\t\\t\\tif ( 'Content' in videoNode ) {\\n\\n\\t\\t\\t\\t\\tconst arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );\\n\\t\\t\\t\\t\\tconst base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );\\n\\n\\t\\t\\t\\t\\tif ( arrayBufferContent || base64Content ) {\\n\\n\\t\\t\\t\\t\\t\\tconst image = this.parseImage( videoNodes[ nodeID ] );\\n\\n\\t\\t\\t\\t\\t\\tblobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;\\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\\tfor ( const id in images ) {\\n\\n\\t\\t\\tconst filename = images[ id ];\\n\\n\\t\\t\\tif ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];\\n\\t\\t\\telse images[ id ] = images[ id ].split( '\\\\\\\\' ).pop();\\n\\n\\t\\t}\\n\\n\\t\\treturn images;\\n\\n\\t}\\n\\n\\t// Parse embedded image data in FBXTree.Video.Content\\n\\tparseImage( videoNode ) {\\n\\n\\t\\tconst content = videoNode.Content;\\n\\t\\tconst fileName = videoNode.RelativeFilename || videoNode.Filename;\\n\\t\\tconst extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();\\n\\n\\t\\tlet type;\\n\\n\\t\\tswitch ( extension ) {\\n\\n\\t\\t\\tcase 'bmp':\\n\\n\\t\\t\\t\\ttype = 'image/bmp';\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase 'jpg':\\n\\t\\t\\tcase 'jpeg':\\n\\n\\t\\t\\t\\ttype = 'image/jpeg';\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase 'png':\\n\\n\\t\\t\\t\\ttype = 'image/png';\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase 'tif':\\n\\n\\t\\t\\t\\ttype = 'image/tiff';\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase 'tga':\\n\\n\\t\\t\\t\\tif ( this.manager.getHandler( '.tga' ) === null ) {\\n\\n\\t\\t\\t\\t\\tconsole.warn( 'FBXLoader: TGA loader not found, skipping ', fileName );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\ttype = 'image/tga';\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tdefault:\\n\\n\\t\\t\\t\\tconsole.warn( 'FBXLoader: Image type \\\"' + extension + '\\\" is not supported.' );\\n\\t\\t\\t\\treturn;\\n\\n\\t\\t}\\n\\n\\t\\tif ( typeof content === 'string' ) { // ASCII format\\n\\n\\t\\t\\treturn 'data:' + type + ';base64,' + content;\\n\\n\\t\\t} else { // Binary Format\\n\\n\\t\\t\\tconst array = new Uint8Array( content );\\n\\t\\t\\treturn window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t// Parse nodes in FBXTree.Objects.Texture\\n\\t// These contain details such as UV scaling, cropping, rotation etc and are connected\\n\\t// to images in FBXTree.Objects.Video\\n\\tparseTextures( images ) {\\n\\n\\t\\tconst textureMap = new Map();\\n\\n\\t\\tif ( 'Texture' in fbxTree.Objects ) {\\n\\n\\t\\t\\tconst textureNodes = fbxTree.Objects.Texture;\\n\\t\\t\\tfor ( const nodeID in textureNodes ) {\\n\\n\\t\\t\\t\\tconst texture = this.parseTexture( textureNodes[ nodeID ], images );\\n\\t\\t\\t\\ttextureMap.set( parseInt( nodeID ), texture );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn textureMap;\\n\\n\\t}\\n\\n\\t// Parse individual node in FBXTree.Objects.Texture\\n\\tparseTexture( textureNode, images ) {\\n\\n\\t\\tconst texture = this.loadTexture( textureNode, images );\\n\\n\\t\\ttexture.ID = textureNode.id;\\n\\n\\t\\ttexture.name = textureNode.attrName;\\n\\n\\t\\tconst wrapModeU = textureNode.WrapModeU;\\n\\t\\tconst wrapModeV = textureNode.WrapModeV;\\n\\n\\t\\tconst valueU = wrapModeU !== undefined ? wrapModeU.value : 0;\\n\\t\\tconst valueV = wrapModeV !== undefined ? wrapModeV.value : 0;\\n\\n\\t\\t// http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a\\n\\t\\t// 0: repeat(default), 1: clamp\\n\\n\\t\\ttexture.wrapS = valueU === 0 ? three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping : three__WEBPACK_IMPORTED_MODULE_0__.ClampToEdgeWrapping;\\n\\t\\ttexture.wrapT = valueV === 0 ? three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping : three__WEBPACK_IMPORTED_MODULE_0__.ClampToEdgeWrapping;\\n\\n\\t\\tif ( 'Scaling' in textureNode ) {\\n\\n\\t\\t\\tconst values = textureNode.Scaling.value;\\n\\n\\t\\t\\ttexture.repeat.x = values[ 0 ];\\n\\t\\t\\ttexture.repeat.y = values[ 1 ];\\n\\n\\t\\t}\\n\\n\\t\\tif ( 'Translation' in textureNode ) {\\n\\n\\t\\t\\tconst values = textureNode.Translation.value;\\n\\n\\t\\t\\ttexture.offset.x = values[ 0 ];\\n\\t\\t\\ttexture.offset.y = values[ 1 ];\\n\\n\\t\\t}\\n\\n\\t\\treturn texture;\\n\\n\\t}\\n\\n\\t// load a texture specified as a blob or data URI, or via an external URL using TextureLoader\\n\\tloadTexture( textureNode, images ) {\\n\\n\\t\\tlet fileName;\\n\\n\\t\\tconst currentPath = this.textureLoader.path;\\n\\n\\t\\tconst children = connections.get( textureNode.id ).children;\\n\\n\\t\\tif ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {\\n\\n\\t\\t\\tfileName = images[ children[ 0 ].ID ];\\n\\n\\t\\t\\tif ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {\\n\\n\\t\\t\\t\\tthis.textureLoader.setPath( undefined );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tlet texture;\\n\\n\\t\\tconst extension = textureNode.FileName.slice( - 3 ).toLowerCase();\\n\\n\\t\\tif ( extension === 'tga' ) {\\n\\n\\t\\t\\tconst loader = this.manager.getHandler( '.tga' );\\n\\n\\t\\t\\tif ( loader === null ) {\\n\\n\\t\\t\\t\\tconsole.warn( 'FBXLoader: TGA loader not found, creating placeholder texture for', textureNode.RelativeFilename );\\n\\t\\t\\t\\ttexture = new three__WEBPACK_IMPORTED_MODULE_0__.Texture();\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tloader.setPath( this.textureLoader.path );\\n\\t\\t\\t\\ttexture = loader.load( fileName );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else if ( extension === 'dds' ) {\\n\\n\\t\\t\\tconst loader = this.manager.getHandler( '.dds' );\\n\\n\\t\\t\\tif ( loader === null ) {\\n\\n\\t\\t\\t\\tconsole.warn( 'FBXLoader: DDS loader not found, creating placeholder texture for', textureNode.RelativeFilename );\\n\\t\\t\\t\\ttexture = new three__WEBPACK_IMPORTED_MODULE_0__.Texture();\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tloader.setPath( this.textureLoader.path );\\n\\t\\t\\t\\ttexture = loader.load( fileName );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else if ( extension === 'psd' ) {\\n\\n\\t\\t\\tconsole.warn( 'FBXLoader: PSD textures are not supported, creating placeholder texture for', textureNode.RelativeFilename );\\n\\t\\t\\ttexture = new three__WEBPACK_IMPORTED_MODULE_0__.Texture();\\n\\n\\t\\t} else {\\n\\n\\t\\t\\ttexture = this.textureLoader.load( fileName );\\n\\n\\t\\t}\\n\\n\\t\\tthis.textureLoader.setPath( currentPath );\\n\\n\\t\\treturn texture;\\n\\n\\t}\\n\\n\\t// Parse nodes in FBXTree.Objects.Material\\n\\tparseMaterials( textureMap ) {\\n\\n\\t\\tconst materialMap = new Map();\\n\\n\\t\\tif ( 'Material' in fbxTree.Objects ) {\\n\\n\\t\\t\\tconst materialNodes = fbxTree.Objects.Material;\\n\\n\\t\\t\\tfor ( const nodeID in materialNodes ) {\\n\\n\\t\\t\\t\\tconst material = this.parseMaterial( materialNodes[ nodeID ], textureMap );\\n\\n\\t\\t\\t\\tif ( material !== null ) materialMap.set( parseInt( nodeID ), material );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn materialMap;\\n\\n\\t}\\n\\n\\t// Parse single node in FBXTree.Objects.Material\\n\\t// Materials are connected to texture maps in FBXTree.Objects.Textures\\n\\t// FBX format currently only supports Lambert and Phong shading models\\n\\tparseMaterial( materialNode, textureMap ) {\\n\\n\\t\\tconst ID = materialNode.id;\\n\\t\\tconst name = materialNode.attrName;\\n\\t\\tlet type = materialNode.ShadingModel;\\n\\n\\t\\t// Case where FBX wraps shading model in property object.\\n\\t\\tif ( typeof type === 'object' ) {\\n\\n\\t\\t\\ttype = type.value;\\n\\n\\t\\t}\\n\\n\\t\\t// Ignore unused materials which don't have any connections.\\n\\t\\tif ( ! connections.has( ID ) ) return null;\\n\\n\\t\\tconst parameters = this.parseParameters( materialNode, textureMap, ID );\\n\\n\\t\\tlet material;\\n\\n\\t\\tswitch ( type.toLowerCase() ) {\\n\\n\\t\\t\\tcase 'phong':\\n\\t\\t\\t\\tmaterial = new three__WEBPACK_IMPORTED_MODULE_0__.MeshPhongMaterial();\\n\\t\\t\\t\\tbreak;\\n\\t\\t\\tcase 'lambert':\\n\\t\\t\\t\\tmaterial = new three__WEBPACK_IMPORTED_MODULE_0__.MeshLambertMaterial();\\n\\t\\t\\t\\tbreak;\\n\\t\\t\\tdefault:\\n\\t\\t\\t\\tconsole.warn( 'THREE.FBXLoader: unknown material type \\\"%s\\\". Defaulting to MeshPhongMaterial.', type );\\n\\t\\t\\t\\tmaterial = new three__WEBPACK_IMPORTED_MODULE_0__.MeshPhongMaterial();\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t}\\n\\n\\t\\tmaterial.setValues( parameters );\\n\\t\\tmaterial.name = name;\\n\\n\\t\\treturn material;\\n\\n\\t}\\n\\n\\t// Parse FBX material and return parameters suitable for a three.js material\\n\\t// Also parse the texture map and return any textures associated with the material\\n\\tparseParameters( materialNode, textureMap, ID ) {\\n\\n\\t\\tconst parameters = {};\\n\\n\\t\\tif ( materialNode.BumpFactor ) {\\n\\n\\t\\t\\tparameters.bumpScale = materialNode.BumpFactor.value;\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialNode.Diffuse ) {\\n\\n\\t\\t\\tparameters.color = new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray( materialNode.Diffuse.value ).convertSRGBToLinear();\\n\\n\\t\\t} else if ( materialNode.DiffuseColor && ( materialNode.DiffuseColor.type === 'Color' || materialNode.DiffuseColor.type === 'ColorRGB' ) ) {\\n\\n\\t\\t\\t// The blender exporter exports diffuse here instead of in materialNode.Diffuse\\n\\t\\t\\tparameters.color = new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray( materialNode.DiffuseColor.value ).convertSRGBToLinear();\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialNode.DisplacementFactor ) {\\n\\n\\t\\t\\tparameters.displacementScale = materialNode.DisplacementFactor.value;\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialNode.Emissive ) {\\n\\n\\t\\t\\tparameters.emissive = new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray( materialNode.Emissive.value ).convertSRGBToLinear();\\n\\n\\t\\t} else if ( materialNode.EmissiveColor && ( materialNode.EmissiveColor.type === 'Color' || materialNode.EmissiveColor.type === 'ColorRGB' ) ) {\\n\\n\\t\\t\\t// The blender exporter exports emissive color here instead of in materialNode.Emissive\\n\\t\\t\\tparameters.emissive = new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray( materialNode.EmissiveColor.value ).convertSRGBToLinear();\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialNode.EmissiveFactor ) {\\n\\n\\t\\t\\tparameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialNode.Opacity ) {\\n\\n\\t\\t\\tparameters.opacity = parseFloat( materialNode.Opacity.value );\\n\\n\\t\\t}\\n\\n\\t\\tif ( parameters.opacity < 1.0 ) {\\n\\n\\t\\t\\tparameters.transparent = true;\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialNode.ReflectionFactor ) {\\n\\n\\t\\t\\tparameters.reflectivity = materialNode.ReflectionFactor.value;\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialNode.Shininess ) {\\n\\n\\t\\t\\tparameters.shininess = materialNode.Shininess.value;\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialNode.Specular ) {\\n\\n\\t\\t\\tparameters.specular = new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray( materialNode.Specular.value ).convertSRGBToLinear();\\n\\n\\t\\t} else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {\\n\\n\\t\\t\\t// The blender exporter exports specular color here instead of in materialNode.Specular\\n\\t\\t\\tparameters.specular = new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray( materialNode.SpecularColor.value ).convertSRGBToLinear();\\n\\n\\t\\t}\\n\\n\\t\\tconst scope = this;\\n\\t\\tconnections.get( ID ).children.forEach( function ( child ) {\\n\\n\\t\\t\\tconst type = child.relationship;\\n\\n\\t\\t\\tswitch ( type ) {\\n\\n\\t\\t\\t\\tcase 'Bump':\\n\\t\\t\\t\\t\\tparameters.bumpMap = scope.getTexture( textureMap, child.ID );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'Maya|TEX_ao_map':\\n\\t\\t\\t\\t\\tparameters.aoMap = scope.getTexture( textureMap, child.ID );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'DiffuseColor':\\n\\t\\t\\t\\tcase 'Maya|TEX_color_map':\\n\\t\\t\\t\\t\\tparameters.map = scope.getTexture( textureMap, child.ID );\\n\\t\\t\\t\\t\\tif ( parameters.map !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\tparameters.map.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'DisplacementColor':\\n\\t\\t\\t\\t\\tparameters.displacementMap = scope.getTexture( textureMap, child.ID );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'EmissiveColor':\\n\\t\\t\\t\\t\\tparameters.emissiveMap = scope.getTexture( textureMap, child.ID );\\n\\t\\t\\t\\t\\tif ( parameters.emissiveMap !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\tparameters.emissiveMap.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'NormalMap':\\n\\t\\t\\t\\tcase 'Maya|TEX_normal_map':\\n\\t\\t\\t\\t\\tparameters.normalMap = scope.getTexture( textureMap, child.ID );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'ReflectionColor':\\n\\t\\t\\t\\t\\tparameters.envMap = scope.getTexture( textureMap, child.ID );\\n\\t\\t\\t\\t\\tif ( parameters.envMap !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\tparameters.envMap.mapping = three__WEBPACK_IMPORTED_MODULE_0__.EquirectangularReflectionMapping;\\n\\t\\t\\t\\t\\t\\tparameters.envMap.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'SpecularColor':\\n\\t\\t\\t\\t\\tparameters.specularMap = scope.getTexture( textureMap, child.ID );\\n\\t\\t\\t\\t\\tif ( parameters.specularMap !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\tparameters.specularMap.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'TransparentColor':\\n\\t\\t\\t\\tcase 'TransparencyFactor':\\n\\t\\t\\t\\t\\tparameters.alphaMap = scope.getTexture( textureMap, child.ID );\\n\\t\\t\\t\\t\\tparameters.transparent = true;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'AmbientColor':\\n\\t\\t\\t\\tcase 'ShininessExponent': // AKA glossiness map\\n\\t\\t\\t\\tcase 'SpecularFactor': // AKA specularLevel\\n\\t\\t\\t\\tcase 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor\\n\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\tconsole.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t} );\\n\\n\\t\\treturn parameters;\\n\\n\\t}\\n\\n\\t// get a texture from the textureMap for use by a material.\\n\\tgetTexture( textureMap, id ) {\\n\\n\\t\\t// if the texture is a layered texture, just use the first layer and issue a warning\\n\\t\\tif ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {\\n\\n\\t\\t\\tconsole.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );\\n\\t\\t\\tid = connections.get( id ).children[ 0 ].ID;\\n\\n\\t\\t}\\n\\n\\t\\treturn textureMap.get( id );\\n\\n\\t}\\n\\n\\t// Parse nodes in FBXTree.Objects.Deformer\\n\\t// Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here\\n\\t// Generates map of Skeleton-like objects for use later when generating and binding skeletons.\\n\\tparseDeformers() {\\n\\n\\t\\tconst skeletons = {};\\n\\t\\tconst morphTargets = {};\\n\\n\\t\\tif ( 'Deformer' in fbxTree.Objects ) {\\n\\n\\t\\t\\tconst DeformerNodes = fbxTree.Objects.Deformer;\\n\\n\\t\\t\\tfor ( const nodeID in DeformerNodes ) {\\n\\n\\t\\t\\t\\tconst deformerNode = DeformerNodes[ nodeID ];\\n\\n\\t\\t\\t\\tconst relationships = connections.get( parseInt( nodeID ) );\\n\\n\\t\\t\\t\\tif ( deformerNode.attrType === 'Skin' ) {\\n\\n\\t\\t\\t\\t\\tconst skeleton = this.parseSkeleton( relationships, DeformerNodes );\\n\\t\\t\\t\\t\\tskeleton.ID = nodeID;\\n\\n\\t\\t\\t\\t\\tif ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );\\n\\t\\t\\t\\t\\tskeleton.geometryID = relationships.parents[ 0 ].ID;\\n\\n\\t\\t\\t\\t\\tskeletons[ nodeID ] = skeleton;\\n\\n\\t\\t\\t\\t} else if ( deformerNode.attrType === 'BlendShape' ) {\\n\\n\\t\\t\\t\\t\\tconst morphTarget = {\\n\\t\\t\\t\\t\\t\\tid: nodeID,\\n\\t\\t\\t\\t\\t};\\n\\n\\t\\t\\t\\t\\tmorphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );\\n\\t\\t\\t\\t\\tmorphTarget.id = nodeID;\\n\\n\\t\\t\\t\\t\\tif ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );\\n\\n\\t\\t\\t\\t\\tmorphTargets[ nodeID ] = morphTarget;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn {\\n\\n\\t\\t\\tskeletons: skeletons,\\n\\t\\t\\tmorphTargets: morphTargets,\\n\\n\\t\\t};\\n\\n\\t}\\n\\n\\t// Parse single nodes in FBXTree.Objects.Deformer\\n\\t// The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'\\n\\t// Each skin node represents a skeleton and each cluster node represents a bone\\n\\tparseSkeleton( relationships, deformerNodes ) {\\n\\n\\t\\tconst rawBones = [];\\n\\n\\t\\trelationships.children.forEach( function ( child ) {\\n\\n\\t\\t\\tconst boneNode = deformerNodes[ child.ID ];\\n\\n\\t\\t\\tif ( boneNode.attrType !== 'Cluster' ) return;\\n\\n\\t\\t\\tconst rawBone = {\\n\\n\\t\\t\\t\\tID: child.ID,\\n\\t\\t\\t\\tindices: [],\\n\\t\\t\\t\\tweights: [],\\n\\t\\t\\t\\ttransformLink: new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4().fromArray( boneNode.TransformLink.a ),\\n\\t\\t\\t\\t// transform: new Matrix4().fromArray( boneNode.Transform.a ),\\n\\t\\t\\t\\t// linkMode: boneNode.Mode,\\n\\n\\t\\t\\t};\\n\\n\\t\\t\\tif ( 'Indexes' in boneNode ) {\\n\\n\\t\\t\\t\\trawBone.indices = boneNode.Indexes.a;\\n\\t\\t\\t\\trawBone.weights = boneNode.Weights.a;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\trawBones.push( rawBone );\\n\\n\\t\\t} );\\n\\n\\t\\treturn {\\n\\n\\t\\t\\trawBones: rawBones,\\n\\t\\t\\tbones: []\\n\\n\\t\\t};\\n\\n\\t}\\n\\n\\t// The top level morph deformer node has type \\\"BlendShape\\\" and sub nodes have type \\\"BlendShapeChannel\\\"\\n\\tparseMorphTargets( relationships, deformerNodes ) {\\n\\n\\t\\tconst rawMorphTargets = [];\\n\\n\\t\\tfor ( let i = 0; i < relationships.children.length; i ++ ) {\\n\\n\\t\\t\\tconst child = relationships.children[ i ];\\n\\n\\t\\t\\tconst morphTargetNode = deformerNodes[ child.ID ];\\n\\n\\t\\t\\tconst rawMorphTarget = {\\n\\n\\t\\t\\t\\tname: morphTargetNode.attrName,\\n\\t\\t\\t\\tinitialWeight: morphTargetNode.DeformPercent,\\n\\t\\t\\t\\tid: morphTargetNode.id,\\n\\t\\t\\t\\tfullWeights: morphTargetNode.FullWeights.a\\n\\n\\t\\t\\t};\\n\\n\\t\\t\\tif ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;\\n\\n\\t\\t\\trawMorphTarget.geoID = connections.get( parseInt( child.ID ) ).children.filter( function ( child ) {\\n\\n\\t\\t\\t\\treturn child.relationship === undefined;\\n\\n\\t\\t\\t} )[ 0 ].ID;\\n\\n\\t\\t\\trawMorphTargets.push( rawMorphTarget );\\n\\n\\t\\t}\\n\\n\\t\\treturn rawMorphTargets;\\n\\n\\t}\\n\\n\\t// create the main Group() to be returned by the loader\\n\\tparseScene( deformers, geometryMap, materialMap ) {\\n\\n\\t\\tsceneGraph = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\\n\\n\\t\\tconst modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );\\n\\n\\t\\tconst modelNodes = fbxTree.Objects.Model;\\n\\n\\t\\tconst scope = this;\\n\\t\\tmodelMap.forEach( function ( model ) {\\n\\n\\t\\t\\tconst modelNode = modelNodes[ model.ID ];\\n\\t\\t\\tscope.setLookAtProperties( model, modelNode );\\n\\n\\t\\t\\tconst parentConnections = connections.get( model.ID ).parents;\\n\\n\\t\\t\\tparentConnections.forEach( function ( connection ) {\\n\\n\\t\\t\\t\\tconst parent = modelMap.get( connection.ID );\\n\\t\\t\\t\\tif ( parent !== undefined ) parent.add( model );\\n\\n\\t\\t\\t} );\\n\\n\\t\\t\\tif ( model.parent === null ) {\\n\\n\\t\\t\\t\\tsceneGraph.add( model );\\n\\n\\t\\t\\t}\\n\\n\\n\\t\\t} );\\n\\n\\t\\tthis.bindSkeleton( deformers.skeletons, geometryMap, modelMap );\\n\\n\\t\\tthis.addGlobalSceneSettings();\\n\\n\\t\\tsceneGraph.traverse( function ( node ) {\\n\\n\\t\\t\\tif ( node.userData.transformData ) {\\n\\n\\t\\t\\t\\tif ( node.parent ) {\\n\\n\\t\\t\\t\\t\\tnode.userData.transformData.parentMatrix = node.parent.matrix;\\n\\t\\t\\t\\t\\tnode.userData.transformData.parentMatrixWorld = node.parent.matrixWorld;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tconst transform = generateTransform( node.userData.transformData );\\n\\n\\t\\t\\t\\tnode.applyMatrix4( transform );\\n\\t\\t\\t\\tnode.updateWorldMatrix();\\n\\n\\t\\t\\t}\\n\\n\\t\\t} );\\n\\n\\t\\tconst animations = new AnimationParser().parse();\\n\\n\\t\\t// if all the models where already combined in a single group, just return that\\n\\t\\tif ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {\\n\\n\\t\\t\\tsceneGraph.children[ 0 ].animations = animations;\\n\\t\\t\\tsceneGraph = sceneGraph.children[ 0 ];\\n\\n\\t\\t}\\n\\n\\t\\tsceneGraph.animations = animations;\\n\\n\\t}\\n\\n\\t// parse nodes in FBXTree.Objects.Model\\n\\tparseModels( skeletons, geometryMap, materialMap ) {\\n\\n\\t\\tconst modelMap = new Map();\\n\\t\\tconst modelNodes = fbxTree.Objects.Model;\\n\\n\\t\\tfor ( const nodeID in modelNodes ) {\\n\\n\\t\\t\\tconst id = parseInt( nodeID );\\n\\t\\t\\tconst node = modelNodes[ nodeID ];\\n\\t\\t\\tconst relationships = connections.get( id );\\n\\n\\t\\t\\tlet model = this.buildSkeleton( relationships, skeletons, id, node.attrName );\\n\\n\\t\\t\\tif ( ! model ) {\\n\\n\\t\\t\\t\\tswitch ( node.attrType ) {\\n\\n\\t\\t\\t\\t\\tcase 'Camera':\\n\\t\\t\\t\\t\\t\\tmodel = this.createCamera( relationships );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'Light':\\n\\t\\t\\t\\t\\t\\tmodel = this.createLight( relationships );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'Mesh':\\n\\t\\t\\t\\t\\t\\tmodel = this.createMesh( relationships, geometryMap, materialMap );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'NurbsCurve':\\n\\t\\t\\t\\t\\t\\tmodel = this.createCurve( relationships, geometryMap );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'LimbNode':\\n\\t\\t\\t\\t\\tcase 'Root':\\n\\t\\t\\t\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.Bone();\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'Null':\\n\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tmodel.name = node.attrName ? three__WEBPACK_IMPORTED_MODULE_0__.PropertyBinding.sanitizeNodeName( node.attrName ) : '';\\n\\t\\t\\t\\tmodel.userData.originalName = node.attrName;\\n\\n\\t\\t\\t\\tmodel.ID = id;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tthis.getTransformData( model, node );\\n\\t\\t\\tmodelMap.set( id, model );\\n\\n\\t\\t}\\n\\n\\t\\treturn modelMap;\\n\\n\\t}\\n\\n\\tbuildSkeleton( relationships, skeletons, id, name ) {\\n\\n\\t\\tlet bone = null;\\n\\n\\t\\trelationships.parents.forEach( function ( parent ) {\\n\\n\\t\\t\\tfor ( const ID in skeletons ) {\\n\\n\\t\\t\\t\\tconst skeleton = skeletons[ ID ];\\n\\n\\t\\t\\t\\tskeleton.rawBones.forEach( function ( rawBone, i ) {\\n\\n\\t\\t\\t\\t\\tif ( rawBone.ID === parent.ID ) {\\n\\n\\t\\t\\t\\t\\t\\tconst subBone = bone;\\n\\t\\t\\t\\t\\t\\tbone = new three__WEBPACK_IMPORTED_MODULE_0__.Bone();\\n\\n\\t\\t\\t\\t\\t\\tbone.matrixWorld.copy( rawBone.transformLink );\\n\\n\\t\\t\\t\\t\\t\\t// set name and id here - otherwise in cases where \\\"subBone\\\" is created it will not have a name / id\\n\\n\\t\\t\\t\\t\\t\\tbone.name = name ? three__WEBPACK_IMPORTED_MODULE_0__.PropertyBinding.sanitizeNodeName( name ) : '';\\n\\t\\t\\t\\t\\t\\tbone.userData.originalName = name;\\n\\t\\t\\t\\t\\t\\tbone.ID = id;\\n\\n\\t\\t\\t\\t\\t\\tskeleton.bones[ i ] = bone;\\n\\n\\t\\t\\t\\t\\t\\t// In cases where a bone is shared between multiple meshes\\n\\t\\t\\t\\t\\t\\t// duplicate the bone here and and it as a child of the first bone\\n\\t\\t\\t\\t\\t\\tif ( subBone !== null ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tbone.add( subBone );\\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 bone;\\n\\n\\t}\\n\\n\\t// create a PerspectiveCamera or OrthographicCamera\\n\\tcreateCamera( relationships ) {\\n\\n\\t\\tlet model;\\n\\t\\tlet cameraAttribute;\\n\\n\\t\\trelationships.children.forEach( function ( child ) {\\n\\n\\t\\t\\tconst attr = fbxTree.Objects.NodeAttribute[ child.ID ];\\n\\n\\t\\t\\tif ( attr !== undefined ) {\\n\\n\\t\\t\\t\\tcameraAttribute = attr;\\n\\n\\t\\t\\t}\\n\\n\\t\\t} );\\n\\n\\t\\tif ( cameraAttribute === undefined ) {\\n\\n\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.Object3D();\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tlet type = 0;\\n\\t\\t\\tif ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {\\n\\n\\t\\t\\t\\ttype = 1;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlet nearClippingPlane = 1;\\n\\t\\t\\tif ( cameraAttribute.NearPlane !== undefined ) {\\n\\n\\t\\t\\t\\tnearClippingPlane = cameraAttribute.NearPlane.value / 1000;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlet farClippingPlane = 1000;\\n\\t\\t\\tif ( cameraAttribute.FarPlane !== undefined ) {\\n\\n\\t\\t\\t\\tfarClippingPlane = cameraAttribute.FarPlane.value / 1000;\\n\\n\\t\\t\\t}\\n\\n\\n\\t\\t\\tlet width = window.innerWidth;\\n\\t\\t\\tlet height = window.innerHeight;\\n\\n\\t\\t\\tif ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {\\n\\n\\t\\t\\t\\twidth = cameraAttribute.AspectWidth.value;\\n\\t\\t\\t\\theight = cameraAttribute.AspectHeight.value;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst aspect = width / height;\\n\\n\\t\\t\\tlet fov = 45;\\n\\t\\t\\tif ( cameraAttribute.FieldOfView !== undefined ) {\\n\\n\\t\\t\\t\\tfov = cameraAttribute.FieldOfView.value;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;\\n\\n\\t\\t\\tswitch ( type ) {\\n\\n\\t\\t\\t\\tcase 0: // Perspective\\n\\t\\t\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );\\n\\t\\t\\t\\t\\tif ( focalLength !== null ) model.setFocalLength( focalLength );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 1: // Orthographic\\n\\t\\t\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\tconsole.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );\\n\\t\\t\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.Object3D();\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn model;\\n\\n\\t}\\n\\n\\t// Create a DirectionalLight, PointLight or SpotLight\\n\\tcreateLight( relationships ) {\\n\\n\\t\\tlet model;\\n\\t\\tlet lightAttribute;\\n\\n\\t\\trelationships.children.forEach( function ( child ) {\\n\\n\\t\\t\\tconst attr = fbxTree.Objects.NodeAttribute[ child.ID ];\\n\\n\\t\\t\\tif ( attr !== undefined ) {\\n\\n\\t\\t\\t\\tlightAttribute = attr;\\n\\n\\t\\t\\t}\\n\\n\\t\\t} );\\n\\n\\t\\tif ( lightAttribute === undefined ) {\\n\\n\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.Object3D();\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tlet type;\\n\\n\\t\\t\\t// LightType can be undefined for Point lights\\n\\t\\t\\tif ( lightAttribute.LightType === undefined ) {\\n\\n\\t\\t\\t\\ttype = 0;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\ttype = lightAttribute.LightType.value;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlet color = 0xffffff;\\n\\n\\t\\t\\tif ( lightAttribute.Color !== undefined ) {\\n\\n\\t\\t\\t\\tcolor = new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray( lightAttribute.Color.value ).convertSRGBToLinear();\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlet intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;\\n\\n\\t\\t\\t// light disabled\\n\\t\\t\\tif ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {\\n\\n\\t\\t\\t\\tintensity = 0;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlet distance = 0;\\n\\t\\t\\tif ( lightAttribute.FarAttenuationEnd !== undefined ) {\\n\\n\\t\\t\\t\\tif ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {\\n\\n\\t\\t\\t\\t\\tdistance = 0;\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tdistance = lightAttribute.FarAttenuationEnd.value;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?\\n\\t\\t\\tconst decay = 1;\\n\\n\\t\\t\\tswitch ( type ) {\\n\\n\\t\\t\\t\\tcase 0: // Point\\n\\t\\t\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.PointLight( color, intensity, distance, decay );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 1: // Directional\\n\\t\\t\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.DirectionalLight( color, intensity );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 2: // Spot\\n\\t\\t\\t\\t\\tlet angle = Math.PI / 3;\\n\\n\\t\\t\\t\\t\\tif ( lightAttribute.InnerAngle !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\tangle = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad( lightAttribute.InnerAngle.value );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tlet penumbra = 0;\\n\\t\\t\\t\\t\\tif ( lightAttribute.OuterAngle !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\t// TODO: this is not correct - FBX calculates outer and inner angle in degrees\\n\\t\\t\\t\\t\\t\\t// with OuterAngle > InnerAngle && OuterAngle <= Math.PI\\n\\t\\t\\t\\t\\t\\t// while three.js uses a penumbra between (0, 1) to attenuate the inner angle\\n\\t\\t\\t\\t\\t\\tpenumbra = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad( lightAttribute.OuterAngle.value );\\n\\t\\t\\t\\t\\t\\tpenumbra = Math.max( penumbra, 1 );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.SpotLight( color, intensity, distance, angle, penumbra, decay );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\tconsole.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a PointLight.' );\\n\\t\\t\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.PointLight( color, intensity );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {\\n\\n\\t\\t\\t\\tmodel.castShadow = true;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn model;\\n\\n\\t}\\n\\n\\tcreateMesh( relationships, geometryMap, materialMap ) {\\n\\n\\t\\tlet model;\\n\\t\\tlet geometry = null;\\n\\t\\tlet material = null;\\n\\t\\tconst materials = [];\\n\\n\\t\\t// get geometry and materials(s) from connections\\n\\t\\trelationships.children.forEach( function ( child ) {\\n\\n\\t\\t\\tif ( geometryMap.has( child.ID ) ) {\\n\\n\\t\\t\\t\\tgeometry = geometryMap.get( child.ID );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( materialMap.has( child.ID ) ) {\\n\\n\\t\\t\\t\\tmaterials.push( materialMap.get( child.ID ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} );\\n\\n\\t\\tif ( materials.length > 1 ) {\\n\\n\\t\\t\\tmaterial = materials;\\n\\n\\t\\t} else if ( materials.length > 0 ) {\\n\\n\\t\\t\\tmaterial = materials[ 0 ];\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tmaterial = new three__WEBPACK_IMPORTED_MODULE_0__.MeshPhongMaterial( {\\n\\t\\t\\t\\tname: three__WEBPACK_IMPORTED_MODULE_0__.Loader.DEFAULT_MATERIAL_NAME,\\n\\t\\t\\t\\tcolor: 0xcccccc\\n\\t\\t\\t} );\\n\\t\\t\\tmaterials.push( material );\\n\\n\\t\\t}\\n\\n\\t\\tif ( 'color' in geometry.attributes ) {\\n\\n\\t\\t\\tmaterials.forEach( function ( material ) {\\n\\n\\t\\t\\t\\tmaterial.vertexColors = true;\\n\\n\\t\\t\\t} );\\n\\n\\t\\t}\\n\\n\\t\\tif ( geometry.FBX_Deformer ) {\\n\\n\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.SkinnedMesh( geometry, material );\\n\\t\\t\\tmodel.normalizeSkinWeights();\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tmodel = new three__WEBPACK_IMPORTED_MODULE_0__.Mesh( geometry, material );\\n\\n\\t\\t}\\n\\n\\t\\treturn model;\\n\\n\\t}\\n\\n\\tcreateCurve( relationships, geometryMap ) {\\n\\n\\t\\tconst geometry = relationships.children.reduce( function ( geo, child ) {\\n\\n\\t\\t\\tif ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );\\n\\n\\t\\t\\treturn geo;\\n\\n\\t\\t}, null );\\n\\n\\t\\t// FBX does not list materials for Nurbs lines, so we'll just put our own in here.\\n\\t\\tconst material = new three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial( {\\n\\t\\t\\tname: three__WEBPACK_IMPORTED_MODULE_0__.Loader.DEFAULT_MATERIAL_NAME,\\n\\t\\t\\tcolor: 0x3300ff,\\n\\t\\t\\tlinewidth: 1\\n\\t\\t} );\\n\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.Line( geometry, material );\\n\\n\\t}\\n\\n\\t// parse the model node for transform data\\n\\tgetTransformData( model, modelNode ) {\\n\\n\\t\\tconst transformData = {};\\n\\n\\t\\tif ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );\\n\\n\\t\\tif ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );\\n\\t\\telse transformData.eulerOrder = 'ZYX';\\n\\n\\t\\tif ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;\\n\\n\\t\\tif ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;\\n\\t\\tif ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;\\n\\t\\tif ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;\\n\\n\\t\\tif ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;\\n\\n\\t\\tif ( 'ScalingOffset' in modelNode ) transformData.scalingOffset = modelNode.ScalingOffset.value;\\n\\t\\tif ( 'ScalingPivot' in modelNode ) transformData.scalingPivot = modelNode.ScalingPivot.value;\\n\\n\\t\\tif ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;\\n\\t\\tif ( 'RotationPivot' in modelNode ) transformData.rotationPivot = modelNode.RotationPivot.value;\\n\\n\\t\\tmodel.userData.transformData = transformData;\\n\\n\\t}\\n\\n\\tsetLookAtProperties( model, modelNode ) {\\n\\n\\t\\tif ( 'LookAtProperty' in modelNode ) {\\n\\n\\t\\t\\tconst children = connections.get( model.ID ).children;\\n\\n\\t\\t\\tchildren.forEach( function ( child ) {\\n\\n\\t\\t\\t\\tif ( child.relationship === 'LookAtProperty' ) {\\n\\n\\t\\t\\t\\t\\tconst lookAtTarget = fbxTree.Objects.Model[ child.ID ];\\n\\n\\t\\t\\t\\t\\tif ( 'Lcl_Translation' in lookAtTarget ) {\\n\\n\\t\\t\\t\\t\\t\\tconst pos = lookAtTarget.Lcl_Translation.value;\\n\\n\\t\\t\\t\\t\\t\\t// DirectionalLight, SpotLight\\n\\t\\t\\t\\t\\t\\tif ( model.target !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tmodel.target.position.fromArray( pos );\\n\\t\\t\\t\\t\\t\\t\\tsceneGraph.add( model.target );\\n\\n\\t\\t\\t\\t\\t\\t} else { // Cameras and other Object3Ds\\n\\n\\t\\t\\t\\t\\t\\t\\tmodel.lookAt( new three__WEBPACK_IMPORTED_MODULE_0__.Vector3().fromArray( pos ) );\\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}\\n\\n\\tbindSkeleton( skeletons, geometryMap, modelMap ) {\\n\\n\\t\\tconst bindMatrices = this.parsePoseNodes();\\n\\n\\t\\tfor ( const ID in skeletons ) {\\n\\n\\t\\t\\tconst skeleton = skeletons[ ID ];\\n\\n\\t\\t\\tconst parents = connections.get( parseInt( skeleton.ID ) ).parents;\\n\\n\\t\\t\\tparents.forEach( function ( parent ) {\\n\\n\\t\\t\\t\\tif ( geometryMap.has( parent.ID ) ) {\\n\\n\\t\\t\\t\\t\\tconst geoID = parent.ID;\\n\\t\\t\\t\\t\\tconst geoRelationships = connections.get( geoID );\\n\\n\\t\\t\\t\\t\\tgeoRelationships.parents.forEach( function ( geoConnParent ) {\\n\\n\\t\\t\\t\\t\\t\\tif ( modelMap.has( geoConnParent.ID ) ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst model = modelMap.get( geoConnParent.ID );\\n\\n\\t\\t\\t\\t\\t\\t\\tmodel.bind( new three__WEBPACK_IMPORTED_MODULE_0__.Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );\\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}\\n\\n\\tparsePoseNodes() {\\n\\n\\t\\tconst bindMatrices = {};\\n\\n\\t\\tif ( 'Pose' in fbxTree.Objects ) {\\n\\n\\t\\t\\tconst BindPoseNode = fbxTree.Objects.Pose;\\n\\n\\t\\t\\tfor ( const nodeID in BindPoseNode ) {\\n\\n\\t\\t\\t\\tif ( BindPoseNode[ nodeID ].attrType === 'BindPose' && BindPoseNode[ nodeID ].NbPoseNodes > 0 ) {\\n\\n\\t\\t\\t\\t\\tconst poseNodes = BindPoseNode[ nodeID ].PoseNode;\\n\\n\\t\\t\\t\\t\\tif ( Array.isArray( poseNodes ) ) {\\n\\n\\t\\t\\t\\t\\t\\tposeNodes.forEach( function ( poseNode ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tbindMatrices[ poseNode.Node ] = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4().fromArray( poseNode.Matrix.a );\\n\\n\\t\\t\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tbindMatrices[ poseNodes.Node ] = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4().fromArray( poseNodes.Matrix.a );\\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 bindMatrices;\\n\\n\\t}\\n\\n\\taddGlobalSceneSettings() {\\n\\n\\t\\tif ( 'GlobalSettings' in fbxTree ) {\\n\\n\\t\\t\\tif ( 'AmbientColor' in fbxTree.GlobalSettings ) {\\n\\n\\t\\t\\t\\t// Parse ambient color - if it's not set to black (default), create an ambient light\\n\\n\\t\\t\\t\\tconst ambientColor = fbxTree.GlobalSettings.AmbientColor.value;\\n\\t\\t\\t\\tconst r = ambientColor[ 0 ];\\n\\t\\t\\t\\tconst g = ambientColor[ 1 ];\\n\\t\\t\\t\\tconst b = ambientColor[ 2 ];\\n\\n\\t\\t\\t\\tif ( r !== 0 || g !== 0 || b !== 0 ) {\\n\\n\\t\\t\\t\\t\\tconst color = new three__WEBPACK_IMPORTED_MODULE_0__.Color( r, g, b ).convertSRGBToLinear();\\n\\t\\t\\t\\t\\tsceneGraph.add( new three__WEBPACK_IMPORTED_MODULE_0__.AmbientLight( color, 1 ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( 'UnitScaleFactor' in fbxTree.GlobalSettings ) {\\n\\n\\t\\t\\t\\tsceneGraph.userData.unitScaleFactor = fbxTree.GlobalSettings.UnitScaleFactor.value;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t}\\n\\n}\\n\\n// parse Geometry data from FBXTree and return map of BufferGeometries\\nclass GeometryParser {\\n\\n\\tconstructor() {\\n\\n\\t\\tthis.negativeMaterialIndices = false;\\n\\n\\t}\\n\\n\\t// Parse nodes in FBXTree.Objects.Geometry\\n\\tparse( deformers ) {\\n\\n\\t\\tconst geometryMap = new Map();\\n\\n\\t\\tif ( 'Geometry' in fbxTree.Objects ) {\\n\\n\\t\\t\\tconst geoNodes = fbxTree.Objects.Geometry;\\n\\n\\t\\t\\tfor ( const nodeID in geoNodes ) {\\n\\n\\t\\t\\t\\tconst relationships = connections.get( parseInt( nodeID ) );\\n\\t\\t\\t\\tconst geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );\\n\\n\\t\\t\\t\\tgeometryMap.set( parseInt( nodeID ), geo );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// report warnings\\n\\n\\t\\tif ( this.negativeMaterialIndices === true ) {\\n\\n\\t\\t\\tconsole.warn( 'THREE.FBXLoader: The FBX file contains invalid (negative) material indices. The asset might not render as expected.' );\\n\\n\\t\\t}\\n\\n\\t\\treturn geometryMap;\\n\\n\\t}\\n\\n\\t// Parse single node in FBXTree.Objects.Geometry\\n\\tparseGeometry( relationships, geoNode, deformers ) {\\n\\n\\t\\tswitch ( geoNode.attrType ) {\\n\\n\\t\\t\\tcase 'Mesh':\\n\\t\\t\\t\\treturn this.parseMeshGeometry( relationships, geoNode, deformers );\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase 'NurbsCurve':\\n\\t\\t\\t\\treturn this.parseNurbsGeometry( geoNode );\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t// Parse single node mesh geometry in FBXTree.Objects.Geometry\\n\\tparseMeshGeometry( relationships, geoNode, deformers ) {\\n\\n\\t\\tconst skeletons = deformers.skeletons;\\n\\t\\tconst morphTargets = [];\\n\\n\\t\\tconst modelNodes = relationships.parents.map( function ( parent ) {\\n\\n\\t\\t\\treturn fbxTree.Objects.Model[ parent.ID ];\\n\\n\\t\\t} );\\n\\n\\t\\t// don't create geometry if it is not associated with any models\\n\\t\\tif ( modelNodes.length === 0 ) return;\\n\\n\\t\\tconst skeleton = relationships.children.reduce( function ( skeleton, child ) {\\n\\n\\t\\t\\tif ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];\\n\\n\\t\\t\\treturn skeleton;\\n\\n\\t\\t}, null );\\n\\n\\t\\trelationships.children.forEach( function ( child ) {\\n\\n\\t\\t\\tif ( deformers.morphTargets[ child.ID ] !== undefined ) {\\n\\n\\t\\t\\t\\tmorphTargets.push( deformers.morphTargets[ child.ID ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} );\\n\\n\\t\\t// Assume one model and get the preRotation from that\\n\\t\\t// if there is more than one model associated with the geometry this may cause problems\\n\\t\\tconst modelNode = modelNodes[ 0 ];\\n\\n\\t\\tconst transformData = {};\\n\\n\\t\\tif ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );\\n\\t\\tif ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );\\n\\n\\t\\tif ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;\\n\\t\\tif ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;\\n\\t\\tif ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;\\n\\n\\t\\tconst transform = generateTransform( transformData );\\n\\n\\t\\treturn this.genGeometry( geoNode, skeleton, morphTargets, transform );\\n\\n\\t}\\n\\n\\t// Generate a BufferGeometry from a node in FBXTree.Objects.Geometry\\n\\tgenGeometry( geoNode, skeleton, morphTargets, preTransform ) {\\n\\n\\t\\tconst geo = new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\\n\\t\\tif ( geoNode.attrName ) geo.name = geoNode.attrName;\\n\\n\\t\\tconst geoInfo = this.parseGeoNode( geoNode, skeleton );\\n\\t\\tconst buffers = this.genBuffers( geoInfo );\\n\\n\\t\\tconst positionAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( buffers.vertex, 3 );\\n\\n\\t\\tpositionAttribute.applyMatrix4( preTransform );\\n\\n\\t\\tgeo.setAttribute( 'position', positionAttribute );\\n\\n\\t\\tif ( buffers.colors.length > 0 ) {\\n\\n\\t\\t\\tgeo.setAttribute( 'color', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( buffers.colors, 3 ) );\\n\\n\\t\\t}\\n\\n\\t\\tif ( skeleton ) {\\n\\n\\t\\t\\tgeo.setAttribute( 'skinIndex', new three__WEBPACK_IMPORTED_MODULE_0__.Uint16BufferAttribute( buffers.weightsIndices, 4 ) );\\n\\n\\t\\t\\tgeo.setAttribute( 'skinWeight', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( buffers.vertexWeights, 4 ) );\\n\\n\\t\\t\\t// used later to bind the skeleton to the model\\n\\t\\t\\tgeo.FBX_Deformer = skeleton;\\n\\n\\t\\t}\\n\\n\\t\\tif ( buffers.normal.length > 0 ) {\\n\\n\\t\\t\\tconst normalMatrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix3().getNormalMatrix( preTransform );\\n\\n\\t\\t\\tconst normalAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( buffers.normal, 3 );\\n\\t\\t\\tnormalAttribute.applyNormalMatrix( normalMatrix );\\n\\n\\t\\t\\tgeo.setAttribute( 'normal', normalAttribute );\\n\\n\\t\\t}\\n\\n\\t\\tbuffers.uvs.forEach( function ( uvBuffer, i ) {\\n\\n\\t\\t\\tconst name = i === 0 ? 'uv' : `uv${ i }`;\\n\\n\\t\\t\\tgeo.setAttribute( name, new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( buffers.uvs[ i ], 2 ) );\\n\\n\\t\\t} );\\n\\n\\t\\tif ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {\\n\\n\\t\\t\\t// Convert the material indices of each vertex into rendering groups on the geometry.\\n\\t\\t\\tlet prevMaterialIndex = buffers.materialIndex[ 0 ];\\n\\t\\t\\tlet startIndex = 0;\\n\\n\\t\\t\\tbuffers.materialIndex.forEach( function ( currentIndex, i ) {\\n\\n\\t\\t\\t\\tif ( currentIndex !== prevMaterialIndex ) {\\n\\n\\t\\t\\t\\t\\tgeo.addGroup( startIndex, i - startIndex, prevMaterialIndex );\\n\\n\\t\\t\\t\\t\\tprevMaterialIndex = currentIndex;\\n\\t\\t\\t\\t\\tstartIndex = i;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} );\\n\\n\\t\\t\\t// the loop above doesn't add the last group, do that here.\\n\\t\\t\\tif ( geo.groups.length > 0 ) {\\n\\n\\t\\t\\t\\tconst lastGroup = geo.groups[ geo.groups.length - 1 ];\\n\\t\\t\\t\\tconst lastIndex = lastGroup.start + lastGroup.count;\\n\\n\\t\\t\\t\\tif ( lastIndex !== buffers.materialIndex.length ) {\\n\\n\\t\\t\\t\\t\\tgeo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// case where there are multiple materials but the whole geometry is only\\n\\t\\t\\t// using one of them\\n\\t\\t\\tif ( geo.groups.length === 0 ) {\\n\\n\\t\\t\\t\\tgeo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tthis.addMorphTargets( geo, geoNode, morphTargets, preTransform );\\n\\n\\t\\treturn geo;\\n\\n\\t}\\n\\n\\tparseGeoNode( geoNode, skeleton ) {\\n\\n\\t\\tconst geoInfo = {};\\n\\n\\t\\tgeoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];\\n\\t\\tgeoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];\\n\\n\\t\\tif ( geoNode.LayerElementColor ) {\\n\\n\\t\\t\\tgeoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );\\n\\n\\t\\t}\\n\\n\\t\\tif ( geoNode.LayerElementMaterial ) {\\n\\n\\t\\t\\tgeoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );\\n\\n\\t\\t}\\n\\n\\t\\tif ( geoNode.LayerElementNormal ) {\\n\\n\\t\\t\\tgeoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );\\n\\n\\t\\t}\\n\\n\\t\\tif ( geoNode.LayerElementUV ) {\\n\\n\\t\\t\\tgeoInfo.uv = [];\\n\\n\\t\\t\\tlet i = 0;\\n\\t\\t\\twhile ( geoNode.LayerElementUV[ i ] ) {\\n\\n\\t\\t\\t\\tif ( geoNode.LayerElementUV[ i ].UV ) {\\n\\n\\t\\t\\t\\t\\tgeoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\ti ++;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tgeoInfo.weightTable = {};\\n\\n\\t\\tif ( skeleton !== null ) {\\n\\n\\t\\t\\tgeoInfo.skeleton = skeleton;\\n\\n\\t\\t\\tskeleton.rawBones.forEach( function ( rawBone, i ) {\\n\\n\\t\\t\\t\\t// loop over the bone's vertex indices and weights\\n\\t\\t\\t\\trawBone.indices.forEach( function ( index, j ) {\\n\\n\\t\\t\\t\\t\\tif ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];\\n\\n\\t\\t\\t\\t\\tgeoInfo.weightTable[ index ].push( {\\n\\n\\t\\t\\t\\t\\t\\tid: i,\\n\\t\\t\\t\\t\\t\\tweight: rawBone.weights[ j ],\\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 geoInfo;\\n\\n\\t}\\n\\n\\tgenBuffers( geoInfo ) {\\n\\n\\t\\tconst buffers = {\\n\\t\\t\\tvertex: [],\\n\\t\\t\\tnormal: [],\\n\\t\\t\\tcolors: [],\\n\\t\\t\\tuvs: [],\\n\\t\\t\\tmaterialIndex: [],\\n\\t\\t\\tvertexWeights: [],\\n\\t\\t\\tweightsIndices: [],\\n\\t\\t};\\n\\n\\t\\tlet polygonIndex = 0;\\n\\t\\tlet faceLength = 0;\\n\\t\\tlet displayedWeightsWarning = false;\\n\\n\\t\\t// these will hold data for a single face\\n\\t\\tlet facePositionIndexes = [];\\n\\t\\tlet faceNormals = [];\\n\\t\\tlet faceColors = [];\\n\\t\\tlet faceUVs = [];\\n\\t\\tlet faceWeights = [];\\n\\t\\tlet faceWeightIndices = [];\\n\\n\\t\\tconst scope = this;\\n\\t\\tgeoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {\\n\\n\\t\\t\\tlet materialIndex;\\n\\t\\t\\tlet endOfFace = false;\\n\\n\\t\\t\\t// Face index and vertex index arrays are combined in a single array\\n\\t\\t\\t// A cube with quad faces looks like this:\\n\\t\\t\\t// PolygonVertexIndex: *24 {\\n\\t\\t\\t//  a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5\\n\\t\\t\\t//  }\\n\\t\\t\\t// Negative numbers mark the end of a face - first face here is 0, 1, 3, -3\\n\\t\\t\\t// to find index of last vertex bit shift the index: ^ - 1\\n\\t\\t\\tif ( vertexIndex < 0 ) {\\n\\n\\t\\t\\t\\tvertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1\\n\\t\\t\\t\\tendOfFace = true;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tlet weightIndices = [];\\n\\t\\t\\tlet weights = [];\\n\\n\\t\\t\\tfacePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );\\n\\n\\t\\t\\tif ( geoInfo.color ) {\\n\\n\\t\\t\\t\\tconst data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );\\n\\n\\t\\t\\t\\tfaceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( geoInfo.skeleton ) {\\n\\n\\t\\t\\t\\tif ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {\\n\\n\\t\\t\\t\\t\\tgeoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {\\n\\n\\t\\t\\t\\t\\t\\tweights.push( wt.weight );\\n\\t\\t\\t\\t\\t\\tweightIndices.push( wt.id );\\n\\n\\t\\t\\t\\t\\t} );\\n\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( weights.length > 4 ) {\\n\\n\\t\\t\\t\\t\\tif ( ! displayedWeightsWarning ) {\\n\\n\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );\\n\\t\\t\\t\\t\\t\\tdisplayedWeightsWarning = true;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tconst wIndex = [ 0, 0, 0, 0 ];\\n\\t\\t\\t\\t\\tconst Weight = [ 0, 0, 0, 0 ];\\n\\n\\t\\t\\t\\t\\tweights.forEach( function ( weight, weightIndex ) {\\n\\n\\t\\t\\t\\t\\t\\tlet currentWeight = weight;\\n\\t\\t\\t\\t\\t\\tlet currentIndex = weightIndices[ weightIndex ];\\n\\n\\t\\t\\t\\t\\t\\tWeight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tif ( currentWeight > comparedWeight ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tcomparedWeightArray[ comparedWeightIndex ] = currentWeight;\\n\\t\\t\\t\\t\\t\\t\\t\\tcurrentWeight = comparedWeight;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tconst tmp = wIndex[ comparedWeightIndex ];\\n\\t\\t\\t\\t\\t\\t\\t\\twIndex[ comparedWeightIndex ] = currentIndex;\\n\\t\\t\\t\\t\\t\\t\\t\\tcurrentIndex = tmp;\\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\\tweightIndices = wIndex;\\n\\t\\t\\t\\t\\tweights = Weight;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// if the weight array is shorter than 4 pad with 0s\\n\\t\\t\\t\\twhile ( weights.length < 4 ) {\\n\\n\\t\\t\\t\\t\\tweights.push( 0 );\\n\\t\\t\\t\\t\\tweightIndices.push( 0 );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tfor ( let i = 0; i < 4; ++ i ) {\\n\\n\\t\\t\\t\\t\\tfaceWeights.push( weights[ i ] );\\n\\t\\t\\t\\t\\tfaceWeightIndices.push( weightIndices[ i ] );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( geoInfo.normal ) {\\n\\n\\t\\t\\t\\tconst data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );\\n\\n\\t\\t\\t\\tfaceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {\\n\\n\\t\\t\\t\\tmaterialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];\\n\\n\\t\\t\\t\\tif ( materialIndex < 0 ) {\\n\\n\\t\\t\\t\\t\\tscope.negativeMaterialIndices = true;\\n\\t\\t\\t\\t\\tmaterialIndex = 0; // fallback\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( geoInfo.uv ) {\\n\\n\\t\\t\\t\\tgeoInfo.uv.forEach( function ( uv, i ) {\\n\\n\\t\\t\\t\\t\\tconst data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );\\n\\n\\t\\t\\t\\t\\tif ( faceUVs[ i ] === undefined ) {\\n\\n\\t\\t\\t\\t\\t\\tfaceUVs[ i ] = [];\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tfaceUVs[ i ].push( data[ 0 ] );\\n\\t\\t\\t\\t\\tfaceUVs[ i ].push( data[ 1 ] );\\n\\n\\t\\t\\t\\t} );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tfaceLength ++;\\n\\n\\t\\t\\tif ( endOfFace ) {\\n\\n\\t\\t\\t\\tscope.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );\\n\\n\\t\\t\\t\\tpolygonIndex ++;\\n\\t\\t\\t\\tfaceLength = 0;\\n\\n\\t\\t\\t\\t// reset arrays for the next face\\n\\t\\t\\t\\tfacePositionIndexes = [];\\n\\t\\t\\t\\tfaceNormals = [];\\n\\t\\t\\t\\tfaceColors = [];\\n\\t\\t\\t\\tfaceUVs = [];\\n\\t\\t\\t\\tfaceWeights = [];\\n\\t\\t\\t\\tfaceWeightIndices = [];\\n\\n\\t\\t\\t}\\n\\n\\t\\t} );\\n\\n\\t\\treturn buffers;\\n\\n\\t}\\n\\n\\t// See https://www.khronos.org/opengl/wiki/Calculating_a_Surface_Normal\\n\\tgetNormalNewell( vertices ) {\\n\\n\\t\\tconst normal = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3( 0.0, 0.0, 0.0 );\\n\\n\\t\\tfor ( let i = 0; i < vertices.length; i ++ ) {\\n\\n\\t\\t\\tconst current = vertices[ i ];\\n\\t\\t\\tconst next = vertices[ ( i + 1 ) % vertices.length ];\\n\\n\\t\\t\\tnormal.x += ( current.y - next.y ) * ( current.z + next.z );\\n\\t\\t\\tnormal.y += ( current.z - next.z ) * ( current.x + next.x );\\n\\t\\t\\tnormal.z += ( current.x - next.x ) * ( current.y + next.y );\\n\\n\\t\\t}\\n\\n\\t\\tnormal.normalize();\\n\\n\\t\\treturn normal;\\n\\n\\t}\\n\\n\\tgetNormalTangentAndBitangent( vertices ) {\\n\\n\\t\\tconst normalVector = this.getNormalNewell( vertices );\\n\\t\\t// Avoid up being equal or almost equal to normalVector\\n\\t\\tconst up = Math.abs( normalVector.z ) > 0.5 ? new three__WEBPACK_IMPORTED_MODULE_0__.Vector3( 0.0, 1.0, 0.0 ) : new three__WEBPACK_IMPORTED_MODULE_0__.Vector3( 0.0, 0.0, 1.0 );\\n\\t\\tconst tangent = up.cross( normalVector ).normalize();\\n\\t\\tconst bitangent = normalVector.clone().cross( tangent ).normalize();\\n\\n\\t\\treturn {\\n\\t\\t\\tnormal: normalVector,\\n\\t\\t\\ttangent: tangent,\\n\\t\\t\\tbitangent: bitangent\\n\\t\\t};\\n\\n\\t}\\n\\n\\tflattenVertex( vertex, normalTangent, normalBitangent ) {\\n\\n\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.Vector2(\\n\\t\\t\\tvertex.dot( normalTangent ),\\n\\t\\t\\tvertex.dot( normalBitangent )\\n\\t\\t);\\n\\n\\t}\\n\\n\\t// Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris\\n\\tgenFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {\\n\\n\\t\\tlet triangles;\\n\\n\\t\\tif ( faceLength > 3 ) {\\n\\n\\t\\t\\t// Triangulate n-gon using earcut\\n\\n\\t\\t\\tconst vertices = [];\\n\\n\\t\\t\\tfor ( let i = 0; i < facePositionIndexes.length; i += 3 ) {\\n\\n\\t\\t\\t\\tvertices.push( new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(\\n\\t\\t\\t\\t\\tgeoInfo.vertexPositions[ facePositionIndexes[ i ] ],\\n\\t\\t\\t\\t\\tgeoInfo.vertexPositions[ facePositionIndexes[ i + 1 ] ],\\n\\t\\t\\t\\t\\tgeoInfo.vertexPositions[ facePositionIndexes[ i + 2 ] ]\\n\\t\\t\\t\\t) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst { tangent, bitangent } = this.getNormalTangentAndBitangent( vertices );\\n\\t\\t\\tconst triangulationInput = [];\\n\\n\\t\\t\\tfor ( const vertex of vertices ) {\\n\\n\\t\\t\\t\\ttriangulationInput.push( this.flattenVertex( vertex, tangent, bitangent ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\ttriangles = three__WEBPACK_IMPORTED_MODULE_0__.ShapeUtils.triangulateShape( triangulationInput, [] );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\t// Regular triangle, skip earcut triangulation step\\n\\t\\t\\ttriangles = [[ 0, 1, 2 ]];\\n\\n\\t\\t}\\n\\n\\t\\tfor ( const [ i0, i1, i2 ] of triangles ) {\\n\\n\\t\\t\\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i0 * 3 ] ] );\\n\\t\\t\\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i0 * 3 + 1 ] ] );\\n\\t\\t\\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i0 * 3 + 2 ] ] );\\n\\n\\t\\t\\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i1 * 3 ] ] );\\n\\t\\t\\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i1 * 3 + 1 ] ] );\\n\\t\\t\\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i1 * 3 + 2 ] ] );\\n\\n\\t\\t\\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i2 * 3 ] ] );\\n\\t\\t\\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i2 * 3 + 1 ] ] );\\n\\t\\t\\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i2 * 3 + 2 ] ] );\\n\\n\\t\\t\\tif ( geoInfo.skeleton ) {\\n\\n\\t\\t\\t\\tbuffers.vertexWeights.push( faceWeights[ i0 * 4 ] );\\n\\t\\t\\t\\tbuffers.vertexWeights.push( faceWeights[ i0 * 4 + 1 ] );\\n\\t\\t\\t\\tbuffers.vertexWeights.push( faceWeights[ i0 * 4 + 2 ] );\\n\\t\\t\\t\\tbuffers.vertexWeights.push( faceWeights[ i0 * 4 + 3 ] );\\n\\n\\t\\t\\t\\tbuffers.vertexWeights.push( faceWeights[ i1 * 4 ] );\\n\\t\\t\\t\\tbuffers.vertexWeights.push( faceWeights[ i1 * 4 + 1 ] );\\n\\t\\t\\t\\tbuffers.vertexWeights.push( faceWeights[ i1 * 4 + 2 ] );\\n\\t\\t\\t\\tbuffers.vertexWeights.push( faceWeights[ i1 * 4 + 3 ] );\\n\\n\\t\\t\\t\\tbuffers.vertexWeights.push( faceWeights[ i2 * 4 ] );\\n\\t\\t\\t\\tbuffers.vertexWeights.push( faceWeights[ i2 * 4 + 1 ] );\\n\\t\\t\\t\\tbuffers.vertexWeights.push( faceWeights[ i2 * 4 + 2 ] );\\n\\t\\t\\t\\tbuffers.vertexWeights.push( faceWeights[ i2 * 4 + 3 ] );\\n\\n\\t\\t\\t\\tbuffers.weightsIndices.push( faceWeightIndices[ i0 * 4 ] );\\n\\t\\t\\t\\tbuffers.weightsIndices.push( faceWeightIndices[ i0 * 4 + 1 ] );\\n\\t\\t\\t\\tbuffers.weightsIndices.push( faceWeightIndices[ i0 * 4 + 2 ] );\\n\\t\\t\\t\\tbuffers.weightsIndices.push( faceWeightIndices[ i0 * 4 + 3 ] );\\n\\n\\t\\t\\t\\tbuffers.weightsIndices.push( faceWeightIndices[ i1 * 4 ] );\\n\\t\\t\\t\\tbuffers.weightsIndices.push( faceWeightIndices[ i1 * 4 + 1 ] );\\n\\t\\t\\t\\tbuffers.weightsIndices.push( faceWeightIndices[ i1 * 4 + 2 ] );\\n\\t\\t\\t\\tbuffers.weightsIndices.push( faceWeightIndices[ i1 * 4 + 3 ] );\\n\\n\\t\\t\\t\\tbuffers.weightsIndices.push( faceWeightIndices[ i2 * 4 ] );\\n\\t\\t\\t\\tbuffers.weightsIndices.push( faceWeightIndices[ i2 * 4 + 1 ] );\\n\\t\\t\\t\\tbuffers.weightsIndices.push( faceWeightIndices[ i2 * 4 + 2 ] );\\n\\t\\t\\t\\tbuffers.weightsIndices.push( faceWeightIndices[ i2 * 4 + 3 ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( geoInfo.color ) {\\n\\n\\t\\t\\t\\tbuffers.colors.push( faceColors[ i0 * 3 ] );\\n\\t\\t\\t\\tbuffers.colors.push( faceColors[ i0 * 3 + 1 ] );\\n\\t\\t\\t\\tbuffers.colors.push( faceColors[ i0 * 3 + 2 ] );\\n\\n\\t\\t\\t\\tbuffers.colors.push( faceColors[ i1 * 3 ] );\\n\\t\\t\\t\\tbuffers.colors.push( faceColors[ i1 * 3 + 1 ] );\\n\\t\\t\\t\\tbuffers.colors.push( faceColors[ i1 * 3 + 2 ] );\\n\\n\\t\\t\\t\\tbuffers.colors.push( faceColors[ i2 * 3 ] );\\n\\t\\t\\t\\tbuffers.colors.push( faceColors[ i2 * 3 + 1 ] );\\n\\t\\t\\t\\tbuffers.colors.push( faceColors[ i2 * 3 + 2 ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {\\n\\n\\t\\t\\t\\tbuffers.materialIndex.push( materialIndex );\\n\\t\\t\\t\\tbuffers.materialIndex.push( materialIndex );\\n\\t\\t\\t\\tbuffers.materialIndex.push( materialIndex );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( geoInfo.normal ) {\\n\\n\\t\\t\\t\\tbuffers.normal.push( faceNormals[ i0 * 3 ] );\\n\\t\\t\\t\\tbuffers.normal.push( faceNormals[ i0 * 3 + 1 ] );\\n\\t\\t\\t\\tbuffers.normal.push( faceNormals[ i0 * 3 + 2 ] );\\n\\n\\t\\t\\t\\tbuffers.normal.push( faceNormals[ i1 * 3 ] );\\n\\t\\t\\t\\tbuffers.normal.push( faceNormals[ i1 * 3 + 1 ] );\\n\\t\\t\\t\\tbuffers.normal.push( faceNormals[ i1 * 3 + 2 ] );\\n\\n\\t\\t\\t\\tbuffers.normal.push( faceNormals[ i2 * 3 ] );\\n\\t\\t\\t\\tbuffers.normal.push( faceNormals[ i2 * 3 + 1 ] );\\n\\t\\t\\t\\tbuffers.normal.push( faceNormals[ i2 * 3 + 2 ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( geoInfo.uv ) {\\n\\n\\t\\t\\t\\tgeoInfo.uv.forEach( function ( uv, j ) {\\n\\n\\t\\t\\t\\t\\tif ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];\\n\\n\\t\\t\\t\\t\\tbuffers.uvs[ j ].push( faceUVs[ j ][ i0 * 2 ] );\\n\\t\\t\\t\\t\\tbuffers.uvs[ j ].push( faceUVs[ j ][ i0 * 2 + 1 ] );\\n\\n\\t\\t\\t\\t\\tbuffers.uvs[ j ].push( faceUVs[ j ][ i1 * 2 ] );\\n\\t\\t\\t\\t\\tbuffers.uvs[ j ].push( faceUVs[ j ][ i1 * 2 + 1 ] );\\n\\n\\t\\t\\t\\t\\tbuffers.uvs[ j ].push( faceUVs[ j ][ i2 * 2 ] );\\n\\t\\t\\t\\t\\tbuffers.uvs[ j ].push( faceUVs[ j ][ i2 * 2 + 1 ] );\\n\\n\\t\\t\\t\\t} );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\taddMorphTargets( parentGeo, parentGeoNode, morphTargets, preTransform ) {\\n\\n\\t\\tif ( morphTargets.length === 0 ) return;\\n\\n\\t\\tparentGeo.morphTargetsRelative = true;\\n\\n\\t\\tparentGeo.morphAttributes.position = [];\\n\\t\\t// parentGeo.morphAttributes.normal = []; // not implemented\\n\\n\\t\\tconst scope = this;\\n\\t\\tmorphTargets.forEach( function ( morphTarget ) {\\n\\n\\t\\t\\tmorphTarget.rawTargets.forEach( function ( rawTarget ) {\\n\\n\\t\\t\\t\\tconst morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];\\n\\n\\t\\t\\t\\tif ( morphGeoNode !== undefined ) {\\n\\n\\t\\t\\t\\t\\tscope.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, rawTarget.name );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} );\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\t// a morph geometry node is similar to a standard  node, and the node is also contained\\n\\t// in FBXTree.Objects.Geometry, however it can only have attributes for position, normal\\n\\t// and a special attribute Index defining which vertices of the original geometry are affected\\n\\t// Normal and position attributes only have data for the vertices that are affected by the morph\\n\\tgenMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {\\n\\n\\t\\tconst vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];\\n\\n\\t\\tconst morphPositionsSparse = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];\\n\\t\\tconst indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];\\n\\n\\t\\tconst length = parentGeo.attributes.position.count * 3;\\n\\t\\tconst morphPositions = new Float32Array( length );\\n\\n\\t\\tfor ( let i = 0; i < indices.length; i ++ ) {\\n\\n\\t\\t\\tconst morphIndex = indices[ i ] * 3;\\n\\n\\t\\t\\tmorphPositions[ morphIndex ] = morphPositionsSparse[ i * 3 ];\\n\\t\\t\\tmorphPositions[ morphIndex + 1 ] = morphPositionsSparse[ i * 3 + 1 ];\\n\\t\\t\\tmorphPositions[ morphIndex + 2 ] = morphPositionsSparse[ i * 3 + 2 ];\\n\\n\\t\\t}\\n\\n\\t\\t// TODO: add morph normal support\\n\\t\\tconst morphGeoInfo = {\\n\\t\\t\\tvertexIndices: vertexIndices,\\n\\t\\t\\tvertexPositions: morphPositions,\\n\\n\\t\\t};\\n\\n\\t\\tconst morphBuffers = this.genBuffers( morphGeoInfo );\\n\\n\\t\\tconst positionAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( morphBuffers.vertex, 3 );\\n\\t\\tpositionAttribute.name = name || morphGeoNode.attrName;\\n\\n\\t\\tpositionAttribute.applyMatrix4( preTransform );\\n\\n\\t\\tparentGeo.morphAttributes.position.push( positionAttribute );\\n\\n\\t}\\n\\n\\t// Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists\\n\\tparseNormals( NormalNode ) {\\n\\n\\t\\tconst mappingType = NormalNode.MappingInformationType;\\n\\t\\tconst referenceType = NormalNode.ReferenceInformationType;\\n\\t\\tconst buffer = NormalNode.Normals.a;\\n\\t\\tlet indexBuffer = [];\\n\\t\\tif ( referenceType === 'IndexToDirect' ) {\\n\\n\\t\\t\\tif ( 'NormalIndex' in NormalNode ) {\\n\\n\\t\\t\\t\\tindexBuffer = NormalNode.NormalIndex.a;\\n\\n\\t\\t\\t} else if ( 'NormalsIndex' in NormalNode ) {\\n\\n\\t\\t\\t\\tindexBuffer = NormalNode.NormalsIndex.a;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn {\\n\\t\\t\\tdataSize: 3,\\n\\t\\t\\tbuffer: buffer,\\n\\t\\t\\tindices: indexBuffer,\\n\\t\\t\\tmappingType: mappingType,\\n\\t\\t\\treferenceType: referenceType\\n\\t\\t};\\n\\n\\t}\\n\\n\\t// Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists\\n\\tparseUVs( UVNode ) {\\n\\n\\t\\tconst mappingType = UVNode.MappingInformationType;\\n\\t\\tconst referenceType = UVNode.ReferenceInformationType;\\n\\t\\tconst buffer = UVNode.UV.a;\\n\\t\\tlet indexBuffer = [];\\n\\t\\tif ( referenceType === 'IndexToDirect' ) {\\n\\n\\t\\t\\tindexBuffer = UVNode.UVIndex.a;\\n\\n\\t\\t}\\n\\n\\t\\treturn {\\n\\t\\t\\tdataSize: 2,\\n\\t\\t\\tbuffer: buffer,\\n\\t\\t\\tindices: indexBuffer,\\n\\t\\t\\tmappingType: mappingType,\\n\\t\\t\\treferenceType: referenceType\\n\\t\\t};\\n\\n\\t}\\n\\n\\t// Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists\\n\\tparseVertexColors( ColorNode ) {\\n\\n\\t\\tconst mappingType = ColorNode.MappingInformationType;\\n\\t\\tconst referenceType = ColorNode.ReferenceInformationType;\\n\\t\\tconst buffer = ColorNode.Colors.a;\\n\\t\\tlet indexBuffer = [];\\n\\t\\tif ( referenceType === 'IndexToDirect' ) {\\n\\n\\t\\t\\tindexBuffer = ColorNode.ColorIndex.a;\\n\\n\\t\\t}\\n\\n\\t\\tfor ( let i = 0, c = new three__WEBPACK_IMPORTED_MODULE_0__.Color(); i < buffer.length; i += 4 ) {\\n\\n\\t\\t\\tc.fromArray( buffer, i ).convertSRGBToLinear().toArray( buffer, i );\\n\\n\\t\\t}\\n\\n\\t\\treturn {\\n\\t\\t\\tdataSize: 4,\\n\\t\\t\\tbuffer: buffer,\\n\\t\\t\\tindices: indexBuffer,\\n\\t\\t\\tmappingType: mappingType,\\n\\t\\t\\treferenceType: referenceType\\n\\t\\t};\\n\\n\\t}\\n\\n\\t// Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists\\n\\tparseMaterialIndices( MaterialNode ) {\\n\\n\\t\\tconst mappingType = MaterialNode.MappingInformationType;\\n\\t\\tconst referenceType = MaterialNode.ReferenceInformationType;\\n\\n\\t\\tif ( mappingType === 'NoMappingInformation' ) {\\n\\n\\t\\t\\treturn {\\n\\t\\t\\t\\tdataSize: 1,\\n\\t\\t\\t\\tbuffer: [ 0 ],\\n\\t\\t\\t\\tindices: [ 0 ],\\n\\t\\t\\t\\tmappingType: 'AllSame',\\n\\t\\t\\t\\treferenceType: referenceType\\n\\t\\t\\t};\\n\\n\\t\\t}\\n\\n\\t\\tconst materialIndexBuffer = MaterialNode.Materials.a;\\n\\n\\t\\t// Since materials are stored as indices, there's a bit of a mismatch between FBX and what\\n\\t\\t// we expect.So we create an intermediate buffer that points to the index in the buffer,\\n\\t\\t// for conforming with the other functions we've written for other data.\\n\\t\\tconst materialIndices = [];\\n\\n\\t\\tfor ( let i = 0; i < materialIndexBuffer.length; ++ i ) {\\n\\n\\t\\t\\tmaterialIndices.push( i );\\n\\n\\t\\t}\\n\\n\\t\\treturn {\\n\\t\\t\\tdataSize: 1,\\n\\t\\t\\tbuffer: materialIndexBuffer,\\n\\t\\t\\tindices: materialIndices,\\n\\t\\t\\tmappingType: mappingType,\\n\\t\\t\\treferenceType: referenceType\\n\\t\\t};\\n\\n\\t}\\n\\n\\t// Generate a NurbGeometry from a node in FBXTree.Objects.Geometry\\n\\tparseNurbsGeometry( geoNode ) {\\n\\n\\t\\tconst order = parseInt( geoNode.Order );\\n\\n\\t\\tif ( isNaN( order ) ) {\\n\\n\\t\\t\\tconsole.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );\\n\\t\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\\n\\n\\t\\t}\\n\\n\\t\\tconst degree = order - 1;\\n\\n\\t\\tconst knots = geoNode.KnotVector.a;\\n\\t\\tconst controlPoints = [];\\n\\t\\tconst pointsValues = geoNode.Points.a;\\n\\n\\t\\tfor ( let i = 0, l = pointsValues.length; i < l; i += 4 ) {\\n\\n\\t\\t\\tcontrolPoints.push( new three__WEBPACK_IMPORTED_MODULE_0__.Vector4().fromArray( pointsValues, i ) );\\n\\n\\t\\t}\\n\\n\\t\\tlet startKnot, endKnot;\\n\\n\\t\\tif ( geoNode.Form === 'Closed' ) {\\n\\n\\t\\t\\tcontrolPoints.push( controlPoints[ 0 ] );\\n\\n\\t\\t} else if ( geoNode.Form === 'Periodic' ) {\\n\\n\\t\\t\\tstartKnot = degree;\\n\\t\\t\\tendKnot = knots.length - 1 - startKnot;\\n\\n\\t\\t\\tfor ( let i = 0; i < degree; ++ i ) {\\n\\n\\t\\t\\t\\tcontrolPoints.push( controlPoints[ i ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tconst curve = new _curves_NURBSCurve_js__WEBPACK_IMPORTED_MODULE_1__.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );\\n\\t\\tconst points = curve.getPoints( controlPoints.length * 12 );\\n\\n\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry().setFromPoints( points );\\n\\n\\t}\\n\\n}\\n\\n// parse animation data from FBXTree\\nclass AnimationParser {\\n\\n\\t// take raw animation clips and turn them into three.js animation clips\\n\\tparse() {\\n\\n\\t\\tconst animationClips = [];\\n\\n\\t\\tconst rawClips = this.parseClips();\\n\\n\\t\\tif ( rawClips !== undefined ) {\\n\\n\\t\\t\\tfor ( const key in rawClips ) {\\n\\n\\t\\t\\t\\tconst rawClip = rawClips[ key ];\\n\\n\\t\\t\\t\\tconst clip = this.addClip( rawClip );\\n\\n\\t\\t\\t\\tanimationClips.push( clip );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn animationClips;\\n\\n\\t}\\n\\n\\tparseClips() {\\n\\n\\t\\t// since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,\\n\\t\\t// if this is undefined we can safely assume there are no animations\\n\\t\\tif ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;\\n\\n\\t\\tconst curveNodesMap = this.parseAnimationCurveNodes();\\n\\n\\t\\tthis.parseAnimationCurves( curveNodesMap );\\n\\n\\t\\tconst layersMap = this.parseAnimationLayers( curveNodesMap );\\n\\t\\tconst rawClips = this.parseAnimStacks( layersMap );\\n\\n\\t\\treturn rawClips;\\n\\n\\t}\\n\\n\\t// parse nodes in FBXTree.Objects.AnimationCurveNode\\n\\t// each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )\\n\\t// and is referenced by an AnimationLayer\\n\\tparseAnimationCurveNodes() {\\n\\n\\t\\tconst rawCurveNodes = fbxTree.Objects.AnimationCurveNode;\\n\\n\\t\\tconst curveNodesMap = new Map();\\n\\n\\t\\tfor ( const nodeID in rawCurveNodes ) {\\n\\n\\t\\t\\tconst rawCurveNode = rawCurveNodes[ nodeID ];\\n\\n\\t\\t\\tif ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {\\n\\n\\t\\t\\t\\tconst curveNode = {\\n\\n\\t\\t\\t\\t\\tid: rawCurveNode.id,\\n\\t\\t\\t\\t\\tattr: rawCurveNode.attrName,\\n\\t\\t\\t\\t\\tcurves: {},\\n\\n\\t\\t\\t\\t};\\n\\n\\t\\t\\t\\tcurveNodesMap.set( curveNode.id, curveNode );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn curveNodesMap;\\n\\n\\t}\\n\\n\\t// parse nodes in FBXTree.Objects.AnimationCurve and connect them up to\\n\\t// previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated\\n\\t// axis ( e.g. times and values of x rotation)\\n\\tparseAnimationCurves( curveNodesMap ) {\\n\\n\\t\\tconst rawCurves = fbxTree.Objects.AnimationCurve;\\n\\n\\t\\t// TODO: Many values are identical up to roundoff error, but won't be optimised\\n\\t\\t// e.g. position times: [0, 0.4, 0. 8]\\n\\t\\t// position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]\\n\\t\\t// clearly, this should be optimised to\\n\\t\\t// times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]\\n\\t\\t// this shows up in nearly every FBX file, and generally time array is length > 100\\n\\n\\t\\tfor ( const nodeID in rawCurves ) {\\n\\n\\t\\t\\tconst animationCurve = {\\n\\n\\t\\t\\t\\tid: rawCurves[ nodeID ].id,\\n\\t\\t\\t\\ttimes: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),\\n\\t\\t\\t\\tvalues: rawCurves[ nodeID ].KeyValueFloat.a,\\n\\n\\t\\t\\t};\\n\\n\\t\\t\\tconst relationships = connections.get( animationCurve.id );\\n\\n\\t\\t\\tif ( relationships !== undefined ) {\\n\\n\\t\\t\\t\\tconst animationCurveID = relationships.parents[ 0 ].ID;\\n\\t\\t\\t\\tconst animationCurveRelationship = relationships.parents[ 0 ].relationship;\\n\\n\\t\\t\\t\\tif ( animationCurveRelationship.match( /X/ ) ) {\\n\\n\\t\\t\\t\\t\\tcurveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;\\n\\n\\t\\t\\t\\t} else if ( animationCurveRelationship.match( /Y/ ) ) {\\n\\n\\t\\t\\t\\t\\tcurveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;\\n\\n\\t\\t\\t\\t} else if ( animationCurveRelationship.match( /Z/ ) ) {\\n\\n\\t\\t\\t\\t\\tcurveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;\\n\\n\\t\\t\\t\\t} else if ( animationCurveRelationship.match( /DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {\\n\\n\\t\\t\\t\\t\\tcurveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t// parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references\\n\\t// to various AnimationCurveNodes and is referenced by an AnimationStack node\\n\\t// note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack\\n\\tparseAnimationLayers( curveNodesMap ) {\\n\\n\\t\\tconst rawLayers = fbxTree.Objects.AnimationLayer;\\n\\n\\t\\tconst layersMap = new Map();\\n\\n\\t\\tfor ( const nodeID in rawLayers ) {\\n\\n\\t\\t\\tconst layerCurveNodes = [];\\n\\n\\t\\t\\tconst connection = connections.get( parseInt( nodeID ) );\\n\\n\\t\\t\\tif ( connection !== undefined ) {\\n\\n\\t\\t\\t\\t// all the animationCurveNodes used in the layer\\n\\t\\t\\t\\tconst children = connection.children;\\n\\n\\t\\t\\t\\tchildren.forEach( function ( child, i ) {\\n\\n\\t\\t\\t\\t\\tif ( curveNodesMap.has( child.ID ) ) {\\n\\n\\t\\t\\t\\t\\t\\tconst curveNode = curveNodesMap.get( child.ID );\\n\\n\\t\\t\\t\\t\\t\\t// check that the curves are defined for at least one axis, otherwise ignore the curveNode\\n\\t\\t\\t\\t\\t\\tif ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tif ( layerCurveNodes[ i ] === undefined ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tconst modelID = connections.get( child.ID ).parents.filter( function ( parent ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\treturn parent.relationship !== undefined;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t} )[ 0 ].ID;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tif ( modelID !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tconst rawModel = fbxTree.Objects.Model[ modelID.toString() ];\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tif ( rawModel === undefined ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.FBXLoader: Encountered a unused curve.', child );\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tconst node = {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tmodelName: rawModel.attrName ? three__WEBPACK_IMPORTED_MODULE_0__.PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tID: rawModel.id,\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tinitialPosition: [ 0, 0, 0 ],\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tinitialRotation: [ 0, 0, 0 ],\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tinitialScale: [ 1, 1, 1 ],\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t};\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tsceneGraph.traverse( function ( child ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tif ( child.ID === rawModel.id ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tnode.transform = child.matrix;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\tif ( child.userData.transformData ) node.eulerOrder = child.userData.transformData.eulerOrder;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tif ( ! node.transform ) node.transform = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t// if the animated model is pre rotated, we'll have to apply the pre rotations to every\\n\\t\\t\\t\\t\\t\\t\\t\\t\\t// animation value as well\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tif ( 'PreRotation' in rawModel ) node.preRotation = rawModel.PreRotation.value;\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tif ( 'PostRotation' in rawModel ) node.postRotation = rawModel.PostRotation.value;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tlayerCurveNodes[ i ] = node;\\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\\tif ( layerCurveNodes[ i ] ) layerCurveNodes[ i ][ curveNode.attr ] = curveNode;\\n\\n\\t\\t\\t\\t\\t\\t} else if ( curveNode.curves.morph !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tif ( layerCurveNodes[ i ] === undefined ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tconst deformerID = connections.get( child.ID ).parents.filter( function ( parent ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\treturn parent.relationship !== undefined;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t} )[ 0 ].ID;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tconst morpherID = connections.get( deformerID ).parents[ 0 ].ID;\\n\\t\\t\\t\\t\\t\\t\\t\\tconst geoID = connections.get( morpherID ).parents[ 0 ].ID;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t// assuming geometry is not used in more than one model\\n\\t\\t\\t\\t\\t\\t\\t\\tconst modelID = connections.get( geoID ).parents[ 0 ].ID;\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tconst rawModel = fbxTree.Objects.Model[ modelID ];\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tconst node = {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tmodelName: rawModel.attrName ? three__WEBPACK_IMPORTED_MODULE_0__.PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tmorphName: fbxTree.Objects.Deformer[ deformerID ].attrName,\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t};\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tlayerCurveNodes[ i ] = node;\\n\\n\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\tlayerCurveNodes[ i ][ curveNode.attr ] = curveNode;\\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\\tlayersMap.set( parseInt( nodeID ), layerCurveNodes );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn layersMap;\\n\\n\\t}\\n\\n\\t// parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation\\n\\t// hierarchy. Each Stack node will be used to create a AnimationClip\\n\\tparseAnimStacks( layersMap ) {\\n\\n\\t\\tconst rawStacks = fbxTree.Objects.AnimationStack;\\n\\n\\t\\t// connect the stacks (clips) up to the layers\\n\\t\\tconst rawClips = {};\\n\\n\\t\\tfor ( const nodeID in rawStacks ) {\\n\\n\\t\\t\\tconst children = connections.get( parseInt( nodeID ) ).children;\\n\\n\\t\\t\\tif ( children.length > 1 ) {\\n\\n\\t\\t\\t\\t// it seems like stacks will always be associated with a single layer. But just in case there are files\\n\\t\\t\\t\\t// where there are multiple layers per stack, we'll display a warning\\n\\t\\t\\t\\tconsole.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst layer = layersMap.get( children[ 0 ].ID );\\n\\n\\t\\t\\trawClips[ nodeID ] = {\\n\\n\\t\\t\\t\\tname: rawStacks[ nodeID ].attrName,\\n\\t\\t\\t\\tlayer: layer,\\n\\n\\t\\t\\t};\\n\\n\\t\\t}\\n\\n\\t\\treturn rawClips;\\n\\n\\t}\\n\\n\\taddClip( rawClip ) {\\n\\n\\t\\tlet tracks = [];\\n\\n\\t\\tconst scope = this;\\n\\t\\trawClip.layer.forEach( function ( rawTracks ) {\\n\\n\\t\\t\\ttracks = tracks.concat( scope.generateTracks( rawTracks ) );\\n\\n\\t\\t} );\\n\\n\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.AnimationClip( rawClip.name, - 1, tracks );\\n\\n\\t}\\n\\n\\tgenerateTracks( rawTracks ) {\\n\\n\\t\\tconst tracks = [];\\n\\n\\t\\tlet initialPosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\tlet initialScale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\tif ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion(), initialScale );\\n\\n\\t\\tinitialPosition = initialPosition.toArray();\\n\\t\\tinitialScale = initialScale.toArray();\\n\\n\\t\\tif ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {\\n\\n\\t\\t\\tconst positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );\\n\\t\\t\\tif ( positionTrack !== undefined ) tracks.push( positionTrack );\\n\\n\\t\\t}\\n\\n\\t\\tif ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {\\n\\n\\t\\t\\tconst rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, rawTracks.preRotation, rawTracks.postRotation, rawTracks.eulerOrder );\\n\\t\\t\\tif ( rotationTrack !== undefined ) tracks.push( rotationTrack );\\n\\n\\t\\t}\\n\\n\\t\\tif ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {\\n\\n\\t\\t\\tconst scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );\\n\\t\\t\\tif ( scaleTrack !== undefined ) tracks.push( scaleTrack );\\n\\n\\t\\t}\\n\\n\\t\\tif ( rawTracks.DeformPercent !== undefined ) {\\n\\n\\t\\t\\tconst morphTrack = this.generateMorphTrack( rawTracks );\\n\\t\\t\\tif ( morphTrack !== undefined ) tracks.push( morphTrack );\\n\\n\\t\\t}\\n\\n\\t\\treturn tracks;\\n\\n\\t}\\n\\n\\tgenerateVectorTrack( modelName, curves, initialValue, type ) {\\n\\n\\t\\tconst times = this.getTimesForAllAxes( curves );\\n\\t\\tconst values = this.getKeyframeTrackValues( times, curves, initialValue );\\n\\n\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.VectorKeyframeTrack( modelName + '.' + type, times, values );\\n\\n\\t}\\n\\n\\tgenerateRotationTrack( modelName, curves, preRotation, postRotation, eulerOrder ) {\\n\\n\\t\\tlet times;\\n\\t\\tlet values;\\n\\n\\t\\tif ( curves.x !== undefined && curves.y !== undefined && curves.z !== undefined ) {\\n\\n\\t\\t\\tconst result = this.interpolateRotations( curves.x, curves.y, curves.z, eulerOrder );\\n\\n\\t\\t\\ttimes = result[ 0 ];\\n\\t\\t\\tvalues = result[ 1 ];\\n\\n\\t\\t}\\n\\n\\t\\tif ( preRotation !== undefined ) {\\n\\n\\t\\t\\tpreRotation = preRotation.map( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad );\\n\\t\\t\\tpreRotation.push( eulerOrder );\\n\\n\\t\\t\\tpreRotation = new three__WEBPACK_IMPORTED_MODULE_0__.Euler().fromArray( preRotation );\\n\\t\\t\\tpreRotation = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion().setFromEuler( preRotation );\\n\\n\\t\\t}\\n\\n\\t\\tif ( postRotation !== undefined ) {\\n\\n\\t\\t\\tpostRotation = postRotation.map( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad );\\n\\t\\t\\tpostRotation.push( eulerOrder );\\n\\n\\t\\t\\tpostRotation = new three__WEBPACK_IMPORTED_MODULE_0__.Euler().fromArray( postRotation );\\n\\t\\t\\tpostRotation = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion().setFromEuler( postRotation ).invert();\\n\\n\\t\\t}\\n\\n\\t\\tconst quaternion = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\\n\\t\\tconst euler = new three__WEBPACK_IMPORTED_MODULE_0__.Euler();\\n\\n\\t\\tconst quaternionValues = [];\\n\\n\\t\\tif ( ! values || ! times ) return new three__WEBPACK_IMPORTED_MODULE_0__.QuaternionKeyframeTrack( modelName + '.quaternion', [], [] );\\n\\n\\t\\tfor ( let i = 0; i < values.length; i += 3 ) {\\n\\n\\t\\t\\teuler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], eulerOrder );\\n\\t\\t\\tquaternion.setFromEuler( euler );\\n\\n\\t\\t\\tif ( preRotation !== undefined ) quaternion.premultiply( preRotation );\\n\\t\\t\\tif ( postRotation !== undefined ) quaternion.multiply( postRotation );\\n\\n\\t\\t\\t// Check unroll\\n\\t\\t\\tif ( i > 2 ) {\\n\\n\\t\\t\\t\\tconst prevQuat = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion().fromArray(\\n\\t\\t\\t\\t\\tquaternionValues,\\n\\t\\t\\t\\t\\t( ( i - 3 ) / 3 ) * 4\\n\\t\\t\\t\\t);\\n\\n\\t\\t\\t\\tif ( prevQuat.dot( quaternion ) < 0 ) {\\n\\n\\t\\t\\t\\t\\tquaternion.set( - quaternion.x, - quaternion.y, - quaternion.z, - quaternion.w );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tquaternion.toArray( quaternionValues, ( i / 3 ) * 4 );\\n\\n\\t\\t}\\n\\n\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );\\n\\n\\t}\\n\\n\\tgenerateMorphTrack( rawTracks ) {\\n\\n\\t\\tconst curves = rawTracks.DeformPercent.curves.morph;\\n\\t\\tconst values = curves.values.map( function ( val ) {\\n\\n\\t\\t\\treturn val / 100;\\n\\n\\t\\t} );\\n\\n\\t\\tconst morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];\\n\\n\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );\\n\\n\\t}\\n\\n\\t// For all animated objects, times are defined separately for each axis\\n\\t// Here we'll combine the times into one sorted array without duplicates\\n\\tgetTimesForAllAxes( curves ) {\\n\\n\\t\\tlet times = [];\\n\\n\\t\\t// first join together the times for each axis, if defined\\n\\t\\tif ( curves.x !== undefined ) times = times.concat( curves.x.times );\\n\\t\\tif ( curves.y !== undefined ) times = times.concat( curves.y.times );\\n\\t\\tif ( curves.z !== undefined ) times = times.concat( curves.z.times );\\n\\n\\t\\t// then sort them\\n\\t\\ttimes = times.sort( function ( a, b ) {\\n\\n\\t\\t\\treturn a - b;\\n\\n\\t\\t} );\\n\\n\\t\\t// and remove duplicates\\n\\t\\tif ( times.length > 1 ) {\\n\\n\\t\\t\\tlet targetIndex = 1;\\n\\t\\t\\tlet lastValue = times[ 0 ];\\n\\t\\t\\tfor ( let i = 1; i < times.length; i ++ ) {\\n\\n\\t\\t\\t\\tconst currentValue = times[ i ];\\n\\t\\t\\t\\tif ( currentValue !== lastValue ) {\\n\\n\\t\\t\\t\\t\\ttimes[ targetIndex ] = currentValue;\\n\\t\\t\\t\\t\\tlastValue = currentValue;\\n\\t\\t\\t\\t\\ttargetIndex ++;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\ttimes = times.slice( 0, targetIndex );\\n\\n\\t\\t}\\n\\n\\t\\treturn times;\\n\\n\\t}\\n\\n\\tgetKeyframeTrackValues( times, curves, initialValue ) {\\n\\n\\t\\tconst prevValue = initialValue;\\n\\n\\t\\tconst values = [];\\n\\n\\t\\tlet xIndex = - 1;\\n\\t\\tlet yIndex = - 1;\\n\\t\\tlet zIndex = - 1;\\n\\n\\t\\ttimes.forEach( function ( time ) {\\n\\n\\t\\t\\tif ( curves.x ) xIndex = curves.x.times.indexOf( time );\\n\\t\\t\\tif ( curves.y ) yIndex = curves.y.times.indexOf( time );\\n\\t\\t\\tif ( curves.z ) zIndex = curves.z.times.indexOf( time );\\n\\n\\t\\t\\t// if there is an x value defined for this frame, use that\\n\\t\\t\\tif ( xIndex !== - 1 ) {\\n\\n\\t\\t\\t\\tconst xValue = curves.x.values[ xIndex ];\\n\\t\\t\\t\\tvalues.push( xValue );\\n\\t\\t\\t\\tprevValue[ 0 ] = xValue;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t// otherwise use the x value from the previous frame\\n\\t\\t\\t\\tvalues.push( prevValue[ 0 ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( yIndex !== - 1 ) {\\n\\n\\t\\t\\t\\tconst yValue = curves.y.values[ yIndex ];\\n\\t\\t\\t\\tvalues.push( yValue );\\n\\t\\t\\t\\tprevValue[ 1 ] = yValue;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tvalues.push( prevValue[ 1 ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( zIndex !== - 1 ) {\\n\\n\\t\\t\\t\\tconst zValue = curves.z.values[ zIndex ];\\n\\t\\t\\t\\tvalues.push( zValue );\\n\\t\\t\\t\\tprevValue[ 2 ] = zValue;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tvalues.push( prevValue[ 2 ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} );\\n\\n\\t\\treturn values;\\n\\n\\t}\\n\\n\\t// Rotations are defined as Euler angles which can have values  of any size\\n\\t// These will be converted to quaternions which don't support values greater than\\n\\t// PI, so we'll interpolate large rotations\\n\\tinterpolateRotations( curvex, curvey, curvez, eulerOrder ) {\\n\\n\\t\\tconst times = [];\\n\\t\\tconst values = [];\\n\\n\\t\\t// Add first frame\\n\\t\\ttimes.push( curvex.times[ 0 ] );\\n\\t\\tvalues.push( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad( curvex.values[ 0 ] ) );\\n\\t\\tvalues.push( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad( curvey.values[ 0 ] ) );\\n\\t\\tvalues.push( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad( curvez.values[ 0 ] ) );\\n\\n\\t\\tfor ( let i = 1; i < curvex.values.length; i ++ ) {\\n\\n\\t\\t\\tconst initialValue = [\\n\\t\\t\\t\\tcurvex.values[ i - 1 ],\\n\\t\\t\\t\\tcurvey.values[ i - 1 ],\\n\\t\\t\\t\\tcurvez.values[ i - 1 ],\\n\\t\\t\\t];\\n\\n\\t\\t\\tif ( isNaN( initialValue[ 0 ] ) || isNaN( initialValue[ 1 ] ) || isNaN( initialValue[ 2 ] ) ) {\\n\\n\\t\\t\\t\\tcontinue;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst initialValueRad = initialValue.map( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad );\\n\\n\\t\\t\\tconst currentValue = [\\n\\t\\t\\t\\tcurvex.values[ i ],\\n\\t\\t\\t\\tcurvey.values[ i ],\\n\\t\\t\\t\\tcurvez.values[ i ],\\n\\t\\t\\t];\\n\\n\\t\\t\\tif ( isNaN( currentValue[ 0 ] ) || isNaN( currentValue[ 1 ] ) || isNaN( currentValue[ 2 ] ) ) {\\n\\n\\t\\t\\t\\tcontinue;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst currentValueRad = currentValue.map( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad );\\n\\n\\t\\t\\tconst valuesSpan = [\\n\\t\\t\\t\\tcurrentValue[ 0 ] - initialValue[ 0 ],\\n\\t\\t\\t\\tcurrentValue[ 1 ] - initialValue[ 1 ],\\n\\t\\t\\t\\tcurrentValue[ 2 ] - initialValue[ 2 ],\\n\\t\\t\\t];\\n\\n\\t\\t\\tconst absoluteSpan = [\\n\\t\\t\\t\\tMath.abs( valuesSpan[ 0 ] ),\\n\\t\\t\\t\\tMath.abs( valuesSpan[ 1 ] ),\\n\\t\\t\\t\\tMath.abs( valuesSpan[ 2 ] ),\\n\\t\\t\\t];\\n\\n\\t\\t\\tif ( absoluteSpan[ 0 ] >= 180 || absoluteSpan[ 1 ] >= 180 || absoluteSpan[ 2 ] >= 180 ) {\\n\\n\\t\\t\\t\\tconst maxAbsSpan = Math.max( ...absoluteSpan );\\n\\n\\t\\t\\t\\tconst numSubIntervals = maxAbsSpan / 180;\\n\\n\\t\\t\\t\\tconst E1 = new three__WEBPACK_IMPORTED_MODULE_0__.Euler( ...initialValueRad, eulerOrder );\\n\\t\\t\\t\\tconst E2 = new three__WEBPACK_IMPORTED_MODULE_0__.Euler( ...currentValueRad, eulerOrder );\\n\\n\\t\\t\\t\\tconst Q1 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion().setFromEuler( E1 );\\n\\t\\t\\t\\tconst Q2 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion().setFromEuler( E2 );\\n\\n\\t\\t\\t\\t// Check unroll\\n\\t\\t\\t\\tif ( Q1.dot( Q2 ) ) {\\n\\n\\t\\t\\t\\t\\tQ2.set( - Q2.x, - Q2.y, - Q2.z, - Q2.w );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// Interpolate\\n\\t\\t\\t\\tconst initialTime = curvex.times[ i - 1 ];\\n\\t\\t\\t\\tconst timeSpan = curvex.times[ i ] - initialTime;\\n\\n\\t\\t\\t\\tconst Q = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\\n\\t\\t\\t\\tconst E = new three__WEBPACK_IMPORTED_MODULE_0__.Euler();\\n\\t\\t\\t\\tfor ( let t = 0; t < 1; t += 1 / numSubIntervals ) {\\n\\n\\t\\t\\t\\t\\tQ.copy( Q1.clone().slerp( Q2.clone(), t ) );\\n\\n\\t\\t\\t\\t\\ttimes.push( initialTime + t * timeSpan );\\n\\t\\t\\t\\t\\tE.setFromQuaternion( Q, eulerOrder );\\n\\n\\t\\t\\t\\t\\tvalues.push( E.x );\\n\\t\\t\\t\\t\\tvalues.push( E.y );\\n\\t\\t\\t\\t\\tvalues.push( E.z );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\ttimes.push( curvex.times[ i ] );\\n\\t\\t\\t\\tvalues.push( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad( curvex.values[ i ] ) );\\n\\t\\t\\t\\tvalues.push( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad( curvey.values[ i ] ) );\\n\\t\\t\\t\\tvalues.push( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad( curvez.values[ i ] ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn [ times, values ];\\n\\n\\t}\\n\\n}\\n\\n// parse an FBX file in ASCII format\\nclass TextParser {\\n\\n\\tgetPrevNode() {\\n\\n\\t\\treturn this.nodeStack[ this.currentIndent - 2 ];\\n\\n\\t}\\n\\n\\tgetCurrentNode() {\\n\\n\\t\\treturn this.nodeStack[ this.currentIndent - 1 ];\\n\\n\\t}\\n\\n\\tgetCurrentProp() {\\n\\n\\t\\treturn this.currentProp;\\n\\n\\t}\\n\\n\\tpushStack( node ) {\\n\\n\\t\\tthis.nodeStack.push( node );\\n\\t\\tthis.currentIndent += 1;\\n\\n\\t}\\n\\n\\tpopStack() {\\n\\n\\t\\tthis.nodeStack.pop();\\n\\t\\tthis.currentIndent -= 1;\\n\\n\\t}\\n\\n\\tsetCurrentProp( val, name ) {\\n\\n\\t\\tthis.currentProp = val;\\n\\t\\tthis.currentPropName = name;\\n\\n\\t}\\n\\n\\tparse( text ) {\\n\\n\\t\\tthis.currentIndent = 0;\\n\\n\\t\\tthis.allNodes = new FBXTree();\\n\\t\\tthis.nodeStack = [];\\n\\t\\tthis.currentProp = [];\\n\\t\\tthis.currentPropName = '';\\n\\n\\t\\tconst scope = this;\\n\\n\\t\\tconst split = text.split( /[\\\\r\\\\n]+/ );\\n\\n\\t\\tsplit.forEach( function ( line, i ) {\\n\\n\\t\\t\\tconst matchComment = line.match( /^[\\\\s\\\\t]*;/ );\\n\\t\\t\\tconst matchEmpty = line.match( /^[\\\\s\\\\t]*$/ );\\n\\n\\t\\t\\tif ( matchComment || matchEmpty ) return;\\n\\n\\t\\t\\tconst matchBeginning = line.match( '^\\\\\\\\t{' + scope.currentIndent + '}(\\\\\\\\w+):(.*){', '' );\\n\\t\\t\\tconst matchProperty = line.match( '^\\\\\\\\t{' + ( scope.currentIndent ) + '}(\\\\\\\\w+):[\\\\\\\\s\\\\\\\\t\\\\\\\\r\\\\\\\\n](.*)' );\\n\\t\\t\\tconst matchEnd = line.match( '^\\\\\\\\t{' + ( scope.currentIndent - 1 ) + '}}' );\\n\\n\\t\\t\\tif ( matchBeginning ) {\\n\\n\\t\\t\\t\\tscope.parseNodeBegin( line, matchBeginning );\\n\\n\\t\\t\\t} else if ( matchProperty ) {\\n\\n\\t\\t\\t\\tscope.parseNodeProperty( line, matchProperty, split[ ++ i ] );\\n\\n\\t\\t\\t} else if ( matchEnd ) {\\n\\n\\t\\t\\t\\tscope.popStack();\\n\\n\\t\\t\\t} else if ( line.match( /^[^\\\\s\\\\t}]/ ) ) {\\n\\n\\t\\t\\t\\t// large arrays are split over multiple lines terminated with a ',' character\\n\\t\\t\\t\\t// if this is encountered the line needs to be joined to the previous line\\n\\t\\t\\t\\tscope.parseNodePropertyContinued( line );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} );\\n\\n\\t\\treturn this.allNodes;\\n\\n\\t}\\n\\n\\tparseNodeBegin( line, property ) {\\n\\n\\t\\tconst nodeName = property[ 1 ].trim().replace( /^\\\"/, '' ).replace( /\\\"$/, '' );\\n\\n\\t\\tconst nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {\\n\\n\\t\\t\\treturn attr.trim().replace( /^\\\"/, '' ).replace( /\\\"$/, '' );\\n\\n\\t\\t} );\\n\\n\\t\\tconst node = { name: nodeName };\\n\\t\\tconst attrs = this.parseNodeAttr( nodeAttrs );\\n\\n\\t\\tconst currentNode = this.getCurrentNode();\\n\\n\\t\\t// a top node\\n\\t\\tif ( this.currentIndent === 0 ) {\\n\\n\\t\\t\\tthis.allNodes.add( nodeName, node );\\n\\n\\t\\t} else { // a subnode\\n\\n\\t\\t\\t// if the subnode already exists, append it\\n\\t\\t\\tif ( nodeName in currentNode ) {\\n\\n\\t\\t\\t\\t// special case Pose needs PoseNodes as an array\\n\\t\\t\\t\\tif ( nodeName === 'PoseNode' ) {\\n\\n\\t\\t\\t\\t\\tcurrentNode.PoseNode.push( node );\\n\\n\\t\\t\\t\\t} else if ( currentNode[ nodeName ].id !== undefined ) {\\n\\n\\t\\t\\t\\t\\tcurrentNode[ nodeName ] = {};\\n\\t\\t\\t\\t\\tcurrentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;\\n\\n\\t\\t\\t} else if ( typeof attrs.id === 'number' ) {\\n\\n\\t\\t\\t\\tcurrentNode[ nodeName ] = {};\\n\\t\\t\\t\\tcurrentNode[ nodeName ][ attrs.id ] = node;\\n\\n\\t\\t\\t} else if ( nodeName !== 'Properties70' ) {\\n\\n\\t\\t\\t\\tif ( nodeName === 'PoseNode' )\\tcurrentNode[ nodeName ] = [ node ];\\n\\t\\t\\t\\telse currentNode[ nodeName ] = node;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tif ( typeof attrs.id === 'number' ) node.id = attrs.id;\\n\\t\\tif ( attrs.name !== '' ) node.attrName = attrs.name;\\n\\t\\tif ( attrs.type !== '' ) node.attrType = attrs.type;\\n\\n\\t\\tthis.pushStack( node );\\n\\n\\t}\\n\\n\\tparseNodeAttr( attrs ) {\\n\\n\\t\\tlet id = attrs[ 0 ];\\n\\n\\t\\tif ( attrs[ 0 ] !== '' ) {\\n\\n\\t\\t\\tid = parseInt( attrs[ 0 ] );\\n\\n\\t\\t\\tif ( isNaN( id ) ) {\\n\\n\\t\\t\\t\\tid = attrs[ 0 ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tlet name = '', type = '';\\n\\n\\t\\tif ( attrs.length > 1 ) {\\n\\n\\t\\t\\tname = attrs[ 1 ].replace( /^(\\\\w+)::/, '' );\\n\\t\\t\\ttype = attrs[ 2 ];\\n\\n\\t\\t}\\n\\n\\t\\treturn { id: id, name: name, type: type };\\n\\n\\t}\\n\\n\\tparseNodeProperty( line, property, contentLine ) {\\n\\n\\t\\tlet propName = property[ 1 ].replace( /^\\\"/, '' ).replace( /\\\"$/, '' ).trim();\\n\\t\\tlet propValue = property[ 2 ].replace( /^\\\"/, '' ).replace( /\\\"$/, '' ).trim();\\n\\n\\t\\t// for special case: base64 image data follows \\\"Content: ,\\\" line\\n\\t\\t//\\tContent: ,\\n\\t\\t//\\t \\\"/9j/4RDaRXhpZgAATU0A...\\\"\\n\\t\\tif ( propName === 'Content' && propValue === ',' ) {\\n\\n\\t\\t\\tpropValue = contentLine.replace( /\\\"/g, '' ).replace( /,$/, '' ).trim();\\n\\n\\t\\t}\\n\\n\\t\\tconst currentNode = this.getCurrentNode();\\n\\t\\tconst parentName = currentNode.name;\\n\\n\\t\\tif ( parentName === 'Properties70' ) {\\n\\n\\t\\t\\tthis.parseNodeSpecialProperty( line, propName, propValue );\\n\\t\\t\\treturn;\\n\\n\\t\\t}\\n\\n\\t\\t// Connections\\n\\t\\tif ( propName === 'C' ) {\\n\\n\\t\\t\\tconst connProps = propValue.split( ',' ).slice( 1 );\\n\\t\\t\\tconst from = parseInt( connProps[ 0 ] );\\n\\t\\t\\tconst to = parseInt( connProps[ 1 ] );\\n\\n\\t\\t\\tlet rest = propValue.split( ',' ).slice( 3 );\\n\\n\\t\\t\\trest = rest.map( function ( elem ) {\\n\\n\\t\\t\\t\\treturn elem.trim().replace( /^\\\"/, '' );\\n\\n\\t\\t\\t} );\\n\\n\\t\\t\\tpropName = 'connections';\\n\\t\\t\\tpropValue = [ from, to ];\\n\\t\\t\\tappend( propValue, rest );\\n\\n\\t\\t\\tif ( currentNode[ propName ] === undefined ) {\\n\\n\\t\\t\\t\\tcurrentNode[ propName ] = [];\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// Node\\n\\t\\tif ( propName === 'Node' ) currentNode.id = propValue;\\n\\n\\t\\t// connections\\n\\t\\tif ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {\\n\\n\\t\\t\\tcurrentNode[ propName ].push( propValue );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tif ( propName !== 'a' ) currentNode[ propName ] = propValue;\\n\\t\\t\\telse currentNode.a = propValue;\\n\\n\\t\\t}\\n\\n\\t\\tthis.setCurrentProp( currentNode, propName );\\n\\n\\t\\t// convert string to array, unless it ends in ',' in which case more will be added to it\\n\\t\\tif ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {\\n\\n\\t\\t\\tcurrentNode.a = parseNumberArray( propValue );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tparseNodePropertyContinued( line ) {\\n\\n\\t\\tconst currentNode = this.getCurrentNode();\\n\\n\\t\\tcurrentNode.a += line;\\n\\n\\t\\t// if the line doesn't end in ',' we have reached the end of the property value\\n\\t\\t// so convert the string to an array\\n\\t\\tif ( line.slice( - 1 ) !== ',' ) {\\n\\n\\t\\t\\tcurrentNode.a = parseNumberArray( currentNode.a );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t// parse \\\"Property70\\\"\\n\\tparseNodeSpecialProperty( line, propName, propValue ) {\\n\\n\\t\\t// split this\\n\\t\\t// P: \\\"Lcl Scaling\\\", \\\"Lcl Scaling\\\", \\\"\\\", \\\"A\\\",1,1,1\\n\\t\\t// into array like below\\n\\t\\t// [\\\"Lcl Scaling\\\", \\\"Lcl Scaling\\\", \\\"\\\", \\\"A\\\", \\\"1,1,1\\\" ]\\n\\t\\tconst props = propValue.split( '\\\",' ).map( function ( prop ) {\\n\\n\\t\\t\\treturn prop.trim().replace( /^\\\\\\\"/, '' ).replace( /\\\\s/, '_' );\\n\\n\\t\\t} );\\n\\n\\t\\tconst innerPropName = props[ 0 ];\\n\\t\\tconst innerPropType1 = props[ 1 ];\\n\\t\\tconst innerPropType2 = props[ 2 ];\\n\\t\\tconst innerPropFlag = props[ 3 ];\\n\\t\\tlet innerPropValue = props[ 4 ];\\n\\n\\t\\t// cast values where needed, otherwise leave as strings\\n\\t\\tswitch ( innerPropType1 ) {\\n\\n\\t\\t\\tcase 'int':\\n\\t\\t\\tcase 'enum':\\n\\t\\t\\tcase 'bool':\\n\\t\\t\\tcase 'ULongLong':\\n\\t\\t\\tcase 'double':\\n\\t\\t\\tcase 'Number':\\n\\t\\t\\tcase 'FieldOfView':\\n\\t\\t\\t\\tinnerPropValue = parseFloat( innerPropValue );\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase 'Color':\\n\\t\\t\\tcase 'ColorRGB':\\n\\t\\t\\tcase 'Vector3D':\\n\\t\\t\\tcase 'Lcl_Translation':\\n\\t\\t\\tcase 'Lcl_Rotation':\\n\\t\\t\\tcase 'Lcl_Scaling':\\n\\t\\t\\t\\tinnerPropValue = parseNumberArray( innerPropValue );\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t}\\n\\n\\t\\t// CAUTION: these props must append to parent's parent\\n\\t\\tthis.getPrevNode()[ innerPropName ] = {\\n\\n\\t\\t\\t'type': innerPropType1,\\n\\t\\t\\t'type2': innerPropType2,\\n\\t\\t\\t'flag': innerPropFlag,\\n\\t\\t\\t'value': innerPropValue\\n\\n\\t\\t};\\n\\n\\t\\tthis.setCurrentProp( this.getPrevNode(), innerPropName );\\n\\n\\t}\\n\\n}\\n\\n// Parse an FBX file in Binary format\\nclass BinaryParser {\\n\\n\\tparse( buffer ) {\\n\\n\\t\\tconst reader = new BinaryReader( buffer );\\n\\t\\treader.skip( 23 ); // skip magic 23 bytes\\n\\n\\t\\tconst version = reader.getUint32();\\n\\n\\t\\tif ( version < 6400 ) {\\n\\n\\t\\t\\tthrow new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + version );\\n\\n\\t\\t}\\n\\n\\t\\tconst allNodes = new FBXTree();\\n\\n\\t\\twhile ( ! this.endOfContent( reader ) ) {\\n\\n\\t\\t\\tconst node = this.parseNode( reader, version );\\n\\t\\t\\tif ( node !== null ) allNodes.add( node.name, node );\\n\\n\\t\\t}\\n\\n\\t\\treturn allNodes;\\n\\n\\t}\\n\\n\\t// Check if reader has reached the end of content.\\n\\tendOfContent( reader ) {\\n\\n\\t\\t// footer size: 160bytes + 16-byte alignment padding\\n\\t\\t// - 16bytes: magic\\n\\t\\t// - padding til 16-byte alignment (at least 1byte?)\\n\\t\\t//\\t(seems like some exporters embed fixed 15 or 16bytes?)\\n\\t\\t// - 4bytes: magic\\n\\t\\t// - 4bytes: version\\n\\t\\t// - 120bytes: zero\\n\\t\\t// - 16bytes: magic\\n\\t\\tif ( reader.size() % 16 === 0 ) {\\n\\n\\t\\t\\treturn ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();\\n\\n\\t\\t} else {\\n\\n\\t\\t\\treturn reader.getOffset() + 160 + 16 >= reader.size();\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t// recursively parse nodes until the end of the file is reached\\n\\tparseNode( reader, version ) {\\n\\n\\t\\tconst node = {};\\n\\n\\t\\t// The first three data sizes depends on version.\\n\\t\\tconst endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();\\n\\t\\tconst numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();\\n\\n\\t\\t( version >= 7500 ) ? reader.getUint64() : reader.getUint32(); // the returned propertyListLen is not used\\n\\n\\t\\tconst nameLen = reader.getUint8();\\n\\t\\tconst name = reader.getString( nameLen );\\n\\n\\t\\t// Regards this node as NULL-record if endOffset is zero\\n\\t\\tif ( endOffset === 0 ) return null;\\n\\n\\t\\tconst propertyList = [];\\n\\n\\t\\tfor ( let i = 0; i < numProperties; i ++ ) {\\n\\n\\t\\t\\tpropertyList.push( this.parseProperty( reader ) );\\n\\n\\t\\t}\\n\\n\\t\\t// Regards the first three elements in propertyList as id, attrName, and attrType\\n\\t\\tconst id = propertyList.length > 0 ? propertyList[ 0 ] : '';\\n\\t\\tconst attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';\\n\\t\\tconst attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';\\n\\n\\t\\t// check if this node represents just a single property\\n\\t\\t// like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}\\n\\t\\tnode.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;\\n\\n\\t\\twhile ( endOffset > reader.getOffset() ) {\\n\\n\\t\\t\\tconst subNode = this.parseNode( reader, version );\\n\\n\\t\\t\\tif ( subNode !== null ) this.parseSubNode( name, node, subNode );\\n\\n\\t\\t}\\n\\n\\t\\tnode.propertyList = propertyList; // raw property list used by parent\\n\\n\\t\\tif ( typeof id === 'number' ) node.id = id;\\n\\t\\tif ( attrName !== '' ) node.attrName = attrName;\\n\\t\\tif ( attrType !== '' ) node.attrType = attrType;\\n\\t\\tif ( name !== '' ) node.name = name;\\n\\n\\t\\treturn node;\\n\\n\\t}\\n\\n\\tparseSubNode( name, node, subNode ) {\\n\\n\\t\\t// special case: child node is single property\\n\\t\\tif ( subNode.singleProperty === true ) {\\n\\n\\t\\t\\tconst value = subNode.propertyList[ 0 ];\\n\\n\\t\\t\\tif ( Array.isArray( value ) ) {\\n\\n\\t\\t\\t\\tnode[ subNode.name ] = subNode;\\n\\n\\t\\t\\t\\tsubNode.a = value;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tnode[ subNode.name ] = value;\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else if ( name === 'Connections' && subNode.name === 'C' ) {\\n\\n\\t\\t\\tconst array = [];\\n\\n\\t\\t\\tsubNode.propertyList.forEach( function ( property, i ) {\\n\\n\\t\\t\\t\\t// first Connection is FBX type (OO, OP, etc.). We'll discard these\\n\\t\\t\\t\\tif ( i !== 0 ) array.push( property );\\n\\n\\t\\t\\t} );\\n\\n\\t\\t\\tif ( node.connections === undefined ) {\\n\\n\\t\\t\\t\\tnode.connections = [];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tnode.connections.push( array );\\n\\n\\t\\t} else if ( subNode.name === 'Properties70' ) {\\n\\n\\t\\t\\tconst keys = Object.keys( subNode );\\n\\n\\t\\t\\tkeys.forEach( function ( key ) {\\n\\n\\t\\t\\t\\tnode[ key ] = subNode[ key ];\\n\\n\\t\\t\\t} );\\n\\n\\t\\t} else if ( name === 'Properties70' && subNode.name === 'P' ) {\\n\\n\\t\\t\\tlet innerPropName = subNode.propertyList[ 0 ];\\n\\t\\t\\tlet innerPropType1 = subNode.propertyList[ 1 ];\\n\\t\\t\\tconst innerPropType2 = subNode.propertyList[ 2 ];\\n\\t\\t\\tconst innerPropFlag = subNode.propertyList[ 3 ];\\n\\t\\t\\tlet innerPropValue;\\n\\n\\t\\t\\tif ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );\\n\\t\\t\\tif ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );\\n\\n\\t\\t\\tif ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {\\n\\n\\t\\t\\t\\tinnerPropValue = [\\n\\t\\t\\t\\t\\tsubNode.propertyList[ 4 ],\\n\\t\\t\\t\\t\\tsubNode.propertyList[ 5 ],\\n\\t\\t\\t\\t\\tsubNode.propertyList[ 6 ]\\n\\t\\t\\t\\t];\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tinnerPropValue = subNode.propertyList[ 4 ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// this will be copied to parent, see above\\n\\t\\t\\tnode[ innerPropName ] = {\\n\\n\\t\\t\\t\\t'type': innerPropType1,\\n\\t\\t\\t\\t'type2': innerPropType2,\\n\\t\\t\\t\\t'flag': innerPropFlag,\\n\\t\\t\\t\\t'value': innerPropValue\\n\\n\\t\\t\\t};\\n\\n\\t\\t} else if ( node[ subNode.name ] === undefined ) {\\n\\n\\t\\t\\tif ( typeof subNode.id === 'number' ) {\\n\\n\\t\\t\\t\\tnode[ subNode.name ] = {};\\n\\t\\t\\t\\tnode[ subNode.name ][ subNode.id ] = subNode;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tnode[ subNode.name ] = subNode;\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tif ( subNode.name === 'PoseNode' ) {\\n\\n\\t\\t\\t\\tif ( ! Array.isArray( node[ subNode.name ] ) ) {\\n\\n\\t\\t\\t\\t\\tnode[ subNode.name ] = [ node[ subNode.name ] ];\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tnode[ subNode.name ].push( subNode );\\n\\n\\t\\t\\t} else if ( node[ subNode.name ][ subNode.id ] === undefined ) {\\n\\n\\t\\t\\t\\tnode[ subNode.name ][ subNode.id ] = subNode;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tparseProperty( reader ) {\\n\\n\\t\\tconst type = reader.getString( 1 );\\n\\t\\tlet length;\\n\\n\\t\\tswitch ( type ) {\\n\\n\\t\\t\\tcase 'C':\\n\\t\\t\\t\\treturn reader.getBoolean();\\n\\n\\t\\t\\tcase 'D':\\n\\t\\t\\t\\treturn reader.getFloat64();\\n\\n\\t\\t\\tcase 'F':\\n\\t\\t\\t\\treturn reader.getFloat32();\\n\\n\\t\\t\\tcase 'I':\\n\\t\\t\\t\\treturn reader.getInt32();\\n\\n\\t\\t\\tcase 'L':\\n\\t\\t\\t\\treturn reader.getInt64();\\n\\n\\t\\t\\tcase 'R':\\n\\t\\t\\t\\tlength = reader.getUint32();\\n\\t\\t\\t\\treturn reader.getArrayBuffer( length );\\n\\n\\t\\t\\tcase 'S':\\n\\t\\t\\t\\tlength = reader.getUint32();\\n\\t\\t\\t\\treturn reader.getString( length );\\n\\n\\t\\t\\tcase 'Y':\\n\\t\\t\\t\\treturn reader.getInt16();\\n\\n\\t\\t\\tcase 'b':\\n\\t\\t\\tcase 'c':\\n\\t\\t\\tcase 'd':\\n\\t\\t\\tcase 'f':\\n\\t\\t\\tcase 'i':\\n\\t\\t\\tcase 'l':\\n\\n\\t\\t\\t\\tconst arrayLength = reader.getUint32();\\n\\t\\t\\t\\tconst encoding = reader.getUint32(); // 0: non-compressed, 1: compressed\\n\\t\\t\\t\\tconst compressedLength = reader.getUint32();\\n\\n\\t\\t\\t\\tif ( encoding === 0 ) {\\n\\n\\t\\t\\t\\t\\tswitch ( type ) {\\n\\n\\t\\t\\t\\t\\t\\tcase 'b':\\n\\t\\t\\t\\t\\t\\tcase 'c':\\n\\t\\t\\t\\t\\t\\t\\treturn reader.getBooleanArray( arrayLength );\\n\\n\\t\\t\\t\\t\\t\\tcase 'd':\\n\\t\\t\\t\\t\\t\\t\\treturn reader.getFloat64Array( arrayLength );\\n\\n\\t\\t\\t\\t\\t\\tcase 'f':\\n\\t\\t\\t\\t\\t\\t\\treturn reader.getFloat32Array( arrayLength );\\n\\n\\t\\t\\t\\t\\t\\tcase 'i':\\n\\t\\t\\t\\t\\t\\t\\treturn reader.getInt32Array( arrayLength );\\n\\n\\t\\t\\t\\t\\t\\tcase 'l':\\n\\t\\t\\t\\t\\t\\t\\treturn reader.getInt64Array( arrayLength );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tconst data = _libs_fflate_module_js__WEBPACK_IMPORTED_MODULE_2__.unzlibSync( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) );\\n\\t\\t\\t\\tconst reader2 = new BinaryReader( data.buffer );\\n\\n\\t\\t\\t\\tswitch ( type ) {\\n\\n\\t\\t\\t\\t\\tcase 'b':\\n\\t\\t\\t\\t\\tcase 'c':\\n\\t\\t\\t\\t\\t\\treturn reader2.getBooleanArray( arrayLength );\\n\\n\\t\\t\\t\\t\\tcase 'd':\\n\\t\\t\\t\\t\\t\\treturn reader2.getFloat64Array( arrayLength );\\n\\n\\t\\t\\t\\t\\tcase 'f':\\n\\t\\t\\t\\t\\t\\treturn reader2.getFloat32Array( arrayLength );\\n\\n\\t\\t\\t\\t\\tcase 'i':\\n\\t\\t\\t\\t\\t\\treturn reader2.getInt32Array( arrayLength );\\n\\n\\t\\t\\t\\t\\tcase 'l':\\n\\t\\t\\t\\t\\t\\treturn reader2.getInt64Array( arrayLength );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tbreak; // cannot happen but is required by the DeepScan\\n\\n\\t\\t\\tdefault:\\n\\t\\t\\t\\tthrow new Error( 'THREE.FBXLoader: Unknown property type ' + type );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n}\\n\\nclass BinaryReader {\\n\\n\\tconstructor( buffer, littleEndian ) {\\n\\n\\t\\tthis.dv = new DataView( buffer );\\n\\t\\tthis.offset = 0;\\n\\t\\tthis.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;\\n\\t\\tthis._textDecoder = new TextDecoder();\\n\\n\\t}\\n\\n\\tgetOffset() {\\n\\n\\t\\treturn this.offset;\\n\\n\\t}\\n\\n\\tsize() {\\n\\n\\t\\treturn this.dv.buffer.byteLength;\\n\\n\\t}\\n\\n\\tskip( length ) {\\n\\n\\t\\tthis.offset += length;\\n\\n\\t}\\n\\n\\t// seems like true/false representation depends on exporter.\\n\\t// true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)\\n\\t// then sees LSB.\\n\\tgetBoolean() {\\n\\n\\t\\treturn ( this.getUint8() & 1 ) === 1;\\n\\n\\t}\\n\\n\\tgetBooleanArray( size ) {\\n\\n\\t\\tconst a = [];\\n\\n\\t\\tfor ( let i = 0; i < size; i ++ ) {\\n\\n\\t\\t\\ta.push( this.getBoolean() );\\n\\n\\t\\t}\\n\\n\\t\\treturn a;\\n\\n\\t}\\n\\n\\tgetUint8() {\\n\\n\\t\\tconst value = this.dv.getUint8( this.offset );\\n\\t\\tthis.offset += 1;\\n\\t\\treturn value;\\n\\n\\t}\\n\\n\\tgetInt16() {\\n\\n\\t\\tconst value = this.dv.getInt16( this.offset, this.littleEndian );\\n\\t\\tthis.offset += 2;\\n\\t\\treturn value;\\n\\n\\t}\\n\\n\\tgetInt32() {\\n\\n\\t\\tconst value = this.dv.getInt32( this.offset, this.littleEndian );\\n\\t\\tthis.offset += 4;\\n\\t\\treturn value;\\n\\n\\t}\\n\\n\\tgetInt32Array( size ) {\\n\\n\\t\\tconst a = [];\\n\\n\\t\\tfor ( let i = 0; i < size; i ++ ) {\\n\\n\\t\\t\\ta.push( this.getInt32() );\\n\\n\\t\\t}\\n\\n\\t\\treturn a;\\n\\n\\t}\\n\\n\\tgetUint32() {\\n\\n\\t\\tconst value = this.dv.getUint32( this.offset, this.littleEndian );\\n\\t\\tthis.offset += 4;\\n\\t\\treturn value;\\n\\n\\t}\\n\\n\\t// JavaScript doesn't support 64-bit integer so calculate this here\\n\\t// 1 << 32 will return 1 so using multiply operation instead here.\\n\\t// There's a possibility that this method returns wrong value if the value\\n\\t// is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.\\n\\t// TODO: safely handle 64-bit integer\\n\\tgetInt64() {\\n\\n\\t\\tlet low, high;\\n\\n\\t\\tif ( this.littleEndian ) {\\n\\n\\t\\t\\tlow = this.getUint32();\\n\\t\\t\\thigh = this.getUint32();\\n\\n\\t\\t} else {\\n\\n\\t\\t\\thigh = this.getUint32();\\n\\t\\t\\tlow = this.getUint32();\\n\\n\\t\\t}\\n\\n\\t\\t// calculate negative value\\n\\t\\tif ( high & 0x80000000 ) {\\n\\n\\t\\t\\thigh = ~ high & 0xFFFFFFFF;\\n\\t\\t\\tlow = ~ low & 0xFFFFFFFF;\\n\\n\\t\\t\\tif ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;\\n\\n\\t\\t\\tlow = ( low + 1 ) & 0xFFFFFFFF;\\n\\n\\t\\t\\treturn - ( high * 0x100000000 + low );\\n\\n\\t\\t}\\n\\n\\t\\treturn high * 0x100000000 + low;\\n\\n\\t}\\n\\n\\tgetInt64Array( size ) {\\n\\n\\t\\tconst a = [];\\n\\n\\t\\tfor ( let i = 0; i < size; i ++ ) {\\n\\n\\t\\t\\ta.push( this.getInt64() );\\n\\n\\t\\t}\\n\\n\\t\\treturn a;\\n\\n\\t}\\n\\n\\t// Note: see getInt64() comment\\n\\tgetUint64() {\\n\\n\\t\\tlet low, high;\\n\\n\\t\\tif ( this.littleEndian ) {\\n\\n\\t\\t\\tlow = this.getUint32();\\n\\t\\t\\thigh = this.getUint32();\\n\\n\\t\\t} else {\\n\\n\\t\\t\\thigh = this.getUint32();\\n\\t\\t\\tlow = this.getUint32();\\n\\n\\t\\t}\\n\\n\\t\\treturn high * 0x100000000 + low;\\n\\n\\t}\\n\\n\\tgetFloat32() {\\n\\n\\t\\tconst value = this.dv.getFloat32( this.offset, this.littleEndian );\\n\\t\\tthis.offset += 4;\\n\\t\\treturn value;\\n\\n\\t}\\n\\n\\tgetFloat32Array( size ) {\\n\\n\\t\\tconst a = [];\\n\\n\\t\\tfor ( let i = 0; i < size; i ++ ) {\\n\\n\\t\\t\\ta.push( this.getFloat32() );\\n\\n\\t\\t}\\n\\n\\t\\treturn a;\\n\\n\\t}\\n\\n\\tgetFloat64() {\\n\\n\\t\\tconst value = this.dv.getFloat64( this.offset, this.littleEndian );\\n\\t\\tthis.offset += 8;\\n\\t\\treturn value;\\n\\n\\t}\\n\\n\\tgetFloat64Array( size ) {\\n\\n\\t\\tconst a = [];\\n\\n\\t\\tfor ( let i = 0; i < size; i ++ ) {\\n\\n\\t\\t\\ta.push( this.getFloat64() );\\n\\n\\t\\t}\\n\\n\\t\\treturn a;\\n\\n\\t}\\n\\n\\tgetArrayBuffer( size ) {\\n\\n\\t\\tconst value = this.dv.buffer.slice( this.offset, this.offset + size );\\n\\t\\tthis.offset += size;\\n\\t\\treturn value;\\n\\n\\t}\\n\\n\\tgetString( size ) {\\n\\n\\t\\tconst start = this.offset;\\n\\t\\tlet a = new Uint8Array( this.dv.buffer, start, size );\\n\\n\\t\\tthis.skip( size );\\n\\n\\t\\tconst nullByte = a.indexOf( 0 );\\n\\t\\tif ( nullByte >= 0 ) a = new Uint8Array( this.dv.buffer, start, nullByte );\\n\\n\\t\\treturn this._textDecoder.decode( a );\\n\\n\\t}\\n\\n}\\n\\n// FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)\\n// and BinaryParser( FBX Binary format)\\nclass FBXTree {\\n\\n\\tadd( key, val ) {\\n\\n\\t\\tthis[ key ] = val;\\n\\n\\t}\\n\\n}\\n\\n// ************** UTILITY FUNCTIONS **************\\n\\nfunction isFbxFormatBinary( buffer ) {\\n\\n\\tconst CORRECT = 'Kaydara\\\\u0020FBX\\\\u0020Binary\\\\u0020\\\\u0020\\\\0';\\n\\n\\treturn buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );\\n\\n}\\n\\nfunction isFbxFormatASCII( text ) {\\n\\n\\tconst CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\\\\\\\', 'F', 'B', 'X', '\\\\\\\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\\\\\\\', '\\\\\\\\' ];\\n\\n\\tlet cursor = 0;\\n\\n\\tfunction read( offset ) {\\n\\n\\t\\tconst result = text[ offset - 1 ];\\n\\t\\ttext = text.slice( cursor + offset );\\n\\t\\tcursor ++;\\n\\t\\treturn result;\\n\\n\\t}\\n\\n\\tfor ( let i = 0; i < CORRECT.length; ++ i ) {\\n\\n\\t\\tconst num = read( 1 );\\n\\t\\tif ( num === CORRECT[ i ] ) {\\n\\n\\t\\t\\treturn false;\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\treturn true;\\n\\n}\\n\\nfunction getFbxVersion( text ) {\\n\\n\\tconst versionRegExp = /FBXVersion: (\\\\d+)/;\\n\\tconst match = text.match( versionRegExp );\\n\\n\\tif ( match ) {\\n\\n\\t\\tconst version = parseInt( match[ 1 ] );\\n\\t\\treturn version;\\n\\n\\t}\\n\\n\\tthrow new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );\\n\\n}\\n\\n// Converts FBX ticks into real time seconds.\\nfunction convertFBXTimeToSeconds( time ) {\\n\\n\\treturn time / 46186158000;\\n\\n}\\n\\nconst dataArray = [];\\n\\n// extracts the data from the correct position in the FBX array based on indexing type\\nfunction getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {\\n\\n\\tlet index;\\n\\n\\tswitch ( infoObject.mappingType ) {\\n\\n\\t\\tcase 'ByPolygonVertex' :\\n\\t\\t\\tindex = polygonVertexIndex;\\n\\t\\t\\tbreak;\\n\\t\\tcase 'ByPolygon' :\\n\\t\\t\\tindex = polygonIndex;\\n\\t\\t\\tbreak;\\n\\t\\tcase 'ByVertice' :\\n\\t\\t\\tindex = vertexIndex;\\n\\t\\t\\tbreak;\\n\\t\\tcase 'AllSame' :\\n\\t\\t\\tindex = infoObject.indices[ 0 ];\\n\\t\\t\\tbreak;\\n\\t\\tdefault :\\n\\t\\t\\tconsole.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );\\n\\n\\t}\\n\\n\\tif ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];\\n\\n\\tconst from = index * infoObject.dataSize;\\n\\tconst to = from + infoObject.dataSize;\\n\\n\\treturn slice( dataArray, infoObject.buffer, from, to );\\n\\n}\\n\\nconst tempEuler = new three__WEBPACK_IMPORTED_MODULE_0__.Euler();\\nconst tempVec = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n// generate transformation from FBX transform data\\n// ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm\\n// ref: http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/_transformations_2main_8cxx-example.html,topicNumber=cpp_ref__transformations_2main_8cxx_example_htmlfc10a1e1-b18d-4e72-9dc0-70d0f1959f5e\\nfunction generateTransform( transformData ) {\\n\\n\\tconst lTranslationM = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\tconst lPreRotationM = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\tconst lRotationM = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\tconst lPostRotationM = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n\\tconst lScalingM = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\tconst lScalingPivotM = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\tconst lScalingOffsetM = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\tconst lRotationOffsetM = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\tconst lRotationPivotM = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n\\tconst lParentGX = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\tconst lParentLX = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\tconst lGlobalT = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n\\tconst inheritType = ( transformData.inheritType ) ? transformData.inheritType : 0;\\n\\n\\tif ( transformData.translation ) lTranslationM.setPosition( tempVec.fromArray( transformData.translation ) );\\n\\n\\tif ( transformData.preRotation ) {\\n\\n\\t\\tconst array = transformData.preRotation.map( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad );\\n\\t\\tarray.push( transformData.eulerOrder || three__WEBPACK_IMPORTED_MODULE_0__.Euler.DEFAULT_ORDER );\\n\\t\\tlPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );\\n\\n\\t}\\n\\n\\tif ( transformData.rotation ) {\\n\\n\\t\\tconst array = transformData.rotation.map( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad );\\n\\t\\tarray.push( transformData.eulerOrder || three__WEBPACK_IMPORTED_MODULE_0__.Euler.DEFAULT_ORDER );\\n\\t\\tlRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );\\n\\n\\t}\\n\\n\\tif ( transformData.postRotation ) {\\n\\n\\t\\tconst array = transformData.postRotation.map( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.degToRad );\\n\\t\\tarray.push( transformData.eulerOrder || three__WEBPACK_IMPORTED_MODULE_0__.Euler.DEFAULT_ORDER );\\n\\t\\tlPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );\\n\\t\\tlPostRotationM.invert();\\n\\n\\t}\\n\\n\\tif ( transformData.scale ) lScalingM.scale( tempVec.fromArray( transformData.scale ) );\\n\\n\\t// Pivots and offsets\\n\\tif ( transformData.scalingOffset ) lScalingOffsetM.setPosition( tempVec.fromArray( transformData.scalingOffset ) );\\n\\tif ( transformData.scalingPivot ) lScalingPivotM.setPosition( tempVec.fromArray( transformData.scalingPivot ) );\\n\\tif ( transformData.rotationOffset ) lRotationOffsetM.setPosition( tempVec.fromArray( transformData.rotationOffset ) );\\n\\tif ( transformData.rotationPivot ) lRotationPivotM.setPosition( tempVec.fromArray( transformData.rotationPivot ) );\\n\\n\\t// parent transform\\n\\tif ( transformData.parentMatrixWorld ) {\\n\\n\\t\\tlParentLX.copy( transformData.parentMatrix );\\n\\t\\tlParentGX.copy( transformData.parentMatrixWorld );\\n\\n\\t}\\n\\n\\tconst lLRM = lPreRotationM.clone().multiply( lRotationM ).multiply( lPostRotationM );\\n\\t// Global Rotation\\n\\tconst lParentGRM = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\tlParentGRM.extractRotation( lParentGX );\\n\\n\\t// Global Shear*Scaling\\n\\tconst lParentTM = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\tlParentTM.copyPosition( lParentGX );\\n\\n\\tconst lParentGRSM = lParentTM.clone().invert().multiply( lParentGX );\\n\\tconst lParentGSM = lParentGRM.clone().invert().multiply( lParentGRSM );\\n\\tconst lLSM = lScalingM;\\n\\n\\tconst lGlobalRS = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n\\tif ( inheritType === 0 ) {\\n\\n\\t\\tlGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM ).multiply( lLSM );\\n\\n\\t} else if ( inheritType === 1 ) {\\n\\n\\t\\tlGlobalRS.copy( lParentGRM ).multiply( lParentGSM ).multiply( lLRM ).multiply( lLSM );\\n\\n\\t} else {\\n\\n\\t\\tconst lParentLSM = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4().scale( new three__WEBPACK_IMPORTED_MODULE_0__.Vector3().setFromMatrixScale( lParentLX ) );\\n\\t\\tconst lParentLSM_inv = lParentLSM.clone().invert();\\n\\t\\tconst lParentGSM_noLocal = lParentGSM.clone().multiply( lParentLSM_inv );\\n\\n\\t\\tlGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM_noLocal ).multiply( lLSM );\\n\\n\\t}\\n\\n\\tconst lRotationPivotM_inv = lRotationPivotM.clone().invert();\\n\\tconst lScalingPivotM_inv = lScalingPivotM.clone().invert();\\n\\t// Calculate the local transform matrix\\n\\tlet lTransform = lTranslationM.clone().multiply( lRotationOffsetM ).multiply( lRotationPivotM ).multiply( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM ).multiply( lRotationPivotM_inv ).multiply( lScalingOffsetM ).multiply( lScalingPivotM ).multiply( lScalingM ).multiply( lScalingPivotM_inv );\\n\\n\\tconst lLocalTWithAllPivotAndOffsetInfo = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4().copyPosition( lTransform );\\n\\n\\tconst lGlobalTranslation = lParentGX.clone().multiply( lLocalTWithAllPivotAndOffsetInfo );\\n\\tlGlobalT.copyPosition( lGlobalTranslation );\\n\\n\\tlTransform = lGlobalT.clone().multiply( lGlobalRS );\\n\\n\\t// from global to local\\n\\tlTransform.premultiply( lParentGX.invert() );\\n\\n\\treturn lTransform;\\n\\n}\\n\\n// Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order\\n// ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html\\nfunction getEulerOrder( order ) {\\n\\n\\torder = order || 0;\\n\\n\\tconst enums = [\\n\\t\\t'ZYX', // -> XYZ extrinsic\\n\\t\\t'YZX', // -> XZY extrinsic\\n\\t\\t'XZY', // -> YZX extrinsic\\n\\t\\t'ZXY', // -> YXZ extrinsic\\n\\t\\t'YXZ', // -> ZXY extrinsic\\n\\t\\t'XYZ', // -> ZYX extrinsic\\n\\t\\t//'SphericXYZ', // not possible to support\\n\\t];\\n\\n\\tif ( order === 6 ) {\\n\\n\\t\\tconsole.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );\\n\\t\\treturn enums[ 0 ];\\n\\n\\t}\\n\\n\\treturn enums[ order ];\\n\\n}\\n\\n// Parses comma separated list of numbers and returns them an array.\\n// Used internally by the TextParser\\nfunction parseNumberArray( value ) {\\n\\n\\tconst array = value.split( ',' ).map( function ( val ) {\\n\\n\\t\\treturn parseFloat( val );\\n\\n\\t} );\\n\\n\\treturn array;\\n\\n}\\n\\nfunction convertArrayBufferToString( buffer, from, to ) {\\n\\n\\tif ( from === undefined ) from = 0;\\n\\tif ( to === undefined ) to = buffer.byteLength;\\n\\n\\treturn new TextDecoder().decode( new Uint8Array( buffer, from, to ) );\\n\\n}\\n\\nfunction append( a, b ) {\\n\\n\\tfor ( let i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {\\n\\n\\t\\ta[ j ] = b[ i ];\\n\\n\\t}\\n\\n}\\n\\nfunction slice( a, b, from, to ) {\\n\\n\\tfor ( let i = from, j = 0; i < to; i ++, j ++ ) {\\n\\n\\t\\ta[ j ] = b[ i ];\\n\\n\\t}\\n\\n\\treturn a;\\n\\n}\\n\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/loaders/FBXLoader.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/loaders/GLTFLoader.js\":\n/*!***************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/loaders/GLTFLoader.js ***!\n  \\***************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   GLTFLoader: () => (/* binding */ GLTFLoader)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var _utils_BufferGeometryUtils_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../utils/BufferGeometryUtils.js */ \\\"./node_modules/three/examples/jsm/utils/BufferGeometryUtils.js\\\");\\n\\n\\n\\nclass GLTFLoader extends three__WEBPACK_IMPORTED_MODULE_0__.Loader {\\n\\n\\tconstructor( manager ) {\\n\\n\\t\\tsuper( manager );\\n\\n\\t\\tthis.dracoLoader = null;\\n\\t\\tthis.ktx2Loader = null;\\n\\t\\tthis.meshoptDecoder = null;\\n\\n\\t\\tthis.pluginCallbacks = [];\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFMaterialsClearcoatExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFTextureBasisUExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFTextureWebPExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFTextureAVIFExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFMaterialsSheenExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFMaterialsTransmissionExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFMaterialsVolumeExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFMaterialsIorExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFMaterialsEmissiveStrengthExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFMaterialsSpecularExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFMaterialsIridescenceExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFMaterialsAnisotropyExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFMaterialsBumpExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFLightsExtension( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFMeshoptCompression( parser );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.register( function ( parser ) {\\n\\n\\t\\t\\treturn new GLTFMeshGpuInstancing( parser );\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\tload( url, onLoad, onProgress, onError ) {\\n\\n\\t\\tconst scope = this;\\n\\n\\t\\tlet resourcePath;\\n\\n\\t\\tif ( this.resourcePath !== '' ) {\\n\\n\\t\\t\\tresourcePath = this.resourcePath;\\n\\n\\t\\t} else if ( this.path !== '' ) {\\n\\n\\t\\t\\t// If a base path is set, resources will be relative paths from that plus the relative path of the gltf file\\n\\t\\t\\t// Example  path = 'https://my-cnd-server.com/', url = 'assets/models/model.gltf'\\n\\t\\t\\t// resourcePath = 'https://my-cnd-server.com/assets/models/'\\n\\t\\t\\t// referenced resource 'model.bin' will be loaded from 'https://my-cnd-server.com/assets/models/model.bin'\\n\\t\\t\\t// referenced resource '../textures/texture.png' will be loaded from 'https://my-cnd-server.com/assets/textures/texture.png'\\n\\t\\t\\tconst relativeUrl = three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.extractUrlBase( url );\\n\\t\\t\\tresourcePath = three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.resolveURL( relativeUrl, this.path );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tresourcePath = three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.extractUrlBase( url );\\n\\n\\t\\t}\\n\\n\\t\\t// Tells the LoadingManager to track an extra item, which resolves after\\n\\t\\t// the model is fully loaded. This means the count of items loaded will\\n\\t\\t// be incorrect, but ensures manager.onLoad() does not fire early.\\n\\t\\tthis.manager.itemStart( url );\\n\\n\\t\\tconst _onError = function ( e ) {\\n\\n\\t\\t\\tif ( onError ) {\\n\\n\\t\\t\\t\\tonError( e );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tconsole.error( e );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tscope.manager.itemError( url );\\n\\t\\t\\tscope.manager.itemEnd( url );\\n\\n\\t\\t};\\n\\n\\t\\tconst loader = new three__WEBPACK_IMPORTED_MODULE_0__.FileLoader( this.manager );\\n\\n\\t\\tloader.setPath( this.path );\\n\\t\\tloader.setResponseType( 'arraybuffer' );\\n\\t\\tloader.setRequestHeader( this.requestHeader );\\n\\t\\tloader.setWithCredentials( this.withCredentials );\\n\\n\\t\\tloader.load( url, function ( data ) {\\n\\n\\t\\t\\ttry {\\n\\n\\t\\t\\t\\tscope.parse( data, resourcePath, function ( gltf ) {\\n\\n\\t\\t\\t\\t\\tonLoad( gltf );\\n\\n\\t\\t\\t\\t\\tscope.manager.itemEnd( url );\\n\\n\\t\\t\\t\\t}, _onError );\\n\\n\\t\\t\\t} catch ( e ) {\\n\\n\\t\\t\\t\\t_onError( e );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}, onProgress, _onError );\\n\\n\\t}\\n\\n\\tsetDRACOLoader( dracoLoader ) {\\n\\n\\t\\tthis.dracoLoader = dracoLoader;\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tsetDDSLoader() {\\n\\n\\t\\tthrow new Error(\\n\\n\\t\\t\\t'THREE.GLTFLoader: \\\"MSFT_texture_dds\\\" no longer supported. Please update to \\\"KHR_texture_basisu\\\".'\\n\\n\\t\\t);\\n\\n\\t}\\n\\n\\tsetKTX2Loader( ktx2Loader ) {\\n\\n\\t\\tthis.ktx2Loader = ktx2Loader;\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tsetMeshoptDecoder( meshoptDecoder ) {\\n\\n\\t\\tthis.meshoptDecoder = meshoptDecoder;\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tregister( callback ) {\\n\\n\\t\\tif ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {\\n\\n\\t\\t\\tthis.pluginCallbacks.push( callback );\\n\\n\\t\\t}\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tunregister( callback ) {\\n\\n\\t\\tif ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {\\n\\n\\t\\t\\tthis.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );\\n\\n\\t\\t}\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tparse( data, path, onLoad, onError ) {\\n\\n\\t\\tlet json;\\n\\t\\tconst extensions = {};\\n\\t\\tconst plugins = {};\\n\\t\\tconst textDecoder = new TextDecoder();\\n\\n\\t\\tif ( typeof data === 'string' ) {\\n\\n\\t\\t\\tjson = JSON.parse( data );\\n\\n\\t\\t} else if ( data instanceof ArrayBuffer ) {\\n\\n\\t\\t\\tconst magic = textDecoder.decode( new Uint8Array( data, 0, 4 ) );\\n\\n\\t\\t\\tif ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {\\n\\n\\t\\t\\t\\ttry {\\n\\n\\t\\t\\t\\t\\textensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );\\n\\n\\t\\t\\t\\t} catch ( error ) {\\n\\n\\t\\t\\t\\t\\tif ( onError ) onError( error );\\n\\t\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tjson = JSON.parse( extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tjson = JSON.parse( textDecoder.decode( data ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tjson = data;\\n\\n\\t\\t}\\n\\n\\t\\tif ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {\\n\\n\\t\\t\\tif ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );\\n\\t\\t\\treturn;\\n\\n\\t\\t}\\n\\n\\t\\tconst parser = new GLTFParser( json, {\\n\\n\\t\\t\\tpath: path || this.resourcePath || '',\\n\\t\\t\\tcrossOrigin: this.crossOrigin,\\n\\t\\t\\trequestHeader: this.requestHeader,\\n\\t\\t\\tmanager: this.manager,\\n\\t\\t\\tktx2Loader: this.ktx2Loader,\\n\\t\\t\\tmeshoptDecoder: this.meshoptDecoder\\n\\n\\t\\t} );\\n\\n\\t\\tparser.fileLoader.setRequestHeader( this.requestHeader );\\n\\n\\t\\tfor ( let i = 0; i < this.pluginCallbacks.length; i ++ ) {\\n\\n\\t\\t\\tconst plugin = this.pluginCallbacks[ i ]( parser );\\n\\n\\t\\t\\tif ( ! plugin.name ) console.error( 'THREE.GLTFLoader: Invalid plugin found: missing name' );\\n\\n\\t\\t\\tplugins[ plugin.name ] = plugin;\\n\\n\\t\\t\\t// Workaround to avoid determining as unknown extension\\n\\t\\t\\t// in addUnknownExtensionsToUserData().\\n\\t\\t\\t// Remove this workaround if we move all the existing\\n\\t\\t\\t// extension handlers to plugin system\\n\\t\\t\\textensions[ plugin.name ] = true;\\n\\n\\t\\t}\\n\\n\\t\\tif ( json.extensionsUsed ) {\\n\\n\\t\\t\\tfor ( let i = 0; i < json.extensionsUsed.length; ++ i ) {\\n\\n\\t\\t\\t\\tconst extensionName = json.extensionsUsed[ i ];\\n\\t\\t\\t\\tconst extensionsRequired = json.extensionsRequired || [];\\n\\n\\t\\t\\t\\tswitch ( extensionName ) {\\n\\n\\t\\t\\t\\t\\tcase EXTENSIONS.KHR_MATERIALS_UNLIT:\\n\\t\\t\\t\\t\\t\\textensions[ extensionName ] = new GLTFMaterialsUnlitExtension();\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:\\n\\t\\t\\t\\t\\t\\textensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase EXTENSIONS.KHR_TEXTURE_TRANSFORM:\\n\\t\\t\\t\\t\\t\\textensions[ extensionName ] = new GLTFTextureTransformExtension();\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase EXTENSIONS.KHR_MESH_QUANTIZATION:\\n\\t\\t\\t\\t\\t\\textensions[ extensionName ] = new GLTFMeshQuantizationExtension();\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tdefault:\\n\\n\\t\\t\\t\\t\\t\\tif ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.GLTFLoader: Unknown extension \\\"' + extensionName + '\\\".' );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tparser.setExtensions( extensions );\\n\\t\\tparser.setPlugins( plugins );\\n\\t\\tparser.parse( onLoad, onError );\\n\\n\\t}\\n\\n\\tparseAsync( data, path ) {\\n\\n\\t\\tconst scope = this;\\n\\n\\t\\treturn new Promise( function ( resolve, reject ) {\\n\\n\\t\\t\\tscope.parse( data, path, resolve, reject );\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n}\\n\\n/* GLTFREGISTRY */\\n\\nfunction GLTFRegistry() {\\n\\n\\tlet objects = {};\\n\\n\\treturn\\t{\\n\\n\\t\\tget: function ( key ) {\\n\\n\\t\\t\\treturn objects[ key ];\\n\\n\\t\\t},\\n\\n\\t\\tadd: function ( key, object ) {\\n\\n\\t\\t\\tobjects[ key ] = object;\\n\\n\\t\\t},\\n\\n\\t\\tremove: function ( key ) {\\n\\n\\t\\t\\tdelete objects[ key ];\\n\\n\\t\\t},\\n\\n\\t\\tremoveAll: function () {\\n\\n\\t\\t\\tobjects = {};\\n\\n\\t\\t}\\n\\n\\t};\\n\\n}\\n\\n/*********************************/\\n/********** EXTENSIONS ***********/\\n/*********************************/\\n\\nconst EXTENSIONS = {\\n\\tKHR_BINARY_GLTF: 'KHR_binary_glTF',\\n\\tKHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',\\n\\tKHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',\\n\\tKHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat',\\n\\tKHR_MATERIALS_IOR: 'KHR_materials_ior',\\n\\tKHR_MATERIALS_SHEEN: 'KHR_materials_sheen',\\n\\tKHR_MATERIALS_SPECULAR: 'KHR_materials_specular',\\n\\tKHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission',\\n\\tKHR_MATERIALS_IRIDESCENCE: 'KHR_materials_iridescence',\\n\\tKHR_MATERIALS_ANISOTROPY: 'KHR_materials_anisotropy',\\n\\tKHR_MATERIALS_UNLIT: 'KHR_materials_unlit',\\n\\tKHR_MATERIALS_VOLUME: 'KHR_materials_volume',\\n\\tKHR_TEXTURE_BASISU: 'KHR_texture_basisu',\\n\\tKHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',\\n\\tKHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',\\n\\tKHR_MATERIALS_EMISSIVE_STRENGTH: 'KHR_materials_emissive_strength',\\n\\tEXT_MATERIALS_BUMP: 'EXT_materials_bump',\\n\\tEXT_TEXTURE_WEBP: 'EXT_texture_webp',\\n\\tEXT_TEXTURE_AVIF: 'EXT_texture_avif',\\n\\tEXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression',\\n\\tEXT_MESH_GPU_INSTANCING: 'EXT_mesh_gpu_instancing'\\n};\\n\\n/**\\n * Punctual Lights Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual\\n */\\nclass GLTFLightsExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL;\\n\\n\\t\\t// Object3D instance caches\\n\\t\\tthis.cache = { refs: {}, uses: {} };\\n\\n\\t}\\n\\n\\t_markDefs() {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst nodeDefs = this.parser.json.nodes || [];\\n\\n\\t\\tfor ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\\n\\n\\t\\t\\tconst nodeDef = nodeDefs[ nodeIndex ];\\n\\n\\t\\t\\tif ( nodeDef.extensions\\n\\t\\t\\t\\t\\t&& nodeDef.extensions[ this.name ]\\n\\t\\t\\t\\t\\t&& nodeDef.extensions[ this.name ].light !== undefined ) {\\n\\n\\t\\t\\t\\tparser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t_loadLight( lightIndex ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst cacheKey = 'light:' + lightIndex;\\n\\t\\tlet dependency = parser.cache.get( cacheKey );\\n\\n\\t\\tif ( dependency ) return dependency;\\n\\n\\t\\tconst json = parser.json;\\n\\t\\tconst extensions = ( json.extensions && json.extensions[ this.name ] ) || {};\\n\\t\\tconst lightDefs = extensions.lights || [];\\n\\t\\tconst lightDef = lightDefs[ lightIndex ];\\n\\t\\tlet lightNode;\\n\\n\\t\\tconst color = new three__WEBPACK_IMPORTED_MODULE_0__.Color( 0xffffff );\\n\\n\\t\\tif ( lightDef.color !== undefined ) color.setRGB( lightDef.color[ 0 ], lightDef.color[ 1 ], lightDef.color[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\\n\\n\\t\\tconst range = lightDef.range !== undefined ? lightDef.range : 0;\\n\\n\\t\\tswitch ( lightDef.type ) {\\n\\n\\t\\t\\tcase 'directional':\\n\\t\\t\\t\\tlightNode = new three__WEBPACK_IMPORTED_MODULE_0__.DirectionalLight( color );\\n\\t\\t\\t\\tlightNode.target.position.set( 0, 0, - 1 );\\n\\t\\t\\t\\tlightNode.add( lightNode.target );\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase 'point':\\n\\t\\t\\t\\tlightNode = new three__WEBPACK_IMPORTED_MODULE_0__.PointLight( color );\\n\\t\\t\\t\\tlightNode.distance = range;\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase 'spot':\\n\\t\\t\\t\\tlightNode = new three__WEBPACK_IMPORTED_MODULE_0__.SpotLight( color );\\n\\t\\t\\t\\tlightNode.distance = range;\\n\\t\\t\\t\\t// Handle spotlight properties.\\n\\t\\t\\t\\tlightDef.spot = lightDef.spot || {};\\n\\t\\t\\t\\tlightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;\\n\\t\\t\\t\\tlightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;\\n\\t\\t\\t\\tlightNode.angle = lightDef.spot.outerConeAngle;\\n\\t\\t\\t\\tlightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;\\n\\t\\t\\t\\tlightNode.target.position.set( 0, 0, - 1 );\\n\\t\\t\\t\\tlightNode.add( lightNode.target );\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tdefault:\\n\\t\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type );\\n\\n\\t\\t}\\n\\n\\t\\t// Some lights (e.g. spot) default to a position other than the origin. Reset the position\\n\\t\\t// here, because node-level parsing will only override position if explicitly specified.\\n\\t\\tlightNode.position.set( 0, 0, 0 );\\n\\n\\t\\tlightNode.decay = 2;\\n\\n\\t\\tassignExtrasToUserData( lightNode, lightDef );\\n\\n\\t\\tif ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;\\n\\n\\t\\tlightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) );\\n\\n\\t\\tdependency = Promise.resolve( lightNode );\\n\\n\\t\\tparser.cache.add( cacheKey, dependency );\\n\\n\\t\\treturn dependency;\\n\\n\\t}\\n\\n\\tgetDependency( type, index ) {\\n\\n\\t\\tif ( type !== 'light' ) return;\\n\\n\\t\\treturn this._loadLight( index );\\n\\n\\t}\\n\\n\\tcreateNodeAttachment( nodeIndex ) {\\n\\n\\t\\tconst self = this;\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst json = parser.json;\\n\\t\\tconst nodeDef = json.nodes[ nodeIndex ];\\n\\t\\tconst lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {};\\n\\t\\tconst lightIndex = lightDef.light;\\n\\n\\t\\tif ( lightIndex === undefined ) return null;\\n\\n\\t\\treturn this._loadLight( lightIndex ).then( function ( light ) {\\n\\n\\t\\t\\treturn parser._getNodeRef( self.cache, lightIndex, light );\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Unlit Materials Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit\\n */\\nclass GLTFMaterialsUnlitExtension {\\n\\n\\tconstructor() {\\n\\n\\t\\tthis.name = EXTENSIONS.KHR_MATERIALS_UNLIT;\\n\\n\\t}\\n\\n\\tgetMaterialType() {\\n\\n\\t\\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial;\\n\\n\\t}\\n\\n\\textendParams( materialParams, materialDef, parser ) {\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tmaterialParams.color = new three__WEBPACK_IMPORTED_MODULE_0__.Color( 1.0, 1.0, 1.0 );\\n\\t\\tmaterialParams.opacity = 1.0;\\n\\n\\t\\tconst metallicRoughness = materialDef.pbrMetallicRoughness;\\n\\n\\t\\tif ( metallicRoughness ) {\\n\\n\\t\\t\\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\\n\\n\\t\\t\\t\\tconst array = metallicRoughness.baseColorFactor;\\n\\n\\t\\t\\t\\tmaterialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\\n\\t\\t\\t\\tmaterialParams.opacity = array[ 3 ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( metallicRoughness.baseColorTexture !== undefined ) {\\n\\n\\t\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pending );\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Materials Emissive Strength Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/blob/5768b3ce0ef32bc39cdf1bef10b948586635ead3/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md\\n */\\nclass GLTFMaterialsEmissiveStrengthExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.KHR_MATERIALS_EMISSIVE_STRENGTH;\\n\\n\\t}\\n\\n\\textendMaterialParams( materialIndex, materialParams ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\\n\\n\\t\\t\\treturn Promise.resolve();\\n\\n\\t\\t}\\n\\n\\t\\tconst emissiveStrength = materialDef.extensions[ this.name ].emissiveStrength;\\n\\n\\t\\tif ( emissiveStrength !== undefined ) {\\n\\n\\t\\t\\tmaterialParams.emissiveIntensity = emissiveStrength;\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.resolve();\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Clearcoat Materials Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat\\n */\\nclass GLTFMaterialsClearcoatExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT;\\n\\n\\t}\\n\\n\\tgetMaterialType( materialIndex ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\\n\\n\\t\\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\\n\\n\\t}\\n\\n\\textendMaterialParams( materialIndex, materialParams ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\\n\\n\\t\\t\\treturn Promise.resolve();\\n\\n\\t\\t}\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tconst extension = materialDef.extensions[ this.name ];\\n\\n\\t\\tif ( extension.clearcoatFactor !== undefined ) {\\n\\n\\t\\t\\tmaterialParams.clearcoat = extension.clearcoatFactor;\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.clearcoatTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) );\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.clearcoatRoughnessFactor !== undefined ) {\\n\\n\\t\\t\\tmaterialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor;\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.clearcoatRoughnessTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) );\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.clearcoatNormalTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) );\\n\\n\\t\\t\\tif ( extension.clearcoatNormalTexture.scale !== undefined ) {\\n\\n\\t\\t\\t\\tconst scale = extension.clearcoatNormalTexture.scale;\\n\\n\\t\\t\\t\\tmaterialParams.clearcoatNormalScale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2( scale, scale );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pending );\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Iridescence Materials Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_iridescence\\n */\\nclass GLTFMaterialsIridescenceExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.KHR_MATERIALS_IRIDESCENCE;\\n\\n\\t}\\n\\n\\tgetMaterialType( materialIndex ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\\n\\n\\t\\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\\n\\n\\t}\\n\\n\\textendMaterialParams( materialIndex, materialParams ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\\n\\n\\t\\t\\treturn Promise.resolve();\\n\\n\\t\\t}\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tconst extension = materialDef.extensions[ this.name ];\\n\\n\\t\\tif ( extension.iridescenceFactor !== undefined ) {\\n\\n\\t\\t\\tmaterialParams.iridescence = extension.iridescenceFactor;\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.iridescenceTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'iridescenceMap', extension.iridescenceTexture ) );\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.iridescenceIor !== undefined ) {\\n\\n\\t\\t\\tmaterialParams.iridescenceIOR = extension.iridescenceIor;\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialParams.iridescenceThicknessRange === undefined ) {\\n\\n\\t\\t\\tmaterialParams.iridescenceThicknessRange = [ 100, 400 ];\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.iridescenceThicknessMinimum !== undefined ) {\\n\\n\\t\\t\\tmaterialParams.iridescenceThicknessRange[ 0 ] = extension.iridescenceThicknessMinimum;\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.iridescenceThicknessMaximum !== undefined ) {\\n\\n\\t\\t\\tmaterialParams.iridescenceThicknessRange[ 1 ] = extension.iridescenceThicknessMaximum;\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.iridescenceThicknessTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'iridescenceThicknessMap', extension.iridescenceThicknessTexture ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pending );\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Sheen Materials Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen\\n */\\nclass GLTFMaterialsSheenExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.KHR_MATERIALS_SHEEN;\\n\\n\\t}\\n\\n\\tgetMaterialType( materialIndex ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\\n\\n\\t\\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\\n\\n\\t}\\n\\n\\textendMaterialParams( materialIndex, materialParams ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\\n\\n\\t\\t\\treturn Promise.resolve();\\n\\n\\t\\t}\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tmaterialParams.sheenColor = new three__WEBPACK_IMPORTED_MODULE_0__.Color( 0, 0, 0 );\\n\\t\\tmaterialParams.sheenRoughness = 0;\\n\\t\\tmaterialParams.sheen = 1;\\n\\n\\t\\tconst extension = materialDef.extensions[ this.name ];\\n\\n\\t\\tif ( extension.sheenColorFactor !== undefined ) {\\n\\n\\t\\t\\tconst colorFactor = extension.sheenColorFactor;\\n\\t\\t\\tmaterialParams.sheenColor.setRGB( colorFactor[ 0 ], colorFactor[ 1 ], colorFactor[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.sheenRoughnessFactor !== undefined ) {\\n\\n\\t\\t\\tmaterialParams.sheenRoughness = extension.sheenRoughnessFactor;\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.sheenColorTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'sheenColorMap', extension.sheenColorTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.sheenRoughnessTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'sheenRoughnessMap', extension.sheenRoughnessTexture ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pending );\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Transmission Materials Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission\\n * Draft: https://github.com/KhronosGroup/glTF/pull/1698\\n */\\nclass GLTFMaterialsTransmissionExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION;\\n\\n\\t}\\n\\n\\tgetMaterialType( materialIndex ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\\n\\n\\t\\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\\n\\n\\t}\\n\\n\\textendMaterialParams( materialIndex, materialParams ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\\n\\n\\t\\t\\treturn Promise.resolve();\\n\\n\\t\\t}\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tconst extension = materialDef.extensions[ this.name ];\\n\\n\\t\\tif ( extension.transmissionFactor !== undefined ) {\\n\\n\\t\\t\\tmaterialParams.transmission = extension.transmissionFactor;\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.transmissionTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pending );\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Materials Volume Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume\\n */\\nclass GLTFMaterialsVolumeExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.KHR_MATERIALS_VOLUME;\\n\\n\\t}\\n\\n\\tgetMaterialType( materialIndex ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\\n\\n\\t\\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\\n\\n\\t}\\n\\n\\textendMaterialParams( materialIndex, materialParams ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\\n\\n\\t\\t\\treturn Promise.resolve();\\n\\n\\t\\t}\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tconst extension = materialDef.extensions[ this.name ];\\n\\n\\t\\tmaterialParams.thickness = extension.thicknessFactor !== undefined ? extension.thicknessFactor : 0;\\n\\n\\t\\tif ( extension.thicknessTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'thicknessMap', extension.thicknessTexture ) );\\n\\n\\t\\t}\\n\\n\\t\\tmaterialParams.attenuationDistance = extension.attenuationDistance || Infinity;\\n\\n\\t\\tconst colorArray = extension.attenuationColor || [ 1, 1, 1 ];\\n\\t\\tmaterialParams.attenuationColor = new three__WEBPACK_IMPORTED_MODULE_0__.Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\\n\\n\\t\\treturn Promise.all( pending );\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Materials ior Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior\\n */\\nclass GLTFMaterialsIorExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.KHR_MATERIALS_IOR;\\n\\n\\t}\\n\\n\\tgetMaterialType( materialIndex ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\\n\\n\\t\\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\\n\\n\\t}\\n\\n\\textendMaterialParams( materialIndex, materialParams ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\\n\\n\\t\\t\\treturn Promise.resolve();\\n\\n\\t\\t}\\n\\n\\t\\tconst extension = materialDef.extensions[ this.name ];\\n\\n\\t\\tmaterialParams.ior = extension.ior !== undefined ? extension.ior : 1.5;\\n\\n\\t\\treturn Promise.resolve();\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Materials specular Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular\\n */\\nclass GLTFMaterialsSpecularExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.KHR_MATERIALS_SPECULAR;\\n\\n\\t}\\n\\n\\tgetMaterialType( materialIndex ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\\n\\n\\t\\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\\n\\n\\t}\\n\\n\\textendMaterialParams( materialIndex, materialParams ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\\n\\n\\t\\t\\treturn Promise.resolve();\\n\\n\\t\\t}\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tconst extension = materialDef.extensions[ this.name ];\\n\\n\\t\\tmaterialParams.specularIntensity = extension.specularFactor !== undefined ? extension.specularFactor : 1.0;\\n\\n\\t\\tif ( extension.specularTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'specularIntensityMap', extension.specularTexture ) );\\n\\n\\t\\t}\\n\\n\\t\\tconst colorArray = extension.specularColorFactor || [ 1, 1, 1 ];\\n\\t\\tmaterialParams.specularColor = new three__WEBPACK_IMPORTED_MODULE_0__.Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\\n\\n\\t\\tif ( extension.specularColorTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'specularColorMap', extension.specularColorTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pending );\\n\\n\\t}\\n\\n}\\n\\n\\n/**\\n * Materials bump Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/EXT_materials_bump\\n */\\nclass GLTFMaterialsBumpExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.EXT_MATERIALS_BUMP;\\n\\n\\t}\\n\\n\\tgetMaterialType( materialIndex ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\\n\\n\\t\\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\\n\\n\\t}\\n\\n\\textendMaterialParams( materialIndex, materialParams ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\\n\\n\\t\\t\\treturn Promise.resolve();\\n\\n\\t\\t}\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tconst extension = materialDef.extensions[ this.name ];\\n\\n\\t\\tmaterialParams.bumpScale = extension.bumpFactor !== undefined ? extension.bumpFactor : 1.0;\\n\\n\\t\\tif ( extension.bumpTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'bumpMap', extension.bumpTexture ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pending );\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Materials anisotropy Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_anisotropy\\n */\\nclass GLTFMaterialsAnisotropyExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.KHR_MATERIALS_ANISOTROPY;\\n\\n\\t}\\n\\n\\tgetMaterialType( materialIndex ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\\n\\n\\t\\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\\n\\n\\t}\\n\\n\\textendMaterialParams( materialIndex, materialParams ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst materialDef = parser.json.materials[ materialIndex ];\\n\\n\\t\\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\\n\\n\\t\\t\\treturn Promise.resolve();\\n\\n\\t\\t}\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tconst extension = materialDef.extensions[ this.name ];\\n\\n\\t\\tif ( extension.anisotropyStrength !== undefined ) {\\n\\n\\t\\t\\tmaterialParams.anisotropy = extension.anisotropyStrength;\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.anisotropyRotation !== undefined ) {\\n\\n\\t\\t\\tmaterialParams.anisotropyRotation = extension.anisotropyRotation;\\n\\n\\t\\t}\\n\\n\\t\\tif ( extension.anisotropyTexture !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'anisotropyMap', extension.anisotropyTexture ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pending );\\n\\n\\t}\\n\\n}\\n\\n/**\\n * BasisU Texture Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu\\n */\\nclass GLTFTextureBasisUExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.KHR_TEXTURE_BASISU;\\n\\n\\t}\\n\\n\\tloadTexture( textureIndex ) {\\n\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst json = parser.json;\\n\\n\\t\\tconst textureDef = json.textures[ textureIndex ];\\n\\n\\t\\tif ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) {\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\tconst extension = textureDef.extensions[ this.name ];\\n\\t\\tconst loader = parser.options.ktx2Loader;\\n\\n\\t\\tif ( ! loader ) {\\n\\n\\t\\t\\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\\n\\n\\t\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t// Assumes that the extension is optional and that a fallback texture is present\\n\\t\\t\\t\\treturn null;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn parser.loadTextureImage( textureIndex, extension.source, loader );\\n\\n\\t}\\n\\n}\\n\\n/**\\n * WebP Texture Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp\\n */\\nclass GLTFTextureWebPExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.EXT_TEXTURE_WEBP;\\n\\t\\tthis.isSupported = null;\\n\\n\\t}\\n\\n\\tloadTexture( textureIndex ) {\\n\\n\\t\\tconst name = this.name;\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst json = parser.json;\\n\\n\\t\\tconst textureDef = json.textures[ textureIndex ];\\n\\n\\t\\tif ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\tconst extension = textureDef.extensions[ name ];\\n\\t\\tconst source = json.images[ extension.source ];\\n\\n\\t\\tlet loader = parser.textureLoader;\\n\\t\\tif ( source.uri ) {\\n\\n\\t\\t\\tconst handler = parser.options.manager.getHandler( source.uri );\\n\\t\\t\\tif ( handler !== null ) loader = handler;\\n\\n\\t\\t}\\n\\n\\t\\treturn this.detectSupport().then( function ( isSupported ) {\\n\\n\\t\\t\\tif ( isSupported ) return parser.loadTextureImage( textureIndex, extension.source, loader );\\n\\n\\t\\t\\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {\\n\\n\\t\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: WebP required by asset but unsupported.' );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// Fall back to PNG or JPEG.\\n\\t\\t\\treturn parser.loadTexture( textureIndex );\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\tdetectSupport() {\\n\\n\\t\\tif ( ! this.isSupported ) {\\n\\n\\t\\t\\tthis.isSupported = new Promise( function ( resolve ) {\\n\\n\\t\\t\\t\\tconst image = new Image();\\n\\n\\t\\t\\t\\t// Lossy test image. Support for lossy images doesn't guarantee support for all\\n\\t\\t\\t\\t// WebP images, unfortunately.\\n\\t\\t\\t\\timage.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA';\\n\\n\\t\\t\\t\\timage.onload = image.onerror = function () {\\n\\n\\t\\t\\t\\t\\tresolve( image.height === 1 );\\n\\n\\t\\t\\t\\t};\\n\\n\\t\\t\\t} );\\n\\n\\t\\t}\\n\\n\\t\\treturn this.isSupported;\\n\\n\\t}\\n\\n}\\n\\n/**\\n * AVIF Texture Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_avif\\n */\\nclass GLTFTextureAVIFExtension {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.parser = parser;\\n\\t\\tthis.name = EXTENSIONS.EXT_TEXTURE_AVIF;\\n\\t\\tthis.isSupported = null;\\n\\n\\t}\\n\\n\\tloadTexture( textureIndex ) {\\n\\n\\t\\tconst name = this.name;\\n\\t\\tconst parser = this.parser;\\n\\t\\tconst json = parser.json;\\n\\n\\t\\tconst textureDef = json.textures[ textureIndex ];\\n\\n\\t\\tif ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\tconst extension = textureDef.extensions[ name ];\\n\\t\\tconst source = json.images[ extension.source ];\\n\\n\\t\\tlet loader = parser.textureLoader;\\n\\t\\tif ( source.uri ) {\\n\\n\\t\\t\\tconst handler = parser.options.manager.getHandler( source.uri );\\n\\t\\t\\tif ( handler !== null ) loader = handler;\\n\\n\\t\\t}\\n\\n\\t\\treturn this.detectSupport().then( function ( isSupported ) {\\n\\n\\t\\t\\tif ( isSupported ) return parser.loadTextureImage( textureIndex, extension.source, loader );\\n\\n\\t\\t\\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {\\n\\n\\t\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: AVIF required by asset but unsupported.' );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// Fall back to PNG or JPEG.\\n\\t\\t\\treturn parser.loadTexture( textureIndex );\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\tdetectSupport() {\\n\\n\\t\\tif ( ! this.isSupported ) {\\n\\n\\t\\t\\tthis.isSupported = new Promise( function ( resolve ) {\\n\\n\\t\\t\\t\\tconst image = new Image();\\n\\n\\t\\t\\t\\t// Lossy test image.\\n\\t\\t\\t\\timage.src = 'data:image/avif;base64,AAAAIGZ0eXBhdmlmAAAAAGF2aWZtaWYxbWlhZk1BMUIAAADybWV0YQAAAAAAAAAoaGRscgAAAAAAAAAAcGljdAAAAAAAAAAAAAAAAGxpYmF2aWYAAAAADnBpdG0AAAAAAAEAAAAeaWxvYwAAAABEAAABAAEAAAABAAABGgAAABcAAAAoaWluZgAAAAAAAQAAABppbmZlAgAAAAABAABhdjAxQ29sb3IAAAAAamlwcnAAAABLaXBjbwAAABRpc3BlAAAAAAAAAAEAAAABAAAAEHBpeGkAAAAAAwgICAAAAAxhdjFDgQAMAAAAABNjb2xybmNseAACAAIABoAAAAAXaXBtYQAAAAAAAAABAAEEAQKDBAAAAB9tZGF0EgAKCBgABogQEDQgMgkQAAAAB8dSLfI=';\\n\\t\\t\\t\\timage.onload = image.onerror = function () {\\n\\n\\t\\t\\t\\t\\tresolve( image.height === 1 );\\n\\n\\t\\t\\t\\t};\\n\\n\\t\\t\\t} );\\n\\n\\t\\t}\\n\\n\\t\\treturn this.isSupported;\\n\\n\\t}\\n\\n}\\n\\n/**\\n * meshopt BufferView Compression Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression\\n */\\nclass GLTFMeshoptCompression {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION;\\n\\t\\tthis.parser = parser;\\n\\n\\t}\\n\\n\\tloadBufferView( index ) {\\n\\n\\t\\tconst json = this.parser.json;\\n\\t\\tconst bufferView = json.bufferViews[ index ];\\n\\n\\t\\tif ( bufferView.extensions && bufferView.extensions[ this.name ] ) {\\n\\n\\t\\t\\tconst extensionDef = bufferView.extensions[ this.name ];\\n\\n\\t\\t\\tconst buffer = this.parser.getDependency( 'buffer', extensionDef.buffer );\\n\\t\\t\\tconst decoder = this.parser.options.meshoptDecoder;\\n\\n\\t\\t\\tif ( ! decoder || ! decoder.supported ) {\\n\\n\\t\\t\\t\\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\\n\\n\\t\\t\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t// Assumes that the extension is optional and that fallback buffer data is present\\n\\t\\t\\t\\t\\treturn null;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn buffer.then( function ( res ) {\\n\\n\\t\\t\\t\\tconst byteOffset = extensionDef.byteOffset || 0;\\n\\t\\t\\t\\tconst byteLength = extensionDef.byteLength || 0;\\n\\n\\t\\t\\t\\tconst count = extensionDef.count;\\n\\t\\t\\t\\tconst stride = extensionDef.byteStride;\\n\\n\\t\\t\\t\\tconst source = new Uint8Array( res, byteOffset, byteLength );\\n\\n\\t\\t\\t\\tif ( decoder.decodeGltfBufferAsync ) {\\n\\n\\t\\t\\t\\t\\treturn decoder.decodeGltfBufferAsync( count, stride, source, extensionDef.mode, extensionDef.filter ).then( function ( res ) {\\n\\n\\t\\t\\t\\t\\t\\treturn res.buffer;\\n\\n\\t\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t// Support for MeshoptDecoder 0.18 or earlier, without decodeGltfBufferAsync\\n\\t\\t\\t\\t\\treturn decoder.ready.then( function () {\\n\\n\\t\\t\\t\\t\\t\\tconst result = new ArrayBuffer( count * stride );\\n\\t\\t\\t\\t\\t\\tdecoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter );\\n\\t\\t\\t\\t\\t\\treturn result;\\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\\treturn null;\\n\\n\\t\\t}\\n\\n\\t}\\n\\n}\\n\\n/**\\n * GPU Instancing Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_mesh_gpu_instancing\\n *\\n */\\nclass GLTFMeshGpuInstancing {\\n\\n\\tconstructor( parser ) {\\n\\n\\t\\tthis.name = EXTENSIONS.EXT_MESH_GPU_INSTANCING;\\n\\t\\tthis.parser = parser;\\n\\n\\t}\\n\\n\\tcreateNodeMesh( nodeIndex ) {\\n\\n\\t\\tconst json = this.parser.json;\\n\\t\\tconst nodeDef = json.nodes[ nodeIndex ];\\n\\n\\t\\tif ( ! nodeDef.extensions || ! nodeDef.extensions[ this.name ] ||\\n\\t\\t\\tnodeDef.mesh === undefined ) {\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\tconst meshDef = json.meshes[ nodeDef.mesh ];\\n\\n\\t\\t// No Points or Lines + Instancing support yet\\n\\n\\t\\tfor ( const primitive of meshDef.primitives ) {\\n\\n\\t\\t\\tif ( primitive.mode !== WEBGL_CONSTANTS.TRIANGLES &&\\n\\t\\t\\t\\t primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_STRIP &&\\n\\t\\t\\t\\t primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_FAN &&\\n\\t\\t\\t\\t primitive.mode !== undefined ) {\\n\\n\\t\\t\\t\\treturn null;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tconst extensionDef = nodeDef.extensions[ this.name ];\\n\\t\\tconst attributesDef = extensionDef.attributes;\\n\\n\\t\\t// @TODO: Can we support InstancedMesh + SkinnedMesh?\\n\\n\\t\\tconst pending = [];\\n\\t\\tconst attributes = {};\\n\\n\\t\\tfor ( const key in attributesDef ) {\\n\\n\\t\\t\\tpending.push( this.parser.getDependency( 'accessor', attributesDef[ key ] ).then( accessor => {\\n\\n\\t\\t\\t\\tattributes[ key ] = accessor;\\n\\t\\t\\t\\treturn attributes[ key ];\\n\\n\\t\\t\\t} ) );\\n\\n\\t\\t}\\n\\n\\t\\tif ( pending.length < 1 ) {\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\tpending.push( this.parser.createNodeMesh( nodeIndex ) );\\n\\n\\t\\treturn Promise.all( pending ).then( results => {\\n\\n\\t\\t\\tconst nodeObject = results.pop();\\n\\t\\t\\tconst meshes = nodeObject.isGroup ? nodeObject.children : [ nodeObject ];\\n\\t\\t\\tconst count = results[ 0 ].count; // All attribute counts should be same\\n\\t\\t\\tconst instancedMeshes = [];\\n\\n\\t\\t\\tfor ( const mesh of meshes ) {\\n\\n\\t\\t\\t\\t// Temporal variables\\n\\t\\t\\t\\tconst m = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\t\\t\\t\\tconst p = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\t\\t\\tconst q = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\\n\\t\\t\\t\\tconst s = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3( 1, 1, 1 );\\n\\n\\t\\t\\t\\tconst instancedMesh = new three__WEBPACK_IMPORTED_MODULE_0__.InstancedMesh( mesh.geometry, mesh.material, count );\\n\\n\\t\\t\\t\\tfor ( let i = 0; i < count; i ++ ) {\\n\\n\\t\\t\\t\\t\\tif ( attributes.TRANSLATION ) {\\n\\n\\t\\t\\t\\t\\t\\tp.fromBufferAttribute( attributes.TRANSLATION, i );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( attributes.ROTATION ) {\\n\\n\\t\\t\\t\\t\\t\\tq.fromBufferAttribute( attributes.ROTATION, i );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( attributes.SCALE ) {\\n\\n\\t\\t\\t\\t\\t\\ts.fromBufferAttribute( attributes.SCALE, i );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tinstancedMesh.setMatrixAt( i, m.compose( p, q, s ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// Add instance attributes to the geometry, excluding TRS.\\n\\t\\t\\t\\tfor ( const attributeName in attributes ) {\\n\\n\\t\\t\\t\\t\\tif ( attributeName === '_COLOR_0' ) {\\n\\n\\t\\t\\t\\t\\t\\tconst attr = attributes[ attributeName ];\\n\\t\\t\\t\\t\\t\\tinstancedMesh.instanceColor = new three__WEBPACK_IMPORTED_MODULE_0__.InstancedBufferAttribute( attr.array, attr.itemSize, attr.normalized );\\n\\n\\t\\t\\t\\t\\t} else if ( attributeName !== 'TRANSLATION' &&\\n\\t\\t\\t\\t\\t\\t attributeName !== 'ROTATION' &&\\n\\t\\t\\t\\t\\t\\t attributeName !== 'SCALE' ) {\\n\\n\\t\\t\\t\\t\\t\\tmesh.geometry.setAttribute( attributeName, attributes[ attributeName ] );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// Just in case\\n\\t\\t\\t\\tthree__WEBPACK_IMPORTED_MODULE_0__.Object3D.prototype.copy.call( instancedMesh, mesh );\\n\\n\\t\\t\\t\\tthis.parser.assignFinalMaterial( instancedMesh );\\n\\n\\t\\t\\t\\tinstancedMeshes.push( instancedMesh );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( nodeObject.isGroup ) {\\n\\n\\t\\t\\t\\tnodeObject.clear();\\n\\n\\t\\t\\t\\tnodeObject.add( ... instancedMeshes );\\n\\n\\t\\t\\t\\treturn nodeObject;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn instancedMeshes[ 0 ];\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n}\\n\\n/* BINARY EXTENSION */\\nconst BINARY_EXTENSION_HEADER_MAGIC = 'glTF';\\nconst BINARY_EXTENSION_HEADER_LENGTH = 12;\\nconst BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 };\\n\\nclass GLTFBinaryExtension {\\n\\n\\tconstructor( data ) {\\n\\n\\t\\tthis.name = EXTENSIONS.KHR_BINARY_GLTF;\\n\\t\\tthis.content = null;\\n\\t\\tthis.body = null;\\n\\n\\t\\tconst headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );\\n\\t\\tconst textDecoder = new TextDecoder();\\n\\n\\t\\tthis.header = {\\n\\t\\t\\tmagic: textDecoder.decode( new Uint8Array( data.slice( 0, 4 ) ) ),\\n\\t\\t\\tversion: headerView.getUint32( 4, true ),\\n\\t\\t\\tlength: headerView.getUint32( 8, true )\\n\\t\\t};\\n\\n\\t\\tif ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {\\n\\n\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );\\n\\n\\t\\t} else if ( this.header.version < 2.0 ) {\\n\\n\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );\\n\\n\\t\\t}\\n\\n\\t\\tconst chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH;\\n\\t\\tconst chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );\\n\\t\\tlet chunkIndex = 0;\\n\\n\\t\\twhile ( chunkIndex < chunkContentsLength ) {\\n\\n\\t\\t\\tconst chunkLength = chunkView.getUint32( chunkIndex, true );\\n\\t\\t\\tchunkIndex += 4;\\n\\n\\t\\t\\tconst chunkType = chunkView.getUint32( chunkIndex, true );\\n\\t\\t\\tchunkIndex += 4;\\n\\n\\t\\t\\tif ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {\\n\\n\\t\\t\\t\\tconst contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );\\n\\t\\t\\t\\tthis.content = textDecoder.decode( contentArray );\\n\\n\\t\\t\\t} else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {\\n\\n\\t\\t\\t\\tconst byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;\\n\\t\\t\\t\\tthis.body = data.slice( byteOffset, byteOffset + chunkLength );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// Clients must ignore chunks with unknown types.\\n\\n\\t\\t\\tchunkIndex += chunkLength;\\n\\n\\t\\t}\\n\\n\\t\\tif ( this.content === null ) {\\n\\n\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: JSON content not found.' );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n}\\n\\n/**\\n * DRACO Mesh Compression Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression\\n */\\nclass GLTFDracoMeshCompressionExtension {\\n\\n\\tconstructor( json, dracoLoader ) {\\n\\n\\t\\tif ( ! dracoLoader ) {\\n\\n\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );\\n\\n\\t\\t}\\n\\n\\t\\tthis.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;\\n\\t\\tthis.json = json;\\n\\t\\tthis.dracoLoader = dracoLoader;\\n\\t\\tthis.dracoLoader.preload();\\n\\n\\t}\\n\\n\\tdecodePrimitive( primitive, parser ) {\\n\\n\\t\\tconst json = this.json;\\n\\t\\tconst dracoLoader = this.dracoLoader;\\n\\t\\tconst bufferViewIndex = primitive.extensions[ this.name ].bufferView;\\n\\t\\tconst gltfAttributeMap = primitive.extensions[ this.name ].attributes;\\n\\t\\tconst threeAttributeMap = {};\\n\\t\\tconst attributeNormalizedMap = {};\\n\\t\\tconst attributeTypeMap = {};\\n\\n\\t\\tfor ( const attributeName in gltfAttributeMap ) {\\n\\n\\t\\t\\tconst threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\\n\\n\\t\\t\\tthreeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];\\n\\n\\t\\t}\\n\\n\\t\\tfor ( const attributeName in primitive.attributes ) {\\n\\n\\t\\t\\tconst threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\\n\\n\\t\\t\\tif ( gltfAttributeMap[ attributeName ] !== undefined ) {\\n\\n\\t\\t\\t\\tconst accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];\\n\\t\\t\\t\\tconst componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\\n\\n\\t\\t\\t\\tattributeTypeMap[ threeAttributeName ] = componentType.name;\\n\\t\\t\\t\\tattributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {\\n\\n\\t\\t\\treturn new Promise( function ( resolve, reject ) {\\n\\n\\t\\t\\t\\tdracoLoader.decodeDracoFile( bufferView, function ( geometry ) {\\n\\n\\t\\t\\t\\t\\tfor ( const attributeName in geometry.attributes ) {\\n\\n\\t\\t\\t\\t\\t\\tconst attribute = geometry.attributes[ attributeName ];\\n\\t\\t\\t\\t\\t\\tconst normalized = attributeNormalizedMap[ attributeName ];\\n\\n\\t\\t\\t\\t\\t\\tif ( normalized !== undefined ) attribute.normalized = normalized;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tresolve( geometry );\\n\\n\\t\\t\\t\\t}, threeAttributeMap, attributeTypeMap, three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace, reject );\\n\\n\\t\\t\\t} );\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Texture Transform Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform\\n */\\nclass GLTFTextureTransformExtension {\\n\\n\\tconstructor() {\\n\\n\\t\\tthis.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;\\n\\n\\t}\\n\\n\\textendTexture( texture, transform ) {\\n\\n\\t\\tif ( ( transform.texCoord === undefined || transform.texCoord === texture.channel )\\n\\t\\t\\t&& transform.offset === undefined\\n\\t\\t\\t&& transform.rotation === undefined\\n\\t\\t\\t&& transform.scale === undefined ) {\\n\\n\\t\\t\\t// See https://github.com/mrdoob/three.js/issues/21819.\\n\\t\\t\\treturn texture;\\n\\n\\t\\t}\\n\\n\\t\\ttexture = texture.clone();\\n\\n\\t\\tif ( transform.texCoord !== undefined ) {\\n\\n\\t\\t\\ttexture.channel = transform.texCoord;\\n\\n\\t\\t}\\n\\n\\t\\tif ( transform.offset !== undefined ) {\\n\\n\\t\\t\\ttexture.offset.fromArray( transform.offset );\\n\\n\\t\\t}\\n\\n\\t\\tif ( transform.rotation !== undefined ) {\\n\\n\\t\\t\\ttexture.rotation = transform.rotation;\\n\\n\\t\\t}\\n\\n\\t\\tif ( transform.scale !== undefined ) {\\n\\n\\t\\t\\ttexture.repeat.fromArray( transform.scale );\\n\\n\\t\\t}\\n\\n\\t\\ttexture.needsUpdate = true;\\n\\n\\t\\treturn texture;\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Mesh Quantization Extension\\n *\\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization\\n */\\nclass GLTFMeshQuantizationExtension {\\n\\n\\tconstructor() {\\n\\n\\t\\tthis.name = EXTENSIONS.KHR_MESH_QUANTIZATION;\\n\\n\\t}\\n\\n}\\n\\n/*********************************/\\n/********** INTERPOLATION ********/\\n/*********************************/\\n\\n// Spline Interpolation\\n// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation\\nclass GLTFCubicSplineInterpolant extends three__WEBPACK_IMPORTED_MODULE_0__.Interpolant {\\n\\n\\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\\n\\n\\t\\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\\n\\n\\t}\\n\\n\\tcopySampleValue_( index ) {\\n\\n\\t\\t// Copies a sample value to the result buffer. See description of glTF\\n\\t\\t// CUBICSPLINE values layout in interpolate_() function below.\\n\\n\\t\\tconst result = this.resultBuffer,\\n\\t\\t\\tvalues = this.sampleValues,\\n\\t\\t\\tvalueSize = this.valueSize,\\n\\t\\t\\toffset = index * valueSize * 3 + valueSize;\\n\\n\\t\\tfor ( let i = 0; i !== valueSize; i ++ ) {\\n\\n\\t\\t\\tresult[ i ] = values[ offset + i ];\\n\\n\\t\\t}\\n\\n\\t\\treturn result;\\n\\n\\t}\\n\\n\\tinterpolate_( i1, t0, t, t1 ) {\\n\\n\\t\\tconst result = this.resultBuffer;\\n\\t\\tconst values = this.sampleValues;\\n\\t\\tconst stride = this.valueSize;\\n\\n\\t\\tconst stride2 = stride * 2;\\n\\t\\tconst stride3 = stride * 3;\\n\\n\\t\\tconst td = t1 - t0;\\n\\n\\t\\tconst p = ( t - t0 ) / td;\\n\\t\\tconst pp = p * p;\\n\\t\\tconst ppp = pp * p;\\n\\n\\t\\tconst offset1 = i1 * stride3;\\n\\t\\tconst offset0 = offset1 - stride3;\\n\\n\\t\\tconst s2 = - 2 * ppp + 3 * pp;\\n\\t\\tconst s3 = ppp - pp;\\n\\t\\tconst s0 = 1 - s2;\\n\\t\\tconst s1 = s3 - pp + p;\\n\\n\\t\\t// Layout of keyframe output values for CUBICSPLINE animations:\\n\\t\\t//   [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]\\n\\t\\tfor ( let i = 0; i !== stride; i ++ ) {\\n\\n\\t\\t\\tconst p0 = values[ offset0 + i + stride ]; // splineVertex_k\\n\\t\\t\\tconst m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)\\n\\t\\t\\tconst p1 = values[ offset1 + i + stride ]; // splineVertex_k+1\\n\\t\\t\\tconst m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)\\n\\n\\t\\t\\tresult[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;\\n\\n\\t\\t}\\n\\n\\t\\treturn result;\\n\\n\\t}\\n\\n}\\n\\nconst _q = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\\n\\nclass GLTFCubicSplineQuaternionInterpolant extends GLTFCubicSplineInterpolant {\\n\\n\\tinterpolate_( i1, t0, t, t1 ) {\\n\\n\\t\\tconst result = super.interpolate_( i1, t0, t, t1 );\\n\\n\\t\\t_q.fromArray( result ).normalize().toArray( result );\\n\\n\\t\\treturn result;\\n\\n\\t}\\n\\n}\\n\\n\\n/*********************************/\\n/********** INTERNALS ************/\\n/*********************************/\\n\\n/* CONSTANTS */\\n\\nconst WEBGL_CONSTANTS = {\\n\\tFLOAT: 5126,\\n\\t//FLOAT_MAT2: 35674,\\n\\tFLOAT_MAT3: 35675,\\n\\tFLOAT_MAT4: 35676,\\n\\tFLOAT_VEC2: 35664,\\n\\tFLOAT_VEC3: 35665,\\n\\tFLOAT_VEC4: 35666,\\n\\tLINEAR: 9729,\\n\\tREPEAT: 10497,\\n\\tSAMPLER_2D: 35678,\\n\\tPOINTS: 0,\\n\\tLINES: 1,\\n\\tLINE_LOOP: 2,\\n\\tLINE_STRIP: 3,\\n\\tTRIANGLES: 4,\\n\\tTRIANGLE_STRIP: 5,\\n\\tTRIANGLE_FAN: 6,\\n\\tUNSIGNED_BYTE: 5121,\\n\\tUNSIGNED_SHORT: 5123\\n};\\n\\nconst WEBGL_COMPONENT_TYPES = {\\n\\t5120: Int8Array,\\n\\t5121: Uint8Array,\\n\\t5122: Int16Array,\\n\\t5123: Uint16Array,\\n\\t5125: Uint32Array,\\n\\t5126: Float32Array\\n};\\n\\nconst WEBGL_FILTERS = {\\n\\t9728: three__WEBPACK_IMPORTED_MODULE_0__.NearestFilter,\\n\\t9729: three__WEBPACK_IMPORTED_MODULE_0__.LinearFilter,\\n\\t9984: three__WEBPACK_IMPORTED_MODULE_0__.NearestMipmapNearestFilter,\\n\\t9985: three__WEBPACK_IMPORTED_MODULE_0__.LinearMipmapNearestFilter,\\n\\t9986: three__WEBPACK_IMPORTED_MODULE_0__.NearestMipmapLinearFilter,\\n\\t9987: three__WEBPACK_IMPORTED_MODULE_0__.LinearMipmapLinearFilter\\n};\\n\\nconst WEBGL_WRAPPINGS = {\\n\\t33071: three__WEBPACK_IMPORTED_MODULE_0__.ClampToEdgeWrapping,\\n\\t33648: three__WEBPACK_IMPORTED_MODULE_0__.MirroredRepeatWrapping,\\n\\t10497: three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping\\n};\\n\\nconst WEBGL_TYPE_SIZES = {\\n\\t'SCALAR': 1,\\n\\t'VEC2': 2,\\n\\t'VEC3': 3,\\n\\t'VEC4': 4,\\n\\t'MAT2': 4,\\n\\t'MAT3': 9,\\n\\t'MAT4': 16\\n};\\n\\nconst ATTRIBUTES = {\\n\\tPOSITION: 'position',\\n\\tNORMAL: 'normal',\\n\\tTANGENT: 'tangent',\\n\\tTEXCOORD_0: 'uv',\\n\\tTEXCOORD_1: 'uv1',\\n\\tTEXCOORD_2: 'uv2',\\n\\tTEXCOORD_3: 'uv3',\\n\\tCOLOR_0: 'color',\\n\\tWEIGHTS_0: 'skinWeight',\\n\\tJOINTS_0: 'skinIndex',\\n};\\n\\nconst PATH_PROPERTIES = {\\n\\tscale: 'scale',\\n\\ttranslation: 'position',\\n\\trotation: 'quaternion',\\n\\tweights: 'morphTargetInfluences'\\n};\\n\\nconst INTERPOLATION = {\\n\\tCUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each\\n\\t\\t                        // keyframe track will be initialized with a default interpolation type, then modified.\\n\\tLINEAR: three__WEBPACK_IMPORTED_MODULE_0__.InterpolateLinear,\\n\\tSTEP: three__WEBPACK_IMPORTED_MODULE_0__.InterpolateDiscrete\\n};\\n\\nconst ALPHA_MODES = {\\n\\tOPAQUE: 'OPAQUE',\\n\\tMASK: 'MASK',\\n\\tBLEND: 'BLEND'\\n};\\n\\n/**\\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material\\n */\\nfunction createDefaultMaterial( cache ) {\\n\\n\\tif ( cache[ 'DefaultMaterial' ] === undefined ) {\\n\\n\\t\\tcache[ 'DefaultMaterial' ] = new three__WEBPACK_IMPORTED_MODULE_0__.MeshStandardMaterial( {\\n\\t\\t\\tcolor: 0xFFFFFF,\\n\\t\\t\\temissive: 0x000000,\\n\\t\\t\\tmetalness: 1,\\n\\t\\t\\troughness: 1,\\n\\t\\t\\ttransparent: false,\\n\\t\\t\\tdepthTest: true,\\n\\t\\t\\tside: three__WEBPACK_IMPORTED_MODULE_0__.FrontSide\\n\\t\\t} );\\n\\n\\t}\\n\\n\\treturn cache[ 'DefaultMaterial' ];\\n\\n}\\n\\nfunction addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {\\n\\n\\t// Add unknown glTF extensions to an object's userData.\\n\\n\\tfor ( const name in objectDef.extensions ) {\\n\\n\\t\\tif ( knownExtensions[ name ] === undefined ) {\\n\\n\\t\\t\\tobject.userData.gltfExtensions = object.userData.gltfExtensions || {};\\n\\t\\t\\tobject.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];\\n\\n\\t\\t}\\n\\n\\t}\\n\\n}\\n\\n/**\\n * @param {Object3D|Material|BufferGeometry} object\\n * @param {GLTF.definition} gltfDef\\n */\\nfunction assignExtrasToUserData( object, gltfDef ) {\\n\\n\\tif ( gltfDef.extras !== undefined ) {\\n\\n\\t\\tif ( typeof gltfDef.extras === 'object' ) {\\n\\n\\t\\t\\tObject.assign( object.userData, gltfDef.extras );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tconsole.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets\\n *\\n * @param {BufferGeometry} geometry\\n * @param {Array<GLTF.Target>} targets\\n * @param {GLTFParser} parser\\n * @return {Promise<BufferGeometry>}\\n */\\nfunction addMorphTargets( geometry, targets, parser ) {\\n\\n\\tlet hasMorphPosition = false;\\n\\tlet hasMorphNormal = false;\\n\\tlet hasMorphColor = false;\\n\\n\\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\\n\\n\\t\\tconst target = targets[ i ];\\n\\n\\t\\tif ( target.POSITION !== undefined ) hasMorphPosition = true;\\n\\t\\tif ( target.NORMAL !== undefined ) hasMorphNormal = true;\\n\\t\\tif ( target.COLOR_0 !== undefined ) hasMorphColor = true;\\n\\n\\t\\tif ( hasMorphPosition && hasMorphNormal && hasMorphColor ) break;\\n\\n\\t}\\n\\n\\tif ( ! hasMorphPosition && ! hasMorphNormal && ! hasMorphColor ) return Promise.resolve( geometry );\\n\\n\\tconst pendingPositionAccessors = [];\\n\\tconst pendingNormalAccessors = [];\\n\\tconst pendingColorAccessors = [];\\n\\n\\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\\n\\n\\t\\tconst target = targets[ i ];\\n\\n\\t\\tif ( hasMorphPosition ) {\\n\\n\\t\\t\\tconst pendingAccessor = target.POSITION !== undefined\\n\\t\\t\\t\\t? parser.getDependency( 'accessor', target.POSITION )\\n\\t\\t\\t\\t: geometry.attributes.position;\\n\\n\\t\\t\\tpendingPositionAccessors.push( pendingAccessor );\\n\\n\\t\\t}\\n\\n\\t\\tif ( hasMorphNormal ) {\\n\\n\\t\\t\\tconst pendingAccessor = target.NORMAL !== undefined\\n\\t\\t\\t\\t? parser.getDependency( 'accessor', target.NORMAL )\\n\\t\\t\\t\\t: geometry.attributes.normal;\\n\\n\\t\\t\\tpendingNormalAccessors.push( pendingAccessor );\\n\\n\\t\\t}\\n\\n\\t\\tif ( hasMorphColor ) {\\n\\n\\t\\t\\tconst pendingAccessor = target.COLOR_0 !== undefined\\n\\t\\t\\t\\t? parser.getDependency( 'accessor', target.COLOR_0 )\\n\\t\\t\\t\\t: geometry.attributes.color;\\n\\n\\t\\t\\tpendingColorAccessors.push( pendingAccessor );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\treturn Promise.all( [\\n\\t\\tPromise.all( pendingPositionAccessors ),\\n\\t\\tPromise.all( pendingNormalAccessors ),\\n\\t\\tPromise.all( pendingColorAccessors )\\n\\t] ).then( function ( accessors ) {\\n\\n\\t\\tconst morphPositions = accessors[ 0 ];\\n\\t\\tconst morphNormals = accessors[ 1 ];\\n\\t\\tconst morphColors = accessors[ 2 ];\\n\\n\\t\\tif ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;\\n\\t\\tif ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;\\n\\t\\tif ( hasMorphColor ) geometry.morphAttributes.color = morphColors;\\n\\t\\tgeometry.morphTargetsRelative = true;\\n\\n\\t\\treturn geometry;\\n\\n\\t} );\\n\\n}\\n\\n/**\\n * @param {Mesh} mesh\\n * @param {GLTF.Mesh} meshDef\\n */\\nfunction updateMorphTargets( mesh, meshDef ) {\\n\\n\\tmesh.updateMorphTargets();\\n\\n\\tif ( meshDef.weights !== undefined ) {\\n\\n\\t\\tfor ( let i = 0, il = meshDef.weights.length; i < il; i ++ ) {\\n\\n\\t\\t\\tmesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t// .extras has user-defined data, so check that .extras.targetNames is an array.\\n\\tif ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {\\n\\n\\t\\tconst targetNames = meshDef.extras.targetNames;\\n\\n\\t\\tif ( mesh.morphTargetInfluences.length === targetNames.length ) {\\n\\n\\t\\t\\tmesh.morphTargetDictionary = {};\\n\\n\\t\\t\\tfor ( let i = 0, il = targetNames.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\tmesh.morphTargetDictionary[ targetNames[ i ] ] = i;\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tconsole.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n}\\n\\nfunction createPrimitiveKey( primitiveDef ) {\\n\\n\\tlet geometryKey;\\n\\n\\tconst dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];\\n\\n\\tif ( dracoExtension ) {\\n\\n\\t\\tgeometryKey = 'draco:' + dracoExtension.bufferView\\n\\t\\t\\t\\t+ ':' + dracoExtension.indices\\n\\t\\t\\t\\t+ ':' + createAttributesKey( dracoExtension.attributes );\\n\\n\\t} else {\\n\\n\\t\\tgeometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;\\n\\n\\t}\\n\\n\\tif ( primitiveDef.targets !== undefined ) {\\n\\n\\t\\tfor ( let i = 0, il = primitiveDef.targets.length; i < il; i ++ ) {\\n\\n\\t\\t\\tgeometryKey += ':' + createAttributesKey( primitiveDef.targets[ i ] );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\treturn geometryKey;\\n\\n}\\n\\nfunction createAttributesKey( attributes ) {\\n\\n\\tlet attributesKey = '';\\n\\n\\tconst keys = Object.keys( attributes ).sort();\\n\\n\\tfor ( let i = 0, il = keys.length; i < il; i ++ ) {\\n\\n\\t\\tattributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';\\n\\n\\t}\\n\\n\\treturn attributesKey;\\n\\n}\\n\\nfunction getNormalizedComponentScale( constructor ) {\\n\\n\\t// Reference:\\n\\t// https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data\\n\\n\\tswitch ( constructor ) {\\n\\n\\t\\tcase Int8Array:\\n\\t\\t\\treturn 1 / 127;\\n\\n\\t\\tcase Uint8Array:\\n\\t\\t\\treturn 1 / 255;\\n\\n\\t\\tcase Int16Array:\\n\\t\\t\\treturn 1 / 32767;\\n\\n\\t\\tcase Uint16Array:\\n\\t\\t\\treturn 1 / 65535;\\n\\n\\t\\tdefault:\\n\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: Unsupported normalized accessor component type.' );\\n\\n\\t}\\n\\n}\\n\\nfunction getImageURIMimeType( uri ) {\\n\\n\\tif ( uri.search( /\\\\.jpe?g($|\\\\?)/i ) > 0 || uri.search( /^data\\\\:image\\\\/jpeg/ ) === 0 ) return 'image/jpeg';\\n\\tif ( uri.search( /\\\\.webp($|\\\\?)/i ) > 0 || uri.search( /^data\\\\:image\\\\/webp/ ) === 0 ) return 'image/webp';\\n\\n\\treturn 'image/png';\\n\\n}\\n\\nconst _identityMatrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n/* GLTF PARSER */\\n\\nclass GLTFParser {\\n\\n\\tconstructor( json = {}, options = {} ) {\\n\\n\\t\\tthis.json = json;\\n\\t\\tthis.extensions = {};\\n\\t\\tthis.plugins = {};\\n\\t\\tthis.options = options;\\n\\n\\t\\t// loader object cache\\n\\t\\tthis.cache = new GLTFRegistry();\\n\\n\\t\\t// associations between Three.js objects and glTF elements\\n\\t\\tthis.associations = new Map();\\n\\n\\t\\t// BufferGeometry caching\\n\\t\\tthis.primitiveCache = {};\\n\\n\\t\\t// Node cache\\n\\t\\tthis.nodeCache = {};\\n\\n\\t\\t// Object3D instance caches\\n\\t\\tthis.meshCache = { refs: {}, uses: {} };\\n\\t\\tthis.cameraCache = { refs: {}, uses: {} };\\n\\t\\tthis.lightCache = { refs: {}, uses: {} };\\n\\n\\t\\tthis.sourceCache = {};\\n\\t\\tthis.textureCache = {};\\n\\n\\t\\t// Track node names, to ensure no duplicates\\n\\t\\tthis.nodeNamesUsed = {};\\n\\n\\t\\t// Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the\\n\\t\\t// expensive work of uploading a texture to the GPU off the main thread.\\n\\n\\t\\tlet isSafari = false;\\n\\t\\tlet isFirefox = false;\\n\\t\\tlet firefoxVersion = - 1;\\n\\n\\t\\tif ( typeof navigator !== 'undefined' ) {\\n\\n\\t\\t\\tisSafari = /^((?!chrome|android).)*safari/i.test( navigator.userAgent ) === true;\\n\\t\\t\\tisFirefox = navigator.userAgent.indexOf( 'Firefox' ) > - 1;\\n\\t\\t\\tfirefoxVersion = isFirefox ? navigator.userAgent.match( /Firefox\\\\/([0-9]+)\\\\./ )[ 1 ] : - 1;\\n\\n\\t\\t}\\n\\n\\t\\tif ( typeof createImageBitmap === 'undefined' || isSafari || ( isFirefox && firefoxVersion < 98 ) ) {\\n\\n\\t\\t\\tthis.textureLoader = new three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader( this.options.manager );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tthis.textureLoader = new three__WEBPACK_IMPORTED_MODULE_0__.ImageBitmapLoader( this.options.manager );\\n\\n\\t\\t}\\n\\n\\t\\tthis.textureLoader.setCrossOrigin( this.options.crossOrigin );\\n\\t\\tthis.textureLoader.setRequestHeader( this.options.requestHeader );\\n\\n\\t\\tthis.fileLoader = new three__WEBPACK_IMPORTED_MODULE_0__.FileLoader( this.options.manager );\\n\\t\\tthis.fileLoader.setResponseType( 'arraybuffer' );\\n\\n\\t\\tif ( this.options.crossOrigin === 'use-credentials' ) {\\n\\n\\t\\t\\tthis.fileLoader.setWithCredentials( true );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tsetExtensions( extensions ) {\\n\\n\\t\\tthis.extensions = extensions;\\n\\n\\t}\\n\\n\\tsetPlugins( plugins ) {\\n\\n\\t\\tthis.plugins = plugins;\\n\\n\\t}\\n\\n\\tparse( onLoad, onError ) {\\n\\n\\t\\tconst parser = this;\\n\\t\\tconst json = this.json;\\n\\t\\tconst extensions = this.extensions;\\n\\n\\t\\t// Clear the loader cache\\n\\t\\tthis.cache.removeAll();\\n\\t\\tthis.nodeCache = {};\\n\\n\\t\\t// Mark the special nodes/meshes in json for efficient parse\\n\\t\\tthis._invokeAll( function ( ext ) {\\n\\n\\t\\t\\treturn ext._markDefs && ext._markDefs();\\n\\n\\t\\t} );\\n\\n\\t\\tPromise.all( this._invokeAll( function ( ext ) {\\n\\n\\t\\t\\treturn ext.beforeRoot && ext.beforeRoot();\\n\\n\\t\\t} ) ).then( function () {\\n\\n\\t\\t\\treturn Promise.all( [\\n\\n\\t\\t\\t\\tparser.getDependencies( 'scene' ),\\n\\t\\t\\t\\tparser.getDependencies( 'animation' ),\\n\\t\\t\\t\\tparser.getDependencies( 'camera' ),\\n\\n\\t\\t\\t] );\\n\\n\\t\\t} ).then( function ( dependencies ) {\\n\\n\\t\\t\\tconst result = {\\n\\t\\t\\t\\tscene: dependencies[ 0 ][ json.scene || 0 ],\\n\\t\\t\\t\\tscenes: dependencies[ 0 ],\\n\\t\\t\\t\\tanimations: dependencies[ 1 ],\\n\\t\\t\\t\\tcameras: dependencies[ 2 ],\\n\\t\\t\\t\\tasset: json.asset,\\n\\t\\t\\t\\tparser: parser,\\n\\t\\t\\t\\tuserData: {}\\n\\t\\t\\t};\\n\\n\\t\\t\\taddUnknownExtensionsToUserData( extensions, result, json );\\n\\n\\t\\t\\tassignExtrasToUserData( result, json );\\n\\n\\t\\t\\treturn Promise.all( parser._invokeAll( function ( ext ) {\\n\\n\\t\\t\\t\\treturn ext.afterRoot && ext.afterRoot( result );\\n\\n\\t\\t\\t} ) ).then( function () {\\n\\n\\t\\t\\t\\tonLoad( result );\\n\\n\\t\\t\\t} );\\n\\n\\t\\t} ).catch( onError );\\n\\n\\t}\\n\\n\\t/**\\n\\t * Marks the special nodes/meshes in json for efficient parse.\\n\\t */\\n\\t_markDefs() {\\n\\n\\t\\tconst nodeDefs = this.json.nodes || [];\\n\\t\\tconst skinDefs = this.json.skins || [];\\n\\t\\tconst meshDefs = this.json.meshes || [];\\n\\n\\t\\t// Nothing in the node definition indicates whether it is a Bone or an\\n\\t\\t// Object3D. Use the skins' joint references to mark bones.\\n\\t\\tfor ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {\\n\\n\\t\\t\\tconst joints = skinDefs[ skinIndex ].joints;\\n\\n\\t\\t\\tfor ( let i = 0, il = joints.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\tnodeDefs[ joints[ i ] ].isBone = true;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// Iterate over all nodes, marking references to shared resources,\\n\\t\\t// as well as skeleton joints.\\n\\t\\tfor ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\\n\\n\\t\\t\\tconst nodeDef = nodeDefs[ nodeIndex ];\\n\\n\\t\\t\\tif ( nodeDef.mesh !== undefined ) {\\n\\n\\t\\t\\t\\tthis._addNodeRef( this.meshCache, nodeDef.mesh );\\n\\n\\t\\t\\t\\t// Nothing in the mesh definition indicates whether it is\\n\\t\\t\\t\\t// a SkinnedMesh or Mesh. Use the node's mesh reference\\n\\t\\t\\t\\t// to mark SkinnedMesh if node has skin.\\n\\t\\t\\t\\tif ( nodeDef.skin !== undefined ) {\\n\\n\\t\\t\\t\\t\\tmeshDefs[ nodeDef.mesh ].isSkinnedMesh = true;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( nodeDef.camera !== undefined ) {\\n\\n\\t\\t\\t\\tthis._addNodeRef( this.cameraCache, nodeDef.camera );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t/**\\n\\t * Counts references to shared node / Object3D resources. These resources\\n\\t * can be reused, or \\\"instantiated\\\", at multiple nodes in the scene\\n\\t * hierarchy. Mesh, Camera, and Light instances are instantiated and must\\n\\t * be marked. Non-scenegraph resources (like Materials, Geometries, and\\n\\t * Textures) can be reused directly and are not marked here.\\n\\t *\\n\\t * Example: CesiumMilkTruck sample model reuses \\\"Wheel\\\" meshes.\\n\\t */\\n\\t_addNodeRef( cache, index ) {\\n\\n\\t\\tif ( index === undefined ) return;\\n\\n\\t\\tif ( cache.refs[ index ] === undefined ) {\\n\\n\\t\\t\\tcache.refs[ index ] = cache.uses[ index ] = 0;\\n\\n\\t\\t}\\n\\n\\t\\tcache.refs[ index ] ++;\\n\\n\\t}\\n\\n\\t/** Returns a reference to a shared resource, cloning it if necessary. */\\n\\t_getNodeRef( cache, index, object ) {\\n\\n\\t\\tif ( cache.refs[ index ] <= 1 ) return object;\\n\\n\\t\\tconst ref = object.clone();\\n\\n\\t\\t// Propagates mappings to the cloned object, prevents mappings on the\\n\\t\\t// original object from being lost.\\n\\t\\tconst updateMappings = ( original, clone ) => {\\n\\n\\t\\t\\tconst mappings = this.associations.get( original );\\n\\t\\t\\tif ( mappings != null ) {\\n\\n\\t\\t\\t\\tthis.associations.set( clone, mappings );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tfor ( const [ i, child ] of original.children.entries() ) {\\n\\n\\t\\t\\t\\tupdateMappings( child, clone.children[ i ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t};\\n\\n\\t\\tupdateMappings( object, ref );\\n\\n\\t\\tref.name += '_instance_' + ( cache.uses[ index ] ++ );\\n\\n\\t\\treturn ref;\\n\\n\\t}\\n\\n\\t_invokeOne( func ) {\\n\\n\\t\\tconst extensions = Object.values( this.plugins );\\n\\t\\textensions.push( this );\\n\\n\\t\\tfor ( let i = 0; i < extensions.length; i ++ ) {\\n\\n\\t\\t\\tconst result = func( extensions[ i ] );\\n\\n\\t\\t\\tif ( result ) return result;\\n\\n\\t\\t}\\n\\n\\t\\treturn null;\\n\\n\\t}\\n\\n\\t_invokeAll( func ) {\\n\\n\\t\\tconst extensions = Object.values( this.plugins );\\n\\t\\textensions.unshift( this );\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tfor ( let i = 0; i < extensions.length; i ++ ) {\\n\\n\\t\\t\\tconst result = func( extensions[ i ] );\\n\\n\\t\\t\\tif ( result ) pending.push( result );\\n\\n\\t\\t}\\n\\n\\t\\treturn pending;\\n\\n\\t}\\n\\n\\t/**\\n\\t * Requests the specified dependency asynchronously, with caching.\\n\\t * @param {string} type\\n\\t * @param {number} index\\n\\t * @return {Promise<Object3D|Material|THREE.Texture|AnimationClip|ArrayBuffer|Object>}\\n\\t */\\n\\tgetDependency( type, index ) {\\n\\n\\t\\tconst cacheKey = type + ':' + index;\\n\\t\\tlet dependency = this.cache.get( cacheKey );\\n\\n\\t\\tif ( ! dependency ) {\\n\\n\\t\\t\\tswitch ( type ) {\\n\\n\\t\\t\\t\\tcase 'scene':\\n\\t\\t\\t\\t\\tdependency = this.loadScene( index );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'node':\\n\\t\\t\\t\\t\\tdependency = this._invokeOne( function ( ext ) {\\n\\n\\t\\t\\t\\t\\t\\treturn ext.loadNode && ext.loadNode( index );\\n\\n\\t\\t\\t\\t\\t} );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'mesh':\\n\\t\\t\\t\\t\\tdependency = this._invokeOne( function ( ext ) {\\n\\n\\t\\t\\t\\t\\t\\treturn ext.loadMesh && ext.loadMesh( index );\\n\\n\\t\\t\\t\\t\\t} );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'accessor':\\n\\t\\t\\t\\t\\tdependency = this.loadAccessor( index );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'bufferView':\\n\\t\\t\\t\\t\\tdependency = this._invokeOne( function ( ext ) {\\n\\n\\t\\t\\t\\t\\t\\treturn ext.loadBufferView && ext.loadBufferView( index );\\n\\n\\t\\t\\t\\t\\t} );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'buffer':\\n\\t\\t\\t\\t\\tdependency = this.loadBuffer( index );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'material':\\n\\t\\t\\t\\t\\tdependency = this._invokeOne( function ( ext ) {\\n\\n\\t\\t\\t\\t\\t\\treturn ext.loadMaterial && ext.loadMaterial( index );\\n\\n\\t\\t\\t\\t\\t} );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'texture':\\n\\t\\t\\t\\t\\tdependency = this._invokeOne( function ( ext ) {\\n\\n\\t\\t\\t\\t\\t\\treturn ext.loadTexture && ext.loadTexture( index );\\n\\n\\t\\t\\t\\t\\t} );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'skin':\\n\\t\\t\\t\\t\\tdependency = this.loadSkin( index );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'animation':\\n\\t\\t\\t\\t\\tdependency = this._invokeOne( function ( ext ) {\\n\\n\\t\\t\\t\\t\\t\\treturn ext.loadAnimation && ext.loadAnimation( index );\\n\\n\\t\\t\\t\\t\\t} );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'camera':\\n\\t\\t\\t\\t\\tdependency = this.loadCamera( index );\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\tdependency = this._invokeOne( function ( ext ) {\\n\\n\\t\\t\\t\\t\\t\\treturn ext != this && ext.getDependency && ext.getDependency( type, index );\\n\\n\\t\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\t\\tif ( ! dependency ) {\\n\\n\\t\\t\\t\\t\\t\\tthrow new Error( 'Unknown type: ' + type );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tthis.cache.add( cacheKey, dependency );\\n\\n\\t\\t}\\n\\n\\t\\treturn dependency;\\n\\n\\t}\\n\\n\\t/**\\n\\t * Requests all dependencies of the specified type asynchronously, with caching.\\n\\t * @param {string} type\\n\\t * @return {Promise<Array<Object>>}\\n\\t */\\n\\tgetDependencies( type ) {\\n\\n\\t\\tlet dependencies = this.cache.get( type );\\n\\n\\t\\tif ( ! dependencies ) {\\n\\n\\t\\t\\tconst parser = this;\\n\\t\\t\\tconst defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];\\n\\n\\t\\t\\tdependencies = Promise.all( defs.map( function ( def, index ) {\\n\\n\\t\\t\\t\\treturn parser.getDependency( type, index );\\n\\n\\t\\t\\t} ) );\\n\\n\\t\\t\\tthis.cache.add( type, dependencies );\\n\\n\\t\\t}\\n\\n\\t\\treturn dependencies;\\n\\n\\t}\\n\\n\\t/**\\n\\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\\n\\t * @param {number} bufferIndex\\n\\t * @return {Promise<ArrayBuffer>}\\n\\t */\\n\\tloadBuffer( bufferIndex ) {\\n\\n\\t\\tconst bufferDef = this.json.buffers[ bufferIndex ];\\n\\t\\tconst loader = this.fileLoader;\\n\\n\\t\\tif ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {\\n\\n\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );\\n\\n\\t\\t}\\n\\n\\t\\t// If present, GLB container is required to be the first buffer.\\n\\t\\tif ( bufferDef.uri === undefined && bufferIndex === 0 ) {\\n\\n\\t\\t\\treturn Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );\\n\\n\\t\\t}\\n\\n\\t\\tconst options = this.options;\\n\\n\\t\\treturn new Promise( function ( resolve, reject ) {\\n\\n\\t\\t\\tloader.load( three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {\\n\\n\\t\\t\\t\\treject( new Error( 'THREE.GLTFLoader: Failed to load buffer \\\"' + bufferDef.uri + '\\\".' ) );\\n\\n\\t\\t\\t} );\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\t/**\\n\\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\\n\\t * @param {number} bufferViewIndex\\n\\t * @return {Promise<ArrayBuffer>}\\n\\t */\\n\\tloadBufferView( bufferViewIndex ) {\\n\\n\\t\\tconst bufferViewDef = this.json.bufferViews[ bufferViewIndex ];\\n\\n\\t\\treturn this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {\\n\\n\\t\\t\\tconst byteLength = bufferViewDef.byteLength || 0;\\n\\t\\t\\tconst byteOffset = bufferViewDef.byteOffset || 0;\\n\\t\\t\\treturn buffer.slice( byteOffset, byteOffset + byteLength );\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\t/**\\n\\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors\\n\\t * @param {number} accessorIndex\\n\\t * @return {Promise<BufferAttribute|InterleavedBufferAttribute>}\\n\\t */\\n\\tloadAccessor( accessorIndex ) {\\n\\n\\t\\tconst parser = this;\\n\\t\\tconst json = this.json;\\n\\n\\t\\tconst accessorDef = this.json.accessors[ accessorIndex ];\\n\\n\\t\\tif ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {\\n\\n\\t\\t\\tconst itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\\n\\t\\t\\tconst TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\\n\\t\\t\\tconst normalized = accessorDef.normalized === true;\\n\\n\\t\\t\\tconst array = new TypedArray( accessorDef.count * itemSize );\\n\\t\\t\\treturn Promise.resolve( new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( array, itemSize, normalized ) );\\n\\n\\t\\t}\\n\\n\\t\\tconst pendingBufferViews = [];\\n\\n\\t\\tif ( accessorDef.bufferView !== undefined ) {\\n\\n\\t\\t\\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tpendingBufferViews.push( null );\\n\\n\\t\\t}\\n\\n\\t\\tif ( accessorDef.sparse !== undefined ) {\\n\\n\\t\\t\\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );\\n\\t\\t\\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pendingBufferViews ).then( function ( bufferViews ) {\\n\\n\\t\\t\\tconst bufferView = bufferViews[ 0 ];\\n\\n\\t\\t\\tconst itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\\n\\t\\t\\tconst TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\\n\\n\\t\\t\\t// For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.\\n\\t\\t\\tconst elementBytes = TypedArray.BYTES_PER_ELEMENT;\\n\\t\\t\\tconst itemBytes = elementBytes * itemSize;\\n\\t\\t\\tconst byteOffset = accessorDef.byteOffset || 0;\\n\\t\\t\\tconst byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;\\n\\t\\t\\tconst normalized = accessorDef.normalized === true;\\n\\t\\t\\tlet array, bufferAttribute;\\n\\n\\t\\t\\t// The buffer is not interleaved if the stride is the item size in bytes.\\n\\t\\t\\tif ( byteStride && byteStride !== itemBytes ) {\\n\\n\\t\\t\\t\\t// Each \\\"slice\\\" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer\\n\\t\\t\\t\\t// This makes sure that IBA.count reflects accessor.count properly\\n\\t\\t\\t\\tconst ibSlice = Math.floor( byteOffset / byteStride );\\n\\t\\t\\t\\tconst ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;\\n\\t\\t\\t\\tlet ib = parser.cache.get( ibCacheKey );\\n\\n\\t\\t\\t\\tif ( ! ib ) {\\n\\n\\t\\t\\t\\t\\tarray = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes );\\n\\n\\t\\t\\t\\t\\t// Integer parameters to IB/IBA are in array elements, not bytes.\\n\\t\\t\\t\\t\\tib = new three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBuffer( array, byteStride / elementBytes );\\n\\n\\t\\t\\t\\t\\tparser.cache.add( ibCacheKey, ib );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tbufferAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tif ( bufferView === null ) {\\n\\n\\t\\t\\t\\t\\tarray = new TypedArray( accessorDef.count * itemSize );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tarray = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tbufferAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( array, itemSize, normalized );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors\\n\\t\\t\\tif ( accessorDef.sparse !== undefined ) {\\n\\n\\t\\t\\t\\tconst itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;\\n\\t\\t\\t\\tconst TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];\\n\\n\\t\\t\\t\\tconst byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;\\n\\t\\t\\t\\tconst byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;\\n\\n\\t\\t\\t\\tconst sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );\\n\\t\\t\\t\\tconst sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );\\n\\n\\t\\t\\t\\tif ( bufferView !== null ) {\\n\\n\\t\\t\\t\\t\\t// Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.\\n\\t\\t\\t\\t\\tbufferAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tfor ( let i = 0, il = sparseIndices.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\t\\tconst index = sparseIndices[ i ];\\n\\n\\t\\t\\t\\t\\tbufferAttribute.setX( index, sparseValues[ i * itemSize ] );\\n\\t\\t\\t\\t\\tif ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );\\n\\t\\t\\t\\t\\tif ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );\\n\\t\\t\\t\\t\\tif ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );\\n\\t\\t\\t\\t\\tif ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn bufferAttribute;\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\t/**\\n\\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures\\n\\t * @param {number} textureIndex\\n\\t * @return {Promise<THREE.Texture|null>}\\n\\t */\\n\\tloadTexture( textureIndex ) {\\n\\n\\t\\tconst json = this.json;\\n\\t\\tconst options = this.options;\\n\\t\\tconst textureDef = json.textures[ textureIndex ];\\n\\t\\tconst sourceIndex = textureDef.source;\\n\\t\\tconst sourceDef = json.images[ sourceIndex ];\\n\\n\\t\\tlet loader = this.textureLoader;\\n\\n\\t\\tif ( sourceDef.uri ) {\\n\\n\\t\\t\\tconst handler = options.manager.getHandler( sourceDef.uri );\\n\\t\\t\\tif ( handler !== null ) loader = handler;\\n\\n\\t\\t}\\n\\n\\t\\treturn this.loadTextureImage( textureIndex, sourceIndex, loader );\\n\\n\\t}\\n\\n\\tloadTextureImage( textureIndex, sourceIndex, loader ) {\\n\\n\\t\\tconst parser = this;\\n\\t\\tconst json = this.json;\\n\\n\\t\\tconst textureDef = json.textures[ textureIndex ];\\n\\t\\tconst sourceDef = json.images[ sourceIndex ];\\n\\n\\t\\tconst cacheKey = ( sourceDef.uri || sourceDef.bufferView ) + ':' + textureDef.sampler;\\n\\n\\t\\tif ( this.textureCache[ cacheKey ] ) {\\n\\n\\t\\t\\t// See https://github.com/mrdoob/three.js/issues/21559.\\n\\t\\t\\treturn this.textureCache[ cacheKey ];\\n\\n\\t\\t}\\n\\n\\t\\tconst promise = this.loadImageSource( sourceIndex, loader ).then( function ( texture ) {\\n\\n\\t\\t\\ttexture.flipY = false;\\n\\n\\t\\t\\ttexture.name = textureDef.name || sourceDef.name || '';\\n\\n\\t\\t\\tif ( texture.name === '' && typeof sourceDef.uri === 'string' && sourceDef.uri.startsWith( 'data:image/' ) === false ) {\\n\\n\\t\\t\\t\\ttexture.name = sourceDef.uri;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst samplers = json.samplers || {};\\n\\t\\t\\tconst sampler = samplers[ textureDef.sampler ] || {};\\n\\n\\t\\t\\ttexture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || three__WEBPACK_IMPORTED_MODULE_0__.LinearFilter;\\n\\t\\t\\ttexture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || three__WEBPACK_IMPORTED_MODULE_0__.LinearMipmapLinearFilter;\\n\\t\\t\\ttexture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping;\\n\\t\\t\\ttexture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping;\\n\\n\\t\\t\\tparser.associations.set( texture, { textures: textureIndex } );\\n\\n\\t\\t\\treturn texture;\\n\\n\\t\\t} ).catch( function () {\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t} );\\n\\n\\t\\tthis.textureCache[ cacheKey ] = promise;\\n\\n\\t\\treturn promise;\\n\\n\\t}\\n\\n\\tloadImageSource( sourceIndex, loader ) {\\n\\n\\t\\tconst parser = this;\\n\\t\\tconst json = this.json;\\n\\t\\tconst options = this.options;\\n\\n\\t\\tif ( this.sourceCache[ sourceIndex ] !== undefined ) {\\n\\n\\t\\t\\treturn this.sourceCache[ sourceIndex ].then( ( texture ) => texture.clone() );\\n\\n\\t\\t}\\n\\n\\t\\tconst sourceDef = json.images[ sourceIndex ];\\n\\n\\t\\tconst URL = self.URL || self.webkitURL;\\n\\n\\t\\tlet sourceURI = sourceDef.uri || '';\\n\\t\\tlet isObjectURL = false;\\n\\n\\t\\tif ( sourceDef.bufferView !== undefined ) {\\n\\n\\t\\t\\t// Load binary image data from bufferView, if provided.\\n\\n\\t\\t\\tsourceURI = parser.getDependency( 'bufferView', sourceDef.bufferView ).then( function ( bufferView ) {\\n\\n\\t\\t\\t\\tisObjectURL = true;\\n\\t\\t\\t\\tconst blob = new Blob( [ bufferView ], { type: sourceDef.mimeType } );\\n\\t\\t\\t\\tsourceURI = URL.createObjectURL( blob );\\n\\t\\t\\t\\treturn sourceURI;\\n\\n\\t\\t\\t} );\\n\\n\\t\\t} else if ( sourceDef.uri === undefined ) {\\n\\n\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: Image ' + sourceIndex + ' is missing URI and bufferView' );\\n\\n\\t\\t}\\n\\n\\t\\tconst promise = Promise.resolve( sourceURI ).then( function ( sourceURI ) {\\n\\n\\t\\t\\treturn new Promise( function ( resolve, reject ) {\\n\\n\\t\\t\\t\\tlet onLoad = resolve;\\n\\n\\t\\t\\t\\tif ( loader.isImageBitmapLoader === true ) {\\n\\n\\t\\t\\t\\t\\tonLoad = function ( imageBitmap ) {\\n\\n\\t\\t\\t\\t\\t\\tconst texture = new three__WEBPACK_IMPORTED_MODULE_0__.Texture( imageBitmap );\\n\\t\\t\\t\\t\\t\\ttexture.needsUpdate = true;\\n\\n\\t\\t\\t\\t\\t\\tresolve( texture );\\n\\n\\t\\t\\t\\t\\t};\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tloader.load( three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.resolveURL( sourceURI, options.path ), onLoad, undefined, reject );\\n\\n\\t\\t\\t} );\\n\\n\\t\\t} ).then( function ( texture ) {\\n\\n\\t\\t\\t// Clean up resources and configure Texture.\\n\\n\\t\\t\\tif ( isObjectURL === true ) {\\n\\n\\t\\t\\t\\tURL.revokeObjectURL( sourceURI );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\ttexture.userData.mimeType = sourceDef.mimeType || getImageURIMimeType( sourceDef.uri );\\n\\n\\t\\t\\treturn texture;\\n\\n\\t\\t} ).catch( function ( error ) {\\n\\n\\t\\t\\tconsole.error( 'THREE.GLTFLoader: Couldn\\\\'t load texture', sourceURI );\\n\\t\\t\\tthrow error;\\n\\n\\t\\t} );\\n\\n\\t\\tthis.sourceCache[ sourceIndex ] = promise;\\n\\t\\treturn promise;\\n\\n\\t}\\n\\n\\t/**\\n\\t * Asynchronously assigns a texture to the given material parameters.\\n\\t * @param {Object} materialParams\\n\\t * @param {string} mapName\\n\\t * @param {Object} mapDef\\n\\t * @return {Promise<Texture>}\\n\\t */\\n\\tassignTexture( materialParams, mapName, mapDef, colorSpace ) {\\n\\n\\t\\tconst parser = this;\\n\\n\\t\\treturn this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {\\n\\n\\t\\t\\tif ( ! texture ) return null;\\n\\n\\t\\t\\tif ( mapDef.texCoord !== undefined && mapDef.texCoord > 0 ) {\\n\\n\\t\\t\\t\\ttexture = texture.clone();\\n\\t\\t\\t\\ttexture.channel = mapDef.texCoord;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {\\n\\n\\t\\t\\t\\tconst transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;\\n\\n\\t\\t\\t\\tif ( transform ) {\\n\\n\\t\\t\\t\\t\\tconst gltfReference = parser.associations.get( texture );\\n\\t\\t\\t\\t\\ttexture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );\\n\\t\\t\\t\\t\\tparser.associations.set( texture, gltfReference );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( colorSpace !== undefined ) {\\n\\n\\t\\t\\t\\ttexture.colorSpace = colorSpace;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tmaterialParams[ mapName ] = texture;\\n\\n\\t\\t\\treturn texture;\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\t/**\\n\\t * Assigns final material to a Mesh, Line, or Points instance. The instance\\n\\t * already has a material (generated from the glTF material options alone)\\n\\t * but reuse of the same glTF material may require multiple threejs materials\\n\\t * to accommodate different primitive types, defines, etc. New materials will\\n\\t * be created if necessary, and reused from a cache.\\n\\t * @param  {Object3D} mesh Mesh, Line, or Points instance.\\n\\t */\\n\\tassignFinalMaterial( mesh ) {\\n\\n\\t\\tconst geometry = mesh.geometry;\\n\\t\\tlet material = mesh.material;\\n\\n\\t\\tconst useDerivativeTangents = geometry.attributes.tangent === undefined;\\n\\t\\tconst useVertexColors = geometry.attributes.color !== undefined;\\n\\t\\tconst useFlatShading = geometry.attributes.normal === undefined;\\n\\n\\t\\tif ( mesh.isPoints ) {\\n\\n\\t\\t\\tconst cacheKey = 'PointsMaterial:' + material.uuid;\\n\\n\\t\\t\\tlet pointsMaterial = this.cache.get( cacheKey );\\n\\n\\t\\t\\tif ( ! pointsMaterial ) {\\n\\n\\t\\t\\t\\tpointsMaterial = new three__WEBPACK_IMPORTED_MODULE_0__.PointsMaterial();\\n\\t\\t\\t\\tthree__WEBPACK_IMPORTED_MODULE_0__.Material.prototype.copy.call( pointsMaterial, material );\\n\\t\\t\\t\\tpointsMaterial.color.copy( material.color );\\n\\t\\t\\t\\tpointsMaterial.map = material.map;\\n\\t\\t\\t\\tpointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px\\n\\n\\t\\t\\t\\tthis.cache.add( cacheKey, pointsMaterial );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tmaterial = pointsMaterial;\\n\\n\\t\\t} else if ( mesh.isLine ) {\\n\\n\\t\\t\\tconst cacheKey = 'LineBasicMaterial:' + material.uuid;\\n\\n\\t\\t\\tlet lineMaterial = this.cache.get( cacheKey );\\n\\n\\t\\t\\tif ( ! lineMaterial ) {\\n\\n\\t\\t\\t\\tlineMaterial = new three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial();\\n\\t\\t\\t\\tthree__WEBPACK_IMPORTED_MODULE_0__.Material.prototype.copy.call( lineMaterial, material );\\n\\t\\t\\t\\tlineMaterial.color.copy( material.color );\\n\\t\\t\\t\\tlineMaterial.map = material.map;\\n\\n\\t\\t\\t\\tthis.cache.add( cacheKey, lineMaterial );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tmaterial = lineMaterial;\\n\\n\\t\\t}\\n\\n\\t\\t// Clone the material if it will be modified\\n\\t\\tif ( useDerivativeTangents || useVertexColors || useFlatShading ) {\\n\\n\\t\\t\\tlet cacheKey = 'ClonedMaterial:' + material.uuid + ':';\\n\\n\\t\\t\\tif ( useDerivativeTangents ) cacheKey += 'derivative-tangents:';\\n\\t\\t\\tif ( useVertexColors ) cacheKey += 'vertex-colors:';\\n\\t\\t\\tif ( useFlatShading ) cacheKey += 'flat-shading:';\\n\\n\\t\\t\\tlet cachedMaterial = this.cache.get( cacheKey );\\n\\n\\t\\t\\tif ( ! cachedMaterial ) {\\n\\n\\t\\t\\t\\tcachedMaterial = material.clone();\\n\\n\\t\\t\\t\\tif ( useVertexColors ) cachedMaterial.vertexColors = true;\\n\\t\\t\\t\\tif ( useFlatShading ) cachedMaterial.flatShading = true;\\n\\n\\t\\t\\t\\tif ( useDerivativeTangents ) {\\n\\n\\t\\t\\t\\t\\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\\n\\t\\t\\t\\t\\tif ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1;\\n\\t\\t\\t\\t\\tif ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tthis.cache.add( cacheKey, cachedMaterial );\\n\\n\\t\\t\\t\\tthis.associations.set( cachedMaterial, this.associations.get( material ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tmaterial = cachedMaterial;\\n\\n\\t\\t}\\n\\n\\t\\tmesh.material = material;\\n\\n\\t}\\n\\n\\tgetMaterialType( /* materialIndex */ ) {\\n\\n\\t\\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshStandardMaterial;\\n\\n\\t}\\n\\n\\t/**\\n\\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials\\n\\t * @param {number} materialIndex\\n\\t * @return {Promise<Material>}\\n\\t */\\n\\tloadMaterial( materialIndex ) {\\n\\n\\t\\tconst parser = this;\\n\\t\\tconst json = this.json;\\n\\t\\tconst extensions = this.extensions;\\n\\t\\tconst materialDef = json.materials[ materialIndex ];\\n\\n\\t\\tlet materialType;\\n\\t\\tconst materialParams = {};\\n\\t\\tconst materialExtensions = materialDef.extensions || {};\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tif ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {\\n\\n\\t\\t\\tconst kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];\\n\\t\\t\\tmaterialType = kmuExtension.getMaterialType();\\n\\t\\t\\tpending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\t// Specification:\\n\\t\\t\\t// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material\\n\\n\\t\\t\\tconst metallicRoughness = materialDef.pbrMetallicRoughness || {};\\n\\n\\t\\t\\tmaterialParams.color = new three__WEBPACK_IMPORTED_MODULE_0__.Color( 1.0, 1.0, 1.0 );\\n\\t\\t\\tmaterialParams.opacity = 1.0;\\n\\n\\t\\t\\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\\n\\n\\t\\t\\t\\tconst array = metallicRoughness.baseColorFactor;\\n\\n\\t\\t\\t\\tmaterialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\\n\\t\\t\\t\\tmaterialParams.opacity = array[ 3 ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( metallicRoughness.baseColorTexture !== undefined ) {\\n\\n\\t\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tmaterialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;\\n\\t\\t\\tmaterialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;\\n\\n\\t\\t\\tif ( metallicRoughness.metallicRoughnessTexture !== undefined ) {\\n\\n\\t\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );\\n\\t\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tmaterialType = this._invokeOne( function ( ext ) {\\n\\n\\t\\t\\t\\treturn ext.getMaterialType && ext.getMaterialType( materialIndex );\\n\\n\\t\\t\\t} );\\n\\n\\t\\t\\tpending.push( Promise.all( this._invokeAll( function ( ext ) {\\n\\n\\t\\t\\t\\treturn ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams );\\n\\n\\t\\t\\t} ) ) );\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialDef.doubleSided === true ) {\\n\\n\\t\\t\\tmaterialParams.side = three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide;\\n\\n\\t\\t}\\n\\n\\t\\tconst alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;\\n\\n\\t\\tif ( alphaMode === ALPHA_MODES.BLEND ) {\\n\\n\\t\\t\\tmaterialParams.transparent = true;\\n\\n\\t\\t\\t// See: https://github.com/mrdoob/three.js/issues/17706\\n\\t\\t\\tmaterialParams.depthWrite = false;\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tmaterialParams.transparent = false;\\n\\n\\t\\t\\tif ( alphaMode === ALPHA_MODES.MASK ) {\\n\\n\\t\\t\\t\\tmaterialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialDef.normalTexture !== undefined && materialType !== three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );\\n\\n\\t\\t\\tmaterialParams.normalScale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2( 1, 1 );\\n\\n\\t\\t\\tif ( materialDef.normalTexture.scale !== undefined ) {\\n\\n\\t\\t\\t\\tconst scale = materialDef.normalTexture.scale;\\n\\n\\t\\t\\t\\tmaterialParams.normalScale.set( scale, scale );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialDef.occlusionTexture !== undefined && materialType !== three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );\\n\\n\\t\\t\\tif ( materialDef.occlusionTexture.strength !== undefined ) {\\n\\n\\t\\t\\t\\tmaterialParams.aoMapIntensity = materialDef.occlusionTexture.strength;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialDef.emissiveFactor !== undefined && materialType !== three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial ) {\\n\\n\\t\\t\\tconst emissiveFactor = materialDef.emissiveFactor;\\n\\t\\t\\tmaterialParams.emissive = new three__WEBPACK_IMPORTED_MODULE_0__.Color().setRGB( emissiveFactor[ 0 ], emissiveFactor[ 1 ], emissiveFactor[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\\n\\n\\t\\t}\\n\\n\\t\\tif ( materialDef.emissiveTexture !== undefined && materialType !== three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial ) {\\n\\n\\t\\t\\tpending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pending ).then( function () {\\n\\n\\t\\t\\tconst material = new materialType( materialParams );\\n\\n\\t\\t\\tif ( materialDef.name ) material.name = materialDef.name;\\n\\n\\t\\t\\tassignExtrasToUserData( material, materialDef );\\n\\n\\t\\t\\tparser.associations.set( material, { materials: materialIndex } );\\n\\n\\t\\t\\tif ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );\\n\\n\\t\\t\\treturn material;\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\t/** When Object3D instances are targeted by animation, they need unique names. */\\n\\tcreateUniqueName( originalName ) {\\n\\n\\t\\tconst sanitizedName = three__WEBPACK_IMPORTED_MODULE_0__.PropertyBinding.sanitizeNodeName( originalName || '' );\\n\\n\\t\\tif ( sanitizedName in this.nodeNamesUsed ) {\\n\\n\\t\\t\\treturn sanitizedName + '_' + ( ++ this.nodeNamesUsed[ sanitizedName ] );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tthis.nodeNamesUsed[ sanitizedName ] = 0;\\n\\n\\t\\t\\treturn sanitizedName;\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t/**\\n\\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry\\n\\t *\\n\\t * Creates BufferGeometries from primitives.\\n\\t *\\n\\t * @param {Array<GLTF.Primitive>} primitives\\n\\t * @return {Promise<Array<BufferGeometry>>}\\n\\t */\\n\\tloadGeometries( primitives ) {\\n\\n\\t\\tconst parser = this;\\n\\t\\tconst extensions = this.extensions;\\n\\t\\tconst cache = this.primitiveCache;\\n\\n\\t\\tfunction createDracoPrimitive( primitive ) {\\n\\n\\t\\t\\treturn extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]\\n\\t\\t\\t\\t.decodePrimitive( primitive, parser )\\n\\t\\t\\t\\t.then( function ( geometry ) {\\n\\n\\t\\t\\t\\t\\treturn addPrimitiveAttributes( geometry, primitive, parser );\\n\\n\\t\\t\\t\\t} );\\n\\n\\t\\t}\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tfor ( let i = 0, il = primitives.length; i < il; i ++ ) {\\n\\n\\t\\t\\tconst primitive = primitives[ i ];\\n\\t\\t\\tconst cacheKey = createPrimitiveKey( primitive );\\n\\n\\t\\t\\t// See if we've already created this geometry\\n\\t\\t\\tconst cached = cache[ cacheKey ];\\n\\n\\t\\t\\tif ( cached ) {\\n\\n\\t\\t\\t\\t// Use the cached geometry if it exists\\n\\t\\t\\t\\tpending.push( cached.promise );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tlet geometryPromise;\\n\\n\\t\\t\\t\\tif ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {\\n\\n\\t\\t\\t\\t\\t// Use DRACO geometry if available\\n\\t\\t\\t\\t\\tgeometryPromise = createDracoPrimitive( primitive );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t// Otherwise create a new geometry\\n\\t\\t\\t\\t\\tgeometryPromise = addPrimitiveAttributes( new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry(), primitive, parser );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// Cache this geometry\\n\\t\\t\\t\\tcache[ cacheKey ] = { primitive: primitive, promise: geometryPromise };\\n\\n\\t\\t\\t\\tpending.push( geometryPromise );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pending );\\n\\n\\t}\\n\\n\\t/**\\n\\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes\\n\\t * @param {number} meshIndex\\n\\t * @return {Promise<Group|Mesh|SkinnedMesh>}\\n\\t */\\n\\tloadMesh( meshIndex ) {\\n\\n\\t\\tconst parser = this;\\n\\t\\tconst json = this.json;\\n\\t\\tconst extensions = this.extensions;\\n\\n\\t\\tconst meshDef = json.meshes[ meshIndex ];\\n\\t\\tconst primitives = meshDef.primitives;\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tfor ( let i = 0, il = primitives.length; i < il; i ++ ) {\\n\\n\\t\\t\\tconst material = primitives[ i ].material === undefined\\n\\t\\t\\t\\t? createDefaultMaterial( this.cache )\\n\\t\\t\\t\\t: this.getDependency( 'material', primitives[ i ].material );\\n\\n\\t\\t\\tpending.push( material );\\n\\n\\t\\t}\\n\\n\\t\\tpending.push( parser.loadGeometries( primitives ) );\\n\\n\\t\\treturn Promise.all( pending ).then( function ( results ) {\\n\\n\\t\\t\\tconst materials = results.slice( 0, results.length - 1 );\\n\\t\\t\\tconst geometries = results[ results.length - 1 ];\\n\\n\\t\\t\\tconst meshes = [];\\n\\n\\t\\t\\tfor ( let i = 0, il = geometries.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\tconst geometry = geometries[ i ];\\n\\t\\t\\t\\tconst primitive = primitives[ i ];\\n\\n\\t\\t\\t\\t// 1. create Mesh\\n\\n\\t\\t\\t\\tlet mesh;\\n\\n\\t\\t\\t\\tconst material = materials[ i ];\\n\\n\\t\\t\\t\\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES ||\\n\\t\\t\\t\\t\\t\\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ||\\n\\t\\t\\t\\t\\t\\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ||\\n\\t\\t\\t\\t\\t\\tprimitive.mode === undefined ) {\\n\\n\\t\\t\\t\\t\\t// .isSkinnedMesh isn't in glTF spec. See ._markDefs()\\n\\t\\t\\t\\t\\tmesh = meshDef.isSkinnedMesh === true\\n\\t\\t\\t\\t\\t\\t? new three__WEBPACK_IMPORTED_MODULE_0__.SkinnedMesh( geometry, material )\\n\\t\\t\\t\\t\\t\\t: new three__WEBPACK_IMPORTED_MODULE_0__.Mesh( geometry, material );\\n\\n\\t\\t\\t\\t\\tif ( mesh.isSkinnedMesh === true ) {\\n\\n\\t\\t\\t\\t\\t\\t// normalize skin weights to fix malformed assets (see #15319)\\n\\t\\t\\t\\t\\t\\tmesh.normalizeSkinWeights();\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) {\\n\\n\\t\\t\\t\\t\\t\\tmesh.geometry = (0,_utils_BufferGeometryUtils_js__WEBPACK_IMPORTED_MODULE_1__.toTrianglesDrawMode)( mesh.geometry, three__WEBPACK_IMPORTED_MODULE_0__.TriangleStripDrawMode );\\n\\n\\t\\t\\t\\t\\t} else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) {\\n\\n\\t\\t\\t\\t\\t\\tmesh.geometry = (0,_utils_BufferGeometryUtils_js__WEBPACK_IMPORTED_MODULE_1__.toTrianglesDrawMode)( mesh.geometry, three__WEBPACK_IMPORTED_MODULE_0__.TriangleFanDrawMode );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {\\n\\n\\t\\t\\t\\t\\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.LineSegments( geometry, material );\\n\\n\\t\\t\\t\\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) {\\n\\n\\t\\t\\t\\t\\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.Line( geometry, material );\\n\\n\\t\\t\\t\\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) {\\n\\n\\t\\t\\t\\t\\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.LineLoop( geometry, material );\\n\\n\\t\\t\\t\\t} else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) {\\n\\n\\t\\t\\t\\t\\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.Points( geometry, material );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tthrow new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {\\n\\n\\t\\t\\t\\t\\tupdateMorphTargets( mesh, meshDef );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tmesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) );\\n\\n\\t\\t\\t\\tassignExtrasToUserData( mesh, meshDef );\\n\\n\\t\\t\\t\\tif ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive );\\n\\n\\t\\t\\t\\tparser.assignFinalMaterial( mesh );\\n\\n\\t\\t\\t\\tmeshes.push( mesh );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tfor ( let i = 0, il = meshes.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\tparser.associations.set( meshes[ i ], {\\n\\t\\t\\t\\t\\tmeshes: meshIndex,\\n\\t\\t\\t\\t\\tprimitives: i\\n\\t\\t\\t\\t} );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( meshes.length === 1 ) {\\n\\n\\t\\t\\t\\tif ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, meshes[ 0 ], meshDef );\\n\\n\\t\\t\\t\\treturn meshes[ 0 ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst group = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\\n\\n\\t\\t\\tif ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, group, meshDef );\\n\\n\\t\\t\\tparser.associations.set( group, { meshes: meshIndex } );\\n\\n\\t\\t\\tfor ( let i = 0, il = meshes.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\tgroup.add( meshes[ i ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn group;\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\t/**\\n\\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras\\n\\t * @param {number} cameraIndex\\n\\t * @return {Promise<THREE.Camera>}\\n\\t */\\n\\tloadCamera( cameraIndex ) {\\n\\n\\t\\tlet camera;\\n\\t\\tconst cameraDef = this.json.cameras[ cameraIndex ];\\n\\t\\tconst params = cameraDef[ cameraDef.type ];\\n\\n\\t\\tif ( ! params ) {\\n\\n\\t\\t\\tconsole.warn( 'THREE.GLTFLoader: Missing camera parameters.' );\\n\\t\\t\\treturn;\\n\\n\\t\\t}\\n\\n\\t\\tif ( cameraDef.type === 'perspective' ) {\\n\\n\\t\\t\\tcamera = new three__WEBPACK_IMPORTED_MODULE_0__.PerspectiveCamera( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );\\n\\n\\t\\t} else if ( cameraDef.type === 'orthographic' ) {\\n\\n\\t\\t\\tcamera = new three__WEBPACK_IMPORTED_MODULE_0__.OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar );\\n\\n\\t\\t}\\n\\n\\t\\tif ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name );\\n\\n\\t\\tassignExtrasToUserData( camera, cameraDef );\\n\\n\\t\\treturn Promise.resolve( camera );\\n\\n\\t}\\n\\n\\t/**\\n\\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\\n\\t * @param {number} skinIndex\\n\\t * @return {Promise<Skeleton>}\\n\\t */\\n\\tloadSkin( skinIndex ) {\\n\\n\\t\\tconst skinDef = this.json.skins[ skinIndex ];\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tfor ( let i = 0, il = skinDef.joints.length; i < il; i ++ ) {\\n\\n\\t\\t\\tpending.push( this._loadNodeShallow( skinDef.joints[ i ] ) );\\n\\n\\t\\t}\\n\\n\\t\\tif ( skinDef.inverseBindMatrices !== undefined ) {\\n\\n\\t\\t\\tpending.push( this.getDependency( 'accessor', skinDef.inverseBindMatrices ) );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tpending.push( null );\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pending ).then( function ( results ) {\\n\\n\\t\\t\\tconst inverseBindMatrices = results.pop();\\n\\t\\t\\tconst jointNodes = results;\\n\\n\\t\\t\\t// Note that bones (joint nodes) may or may not be in the\\n\\t\\t\\t// scene graph at this time.\\n\\n\\t\\t\\tconst bones = [];\\n\\t\\t\\tconst boneInverses = [];\\n\\n\\t\\t\\tfor ( let i = 0, il = jointNodes.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\tconst jointNode = jointNodes[ i ];\\n\\n\\t\\t\\t\\tif ( jointNode ) {\\n\\n\\t\\t\\t\\t\\tbones.push( jointNode );\\n\\n\\t\\t\\t\\t\\tconst mat = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n\\t\\t\\t\\t\\tif ( inverseBindMatrices !== null ) {\\n\\n\\t\\t\\t\\t\\t\\tmat.fromArray( inverseBindMatrices.array, i * 16 );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tboneInverses.push( mat );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tconsole.warn( 'THREE.GLTFLoader: Joint \\\"%s\\\" could not be found.', skinDef.joints[ i ] );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.Skeleton( bones, boneInverses );\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\t/**\\n\\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\\n\\t * @param {number} animationIndex\\n\\t * @return {Promise<AnimationClip>}\\n\\t */\\n\\tloadAnimation( animationIndex ) {\\n\\n\\t\\tconst json = this.json;\\n\\t\\tconst parser = this;\\n\\n\\t\\tconst animationDef = json.animations[ animationIndex ];\\n\\t\\tconst animationName = animationDef.name ? animationDef.name : 'animation_' + animationIndex;\\n\\n\\t\\tconst pendingNodes = [];\\n\\t\\tconst pendingInputAccessors = [];\\n\\t\\tconst pendingOutputAccessors = [];\\n\\t\\tconst pendingSamplers = [];\\n\\t\\tconst pendingTargets = [];\\n\\n\\t\\tfor ( let i = 0, il = animationDef.channels.length; i < il; i ++ ) {\\n\\n\\t\\t\\tconst channel = animationDef.channels[ i ];\\n\\t\\t\\tconst sampler = animationDef.samplers[ channel.sampler ];\\n\\t\\t\\tconst target = channel.target;\\n\\t\\t\\tconst name = target.node;\\n\\t\\t\\tconst input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;\\n\\t\\t\\tconst output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;\\n\\n\\t\\t\\tif ( target.node === undefined ) continue;\\n\\n\\t\\t\\tpendingNodes.push( this.getDependency( 'node', name ) );\\n\\t\\t\\tpendingInputAccessors.push( this.getDependency( 'accessor', input ) );\\n\\t\\t\\tpendingOutputAccessors.push( this.getDependency( 'accessor', output ) );\\n\\t\\t\\tpendingSamplers.push( sampler );\\n\\t\\t\\tpendingTargets.push( target );\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( [\\n\\n\\t\\t\\tPromise.all( pendingNodes ),\\n\\t\\t\\tPromise.all( pendingInputAccessors ),\\n\\t\\t\\tPromise.all( pendingOutputAccessors ),\\n\\t\\t\\tPromise.all( pendingSamplers ),\\n\\t\\t\\tPromise.all( pendingTargets )\\n\\n\\t\\t] ).then( function ( dependencies ) {\\n\\n\\t\\t\\tconst nodes = dependencies[ 0 ];\\n\\t\\t\\tconst inputAccessors = dependencies[ 1 ];\\n\\t\\t\\tconst outputAccessors = dependencies[ 2 ];\\n\\t\\t\\tconst samplers = dependencies[ 3 ];\\n\\t\\t\\tconst targets = dependencies[ 4 ];\\n\\n\\t\\t\\tconst tracks = [];\\n\\n\\t\\t\\tfor ( let i = 0, il = nodes.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\tconst node = nodes[ i ];\\n\\t\\t\\t\\tconst inputAccessor = inputAccessors[ i ];\\n\\t\\t\\t\\tconst outputAccessor = outputAccessors[ i ];\\n\\t\\t\\t\\tconst sampler = samplers[ i ];\\n\\t\\t\\t\\tconst target = targets[ i ];\\n\\n\\t\\t\\t\\tif ( node === undefined ) continue;\\n\\n\\t\\t\\t\\tif ( node.updateMatrix ) {\\n\\n\\t\\t\\t\\t\\tnode.updateMatrix();\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tconst createdTracks = parser._createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target );\\n\\n\\t\\t\\t\\tif ( createdTracks ) {\\n\\n\\t\\t\\t\\t\\tfor ( let k = 0; k < createdTracks.length; k ++ ) {\\n\\n\\t\\t\\t\\t\\t\\ttracks.push( createdTracks[ k ] );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.AnimationClip( animationName, undefined, tracks );\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\tcreateNodeMesh( nodeIndex ) {\\n\\n\\t\\tconst json = this.json;\\n\\t\\tconst parser = this;\\n\\t\\tconst nodeDef = json.nodes[ nodeIndex ];\\n\\n\\t\\tif ( nodeDef.mesh === undefined ) return null;\\n\\n\\t\\treturn parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {\\n\\n\\t\\t\\tconst node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh );\\n\\n\\t\\t\\t// if weights are provided on the node, override weights on the mesh.\\n\\t\\t\\tif ( nodeDef.weights !== undefined ) {\\n\\n\\t\\t\\t\\tnode.traverse( function ( o ) {\\n\\n\\t\\t\\t\\t\\tif ( ! o.isMesh ) return;\\n\\n\\t\\t\\t\\t\\tfor ( let i = 0, il = nodeDef.weights.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\t\\t\\to.morphTargetInfluences[ i ] = nodeDef.weights[ i ];\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn node;\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\t/**\\n\\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy\\n\\t * @param {number} nodeIndex\\n\\t * @return {Promise<Object3D>}\\n\\t */\\n\\tloadNode( nodeIndex ) {\\n\\n\\t\\tconst json = this.json;\\n\\t\\tconst parser = this;\\n\\n\\t\\tconst nodeDef = json.nodes[ nodeIndex ];\\n\\n\\t\\tconst nodePending = parser._loadNodeShallow( nodeIndex );\\n\\n\\t\\tconst childPending = [];\\n\\t\\tconst childrenDef = nodeDef.children || [];\\n\\n\\t\\tfor ( let i = 0, il = childrenDef.length; i < il; i ++ ) {\\n\\n\\t\\t\\tchildPending.push( parser.getDependency( 'node', childrenDef[ i ] ) );\\n\\n\\t\\t}\\n\\n\\t\\tconst skeletonPending = nodeDef.skin === undefined\\n\\t\\t\\t? Promise.resolve( null )\\n\\t\\t\\t: parser.getDependency( 'skin', nodeDef.skin );\\n\\n\\t\\treturn Promise.all( [\\n\\t\\t\\tnodePending,\\n\\t\\t\\tPromise.all( childPending ),\\n\\t\\t\\tskeletonPending\\n\\t\\t] ).then( function ( results ) {\\n\\n\\t\\t\\tconst node = results[ 0 ];\\n\\t\\t\\tconst children = results[ 1 ];\\n\\t\\t\\tconst skeleton = results[ 2 ];\\n\\n\\t\\t\\tif ( skeleton !== null ) {\\n\\n\\t\\t\\t\\t// This full traverse should be fine because\\n\\t\\t\\t\\t// child glTF nodes have not been added to this node yet.\\n\\t\\t\\t\\tnode.traverse( function ( mesh ) {\\n\\n\\t\\t\\t\\t\\tif ( ! mesh.isSkinnedMesh ) return;\\n\\n\\t\\t\\t\\t\\tmesh.bind( skeleton, _identityMatrix );\\n\\n\\t\\t\\t\\t} );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tfor ( let i = 0, il = children.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\tnode.add( children[ i ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn node;\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\t// ._loadNodeShallow() parses a single node.\\n\\t// skin and child nodes are created and added in .loadNode() (no '_' prefix).\\n\\t_loadNodeShallow( nodeIndex ) {\\n\\n\\t\\tconst json = this.json;\\n\\t\\tconst extensions = this.extensions;\\n\\t\\tconst parser = this;\\n\\n\\t\\t// This method is called from .loadNode() and .loadSkin().\\n\\t\\t// Cache a node to avoid duplication.\\n\\n\\t\\tif ( this.nodeCache[ nodeIndex ] !== undefined ) {\\n\\n\\t\\t\\treturn this.nodeCache[ nodeIndex ];\\n\\n\\t\\t}\\n\\n\\t\\tconst nodeDef = json.nodes[ nodeIndex ];\\n\\n\\t\\t// reserve node's name before its dependencies, so the root has the intended name.\\n\\t\\tconst nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : '';\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tconst meshPromise = parser._invokeOne( function ( ext ) {\\n\\n\\t\\t\\treturn ext.createNodeMesh && ext.createNodeMesh( nodeIndex );\\n\\n\\t\\t} );\\n\\n\\t\\tif ( meshPromise ) {\\n\\n\\t\\t\\tpending.push( meshPromise );\\n\\n\\t\\t}\\n\\n\\t\\tif ( nodeDef.camera !== undefined ) {\\n\\n\\t\\t\\tpending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) {\\n\\n\\t\\t\\t\\treturn parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera );\\n\\n\\t\\t\\t} ) );\\n\\n\\t\\t}\\n\\n\\t\\tparser._invokeAll( function ( ext ) {\\n\\n\\t\\t\\treturn ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex );\\n\\n\\t\\t} ).forEach( function ( promise ) {\\n\\n\\t\\t\\tpending.push( promise );\\n\\n\\t\\t} );\\n\\n\\t\\tthis.nodeCache[ nodeIndex ] = Promise.all( pending ).then( function ( objects ) {\\n\\n\\t\\t\\tlet node;\\n\\n\\t\\t\\t// .isBone isn't in glTF spec. See ._markDefs\\n\\t\\t\\tif ( nodeDef.isBone === true ) {\\n\\n\\t\\t\\t\\tnode = new three__WEBPACK_IMPORTED_MODULE_0__.Bone();\\n\\n\\t\\t\\t} else if ( objects.length > 1 ) {\\n\\n\\t\\t\\t\\tnode = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\\n\\n\\t\\t\\t} else if ( objects.length === 1 ) {\\n\\n\\t\\t\\t\\tnode = objects[ 0 ];\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tnode = new three__WEBPACK_IMPORTED_MODULE_0__.Object3D();\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( node !== objects[ 0 ] ) {\\n\\n\\t\\t\\t\\tfor ( let i = 0, il = objects.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\t\\tnode.add( objects[ i ] );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( nodeDef.name ) {\\n\\n\\t\\t\\t\\tnode.userData.name = nodeDef.name;\\n\\t\\t\\t\\tnode.name = nodeName;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tassignExtrasToUserData( node, nodeDef );\\n\\n\\t\\t\\tif ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );\\n\\n\\t\\t\\tif ( nodeDef.matrix !== undefined ) {\\n\\n\\t\\t\\t\\tconst matrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\t\\t\\t\\tmatrix.fromArray( nodeDef.matrix );\\n\\t\\t\\t\\tnode.applyMatrix4( matrix );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tif ( nodeDef.translation !== undefined ) {\\n\\n\\t\\t\\t\\t\\tnode.position.fromArray( nodeDef.translation );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( nodeDef.rotation !== undefined ) {\\n\\n\\t\\t\\t\\t\\tnode.quaternion.fromArray( nodeDef.rotation );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( nodeDef.scale !== undefined ) {\\n\\n\\t\\t\\t\\t\\tnode.scale.fromArray( nodeDef.scale );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( ! parser.associations.has( node ) ) {\\n\\n\\t\\t\\t\\tparser.associations.set( node, {} );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tparser.associations.get( node ).nodes = nodeIndex;\\n\\n\\t\\t\\treturn node;\\n\\n\\t\\t} );\\n\\n\\t\\treturn this.nodeCache[ nodeIndex ];\\n\\n\\t}\\n\\n\\t/**\\n\\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes\\n\\t * @param {number} sceneIndex\\n\\t * @return {Promise<Group>}\\n\\t */\\n\\tloadScene( sceneIndex ) {\\n\\n\\t\\tconst extensions = this.extensions;\\n\\t\\tconst sceneDef = this.json.scenes[ sceneIndex ];\\n\\t\\tconst parser = this;\\n\\n\\t\\t// Loader returns Group, not Scene.\\n\\t\\t// See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172\\n\\t\\tconst scene = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\\n\\t\\tif ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name );\\n\\n\\t\\tassignExtrasToUserData( scene, sceneDef );\\n\\n\\t\\tif ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );\\n\\n\\t\\tconst nodeIds = sceneDef.nodes || [];\\n\\n\\t\\tconst pending = [];\\n\\n\\t\\tfor ( let i = 0, il = nodeIds.length; i < il; i ++ ) {\\n\\n\\t\\t\\tpending.push( parser.getDependency( 'node', nodeIds[ i ] ) );\\n\\n\\t\\t}\\n\\n\\t\\treturn Promise.all( pending ).then( function ( nodes ) {\\n\\n\\t\\t\\tfor ( let i = 0, il = nodes.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\tscene.add( nodes[ i ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// Removes dangling associations, associations that reference a node that\\n\\t\\t\\t// didn't make it into the scene.\\n\\t\\t\\tconst reduceAssociations = ( node ) => {\\n\\n\\t\\t\\t\\tconst reducedAssociations = new Map();\\n\\n\\t\\t\\t\\tfor ( const [ key, value ] of parser.associations ) {\\n\\n\\t\\t\\t\\t\\tif ( key instanceof three__WEBPACK_IMPORTED_MODULE_0__.Material || key instanceof three__WEBPACK_IMPORTED_MODULE_0__.Texture ) {\\n\\n\\t\\t\\t\\t\\t\\treducedAssociations.set( key, value );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tnode.traverse( ( node ) => {\\n\\n\\t\\t\\t\\t\\tconst mappings = parser.associations.get( node );\\n\\n\\t\\t\\t\\t\\tif ( mappings != null ) {\\n\\n\\t\\t\\t\\t\\t\\treducedAssociations.set( node, mappings );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\treturn reducedAssociations;\\n\\n\\t\\t\\t};\\n\\n\\t\\t\\tparser.associations = reduceAssociations( scene );\\n\\n\\t\\t\\treturn scene;\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\t_createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target ) {\\n\\n\\t\\tconst tracks = [];\\n\\n\\t\\tconst targetName = node.name ? node.name : node.uuid;\\n\\t\\tconst targetNames = [];\\n\\n\\t\\tif ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) {\\n\\n\\t\\t\\tnode.traverse( function ( object ) {\\n\\n\\t\\t\\t\\tif ( object.morphTargetInfluences ) {\\n\\n\\t\\t\\t\\t\\ttargetNames.push( object.name ? object.name : object.uuid );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} );\\n\\n\\t\\t} else {\\n\\n\\t\\t\\ttargetNames.push( targetName );\\n\\n\\t\\t}\\n\\n\\t\\tlet TypedKeyframeTrack;\\n\\n\\t\\tswitch ( PATH_PROPERTIES[ target.path ] ) {\\n\\n\\t\\t\\tcase PATH_PROPERTIES.weights:\\n\\n\\t\\t\\t\\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.NumberKeyframeTrack;\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase PATH_PROPERTIES.rotation:\\n\\n\\t\\t\\t\\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.QuaternionKeyframeTrack;\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase PATH_PROPERTIES.position:\\n\\t\\t\\tcase PATH_PROPERTIES.scale:\\n\\n\\t\\t\\t\\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.VectorKeyframeTrack;\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tdefault:\\n\\n\\t\\t\\t\\tswitch ( outputAccessor.itemSize ) {\\n\\n\\t\\t\\t\\t\\tcase 1:\\n\\t\\t\\t\\t\\t\\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.NumberKeyframeTrack;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 2:\\n\\t\\t\\t\\t\\tcase 3:\\n\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.VectorKeyframeTrack;\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t}\\n\\n\\t\\tconst interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : three__WEBPACK_IMPORTED_MODULE_0__.InterpolateLinear;\\n\\n\\n\\t\\tconst outputArray = this._getArrayFromAccessor( outputAccessor );\\n\\n\\t\\tfor ( let j = 0, jl = targetNames.length; j < jl; j ++ ) {\\n\\n\\t\\t\\tconst track = new TypedKeyframeTrack(\\n\\t\\t\\t\\ttargetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ],\\n\\t\\t\\t\\tinputAccessor.array,\\n\\t\\t\\t\\toutputArray,\\n\\t\\t\\t\\tinterpolation\\n\\t\\t\\t);\\n\\n\\t\\t\\t// Override interpolation with custom factory method.\\n\\t\\t\\tif ( sampler.interpolation === 'CUBICSPLINE' ) {\\n\\n\\t\\t\\t\\tthis._createCubicSplineTrackInterpolant( track );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\ttracks.push( track );\\n\\n\\t\\t}\\n\\n\\t\\treturn tracks;\\n\\n\\t}\\n\\n\\t_getArrayFromAccessor( accessor ) {\\n\\n\\t\\tlet outputArray = accessor.array;\\n\\n\\t\\tif ( accessor.normalized ) {\\n\\n\\t\\t\\tconst scale = getNormalizedComponentScale( outputArray.constructor );\\n\\t\\t\\tconst scaled = new Float32Array( outputArray.length );\\n\\n\\t\\t\\tfor ( let j = 0, jl = outputArray.length; j < jl; j ++ ) {\\n\\n\\t\\t\\t\\tscaled[ j ] = outputArray[ j ] * scale;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\toutputArray = scaled;\\n\\n\\t\\t}\\n\\n\\t\\treturn outputArray;\\n\\n\\t}\\n\\n\\t_createCubicSplineTrackInterpolant( track ) {\\n\\n\\t\\ttrack.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {\\n\\n\\t\\t\\t// A CUBICSPLINE keyframe in glTF has three output values for each input value,\\n\\t\\t\\t// representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()\\n\\t\\t\\t// must be divided by three to get the interpolant's sampleSize argument.\\n\\n\\t\\t\\tconst interpolantType = ( this instanceof three__WEBPACK_IMPORTED_MODULE_0__.QuaternionKeyframeTrack ) ? GLTFCubicSplineQuaternionInterpolant : GLTFCubicSplineInterpolant;\\n\\n\\t\\t\\treturn new interpolantType( this.times, this.values, this.getValueSize() / 3, result );\\n\\n\\t\\t};\\n\\n\\t\\t// Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.\\n\\t\\ttrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;\\n\\n\\t}\\n\\n}\\n\\n/**\\n * @param {BufferGeometry} geometry\\n * @param {GLTF.Primitive} primitiveDef\\n * @param {GLTFParser} parser\\n */\\nfunction computeBounds( geometry, primitiveDef, parser ) {\\n\\n\\tconst attributes = primitiveDef.attributes;\\n\\n\\tconst box = new three__WEBPACK_IMPORTED_MODULE_0__.Box3();\\n\\n\\tif ( attributes.POSITION !== undefined ) {\\n\\n\\t\\tconst accessor = parser.json.accessors[ attributes.POSITION ];\\n\\n\\t\\tconst min = accessor.min;\\n\\t\\tconst max = accessor.max;\\n\\n\\t\\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\\n\\n\\t\\tif ( min !== undefined && max !== undefined ) {\\n\\n\\t\\t\\tbox.set(\\n\\t\\t\\t\\tnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ),\\n\\t\\t\\t\\tnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3( max[ 0 ], max[ 1 ], max[ 2 ] )\\n\\t\\t\\t);\\n\\n\\t\\t\\tif ( accessor.normalized ) {\\n\\n\\t\\t\\t\\tconst boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );\\n\\t\\t\\t\\tbox.min.multiplyScalar( boxScale );\\n\\t\\t\\t\\tbox.max.multiplyScalar( boxScale );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\\n\\n\\t\\t\\treturn;\\n\\n\\t\\t}\\n\\n\\t} else {\\n\\n\\t\\treturn;\\n\\n\\t}\\n\\n\\tconst targets = primitiveDef.targets;\\n\\n\\tif ( targets !== undefined ) {\\n\\n\\t\\tconst maxDisplacement = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\tconst vector = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\\n\\n\\t\\t\\tconst target = targets[ i ];\\n\\n\\t\\t\\tif ( target.POSITION !== undefined ) {\\n\\n\\t\\t\\t\\tconst accessor = parser.json.accessors[ target.POSITION ];\\n\\t\\t\\t\\tconst min = accessor.min;\\n\\t\\t\\t\\tconst max = accessor.max;\\n\\n\\t\\t\\t\\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\\n\\n\\t\\t\\t\\tif ( min !== undefined && max !== undefined ) {\\n\\n\\t\\t\\t\\t\\t// we need to get max of absolute components because target weight is [-1,1]\\n\\t\\t\\t\\t\\tvector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );\\n\\t\\t\\t\\t\\tvector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );\\n\\t\\t\\t\\t\\tvector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );\\n\\n\\n\\t\\t\\t\\t\\tif ( accessor.normalized ) {\\n\\n\\t\\t\\t\\t\\t\\tconst boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );\\n\\t\\t\\t\\t\\t\\tvector.multiplyScalar( boxScale );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t// Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative\\n\\t\\t\\t\\t\\t// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets\\n\\t\\t\\t\\t\\t// are used to implement key-frame animations and as such only two are active at a time - this results in very large\\n\\t\\t\\t\\t\\t// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.\\n\\t\\t\\t\\t\\tmaxDisplacement.max( vector );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.\\n\\t\\tbox.expandByVector( maxDisplacement );\\n\\n\\t}\\n\\n\\tgeometry.boundingBox = box;\\n\\n\\tconst sphere = new three__WEBPACK_IMPORTED_MODULE_0__.Sphere();\\n\\n\\tbox.getCenter( sphere.center );\\n\\tsphere.radius = box.min.distanceTo( box.max ) / 2;\\n\\n\\tgeometry.boundingSphere = sphere;\\n\\n}\\n\\n/**\\n * @param {BufferGeometry} geometry\\n * @param {GLTF.Primitive} primitiveDef\\n * @param {GLTFParser} parser\\n * @return {Promise<BufferGeometry>}\\n */\\nfunction addPrimitiveAttributes( geometry, primitiveDef, parser ) {\\n\\n\\tconst attributes = primitiveDef.attributes;\\n\\n\\tconst pending = [];\\n\\n\\tfunction assignAttributeAccessor( accessorIndex, attributeName ) {\\n\\n\\t\\treturn parser.getDependency( 'accessor', accessorIndex )\\n\\t\\t\\t.then( function ( accessor ) {\\n\\n\\t\\t\\t\\tgeometry.setAttribute( attributeName, accessor );\\n\\n\\t\\t\\t} );\\n\\n\\t}\\n\\n\\tfor ( const gltfAttributeName in attributes ) {\\n\\n\\t\\tconst threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase();\\n\\n\\t\\t// Skip attributes already provided by e.g. Draco extension.\\n\\t\\tif ( threeAttributeName in geometry.attributes ) continue;\\n\\n\\t\\tpending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );\\n\\n\\t}\\n\\n\\tif ( primitiveDef.indices !== undefined && ! geometry.index ) {\\n\\n\\t\\tconst accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {\\n\\n\\t\\t\\tgeometry.setIndex( accessor );\\n\\n\\t\\t} );\\n\\n\\t\\tpending.push( accessor );\\n\\n\\t}\\n\\n\\tif ( three__WEBPACK_IMPORTED_MODULE_0__.ColorManagement.workingColorSpace !== three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace && 'COLOR_0' in attributes ) {\\n\\n\\t\\tconsole.warn( `THREE.GLTFLoader: Converting vertex colors from \\\"srgb-linear\\\" to \\\"${three__WEBPACK_IMPORTED_MODULE_0__.ColorManagement.workingColorSpace}\\\" not supported.` );\\n\\n\\t}\\n\\n\\tassignExtrasToUserData( geometry, primitiveDef );\\n\\n\\tcomputeBounds( geometry, primitiveDef, parser );\\n\\n\\treturn Promise.all( pending ).then( function () {\\n\\n\\t\\treturn primitiveDef.targets !== undefined\\n\\t\\t\\t? addMorphTargets( geometry, primitiveDef.targets, parser )\\n\\t\\t\\t: geometry;\\n\\n\\t} );\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/loaders/GLTFLoader.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/loaders/MTLLoader.js\":\n/*!**************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/loaders/MTLLoader.js ***!\n  \\**************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MTLLoader: () => (/* binding */ MTLLoader)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n\\n\\n/**\\n * Loads a Wavefront .mtl file specifying materials\\n */\\n\\nclass MTLLoader extends three__WEBPACK_IMPORTED_MODULE_0__.Loader {\\n\\n\\tconstructor( manager ) {\\n\\n\\t\\tsuper( manager );\\n\\n\\t}\\n\\n\\t/**\\n\\t * Loads and parses a MTL asset from a URL.\\n\\t *\\n\\t * @param {String} url - URL to the MTL file.\\n\\t * @param {Function} [onLoad] - Callback invoked with the loaded object.\\n\\t * @param {Function} [onProgress] - Callback for download progress.\\n\\t * @param {Function} [onError] - Callback for download errors.\\n\\t *\\n\\t * @see setPath setResourcePath\\n\\t *\\n\\t * @note In order for relative texture references to resolve correctly\\n\\t * you must call setResourcePath() explicitly prior to load.\\n\\t */\\n\\tload( url, onLoad, onProgress, onError ) {\\n\\n\\t\\tconst scope = this;\\n\\n\\t\\tconst path = ( this.path === '' ) ? three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.extractUrlBase( url ) : this.path;\\n\\n\\t\\tconst loader = new three__WEBPACK_IMPORTED_MODULE_0__.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( text, path ) );\\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\\tsetMaterialOptions( value ) {\\n\\n\\t\\tthis.materialOptions = value;\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\t/**\\n\\t * Parses a MTL file.\\n\\t *\\n\\t * @param {String} text - Content of MTL file\\n\\t * @return {MaterialCreator}\\n\\t *\\n\\t * @see setPath setResourcePath\\n\\t *\\n\\t * @note In order for relative texture references to resolve correctly\\n\\t * you must call setResourcePath() explicitly prior to parse.\\n\\t */\\n\\tparse( text, path ) {\\n\\n\\t\\tconst lines = text.split( '\\\\n' );\\n\\t\\tlet info = {};\\n\\t\\tconst delimiter_pattern = /\\\\s+/;\\n\\t\\tconst materialsInfo = {};\\n\\n\\t\\tfor ( let i = 0; i < lines.length; i ++ ) {\\n\\n\\t\\t\\tlet line = lines[ i ];\\n\\t\\t\\tline = line.trim();\\n\\n\\t\\t\\tif ( line.length === 0 || line.charAt( 0 ) === '#' ) {\\n\\n\\t\\t\\t\\t// Blank line or comment ignore\\n\\t\\t\\t\\tcontinue;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst pos = line.indexOf( ' ' );\\n\\n\\t\\t\\tlet key = ( pos >= 0 ) ? line.substring( 0, pos ) : line;\\n\\t\\t\\tkey = key.toLowerCase();\\n\\n\\t\\t\\tlet value = ( pos >= 0 ) ? line.substring( pos + 1 ) : '';\\n\\t\\t\\tvalue = value.trim();\\n\\n\\t\\t\\tif ( key === 'newmtl' ) {\\n\\n\\t\\t\\t\\t// New material\\n\\n\\t\\t\\t\\tinfo = { name: value };\\n\\t\\t\\t\\tmaterialsInfo[ value ] = info;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tif ( key === 'ka' || key === 'kd' || key === 'ks' || key === 'ke' ) {\\n\\n\\t\\t\\t\\t\\tconst ss = value.split( delimiter_pattern, 3 );\\n\\t\\t\\t\\t\\tinfo[ key ] = [ parseFloat( ss[ 0 ] ), parseFloat( ss[ 1 ] ), parseFloat( ss[ 2 ] ) ];\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tinfo[ key ] = value;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tconst materialCreator = new MaterialCreator( this.resourcePath || path, this.materialOptions );\\n\\t\\tmaterialCreator.setCrossOrigin( this.crossOrigin );\\n\\t\\tmaterialCreator.setManager( this.manager );\\n\\t\\tmaterialCreator.setMaterials( materialsInfo );\\n\\t\\treturn materialCreator;\\n\\n\\t}\\n\\n}\\n\\n/**\\n * Create a new MTLLoader.MaterialCreator\\n * @param baseUrl - Url relative to which textures are loaded\\n * @param options - Set of options on how to construct the materials\\n *                  side: Which side to apply the material\\n *                        FrontSide (default), THREE.BackSide, THREE.DoubleSide\\n *                  wrap: What type of wrapping to apply for textures\\n *                        RepeatWrapping (default), THREE.ClampToEdgeWrapping, THREE.MirroredRepeatWrapping\\n *                  normalizeRGB: RGBs need to be normalized to 0-1 from 0-255\\n *                                Default: false, assumed to be already normalized\\n *                  ignoreZeroRGBs: Ignore values of RGBs (Ka,Kd,Ks) that are all 0's\\n *                                  Default: false\\n * @constructor\\n */\\n\\nclass MaterialCreator {\\n\\n\\tconstructor( baseUrl = '', options = {} ) {\\n\\n\\t\\tthis.baseUrl = baseUrl;\\n\\t\\tthis.options = options;\\n\\t\\tthis.materialsInfo = {};\\n\\t\\tthis.materials = {};\\n\\t\\tthis.materialsArray = [];\\n\\t\\tthis.nameLookup = {};\\n\\n\\t\\tthis.crossOrigin = 'anonymous';\\n\\n\\t\\tthis.side = ( this.options.side !== undefined ) ? this.options.side : three__WEBPACK_IMPORTED_MODULE_0__.FrontSide;\\n\\t\\tthis.wrap = ( this.options.wrap !== undefined ) ? this.options.wrap : three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping;\\n\\n\\t}\\n\\n\\tsetCrossOrigin( value ) {\\n\\n\\t\\tthis.crossOrigin = value;\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tsetManager( value ) {\\n\\n\\t\\tthis.manager = value;\\n\\n\\t}\\n\\n\\tsetMaterials( materialsInfo ) {\\n\\n\\t\\tthis.materialsInfo = this.convert( materialsInfo );\\n\\t\\tthis.materials = {};\\n\\t\\tthis.materialsArray = [];\\n\\t\\tthis.nameLookup = {};\\n\\n\\t}\\n\\n\\tconvert( materialsInfo ) {\\n\\n\\t\\tif ( ! this.options ) return materialsInfo;\\n\\n\\t\\tconst converted = {};\\n\\n\\t\\tfor ( const mn in materialsInfo ) {\\n\\n\\t\\t\\t// Convert materials info into normalized form based on options\\n\\n\\t\\t\\tconst mat = materialsInfo[ mn ];\\n\\n\\t\\t\\tconst covmat = {};\\n\\n\\t\\t\\tconverted[ mn ] = covmat;\\n\\n\\t\\t\\tfor ( const prop in mat ) {\\n\\n\\t\\t\\t\\tlet save = true;\\n\\t\\t\\t\\tlet value = mat[ prop ];\\n\\t\\t\\t\\tconst lprop = prop.toLowerCase();\\n\\n\\t\\t\\t\\tswitch ( lprop ) {\\n\\n\\t\\t\\t\\t\\tcase 'kd':\\n\\t\\t\\t\\t\\tcase 'ka':\\n\\t\\t\\t\\t\\tcase 'ks':\\n\\n\\t\\t\\t\\t\\t\\t// Diffuse color (color under white light) using RGB values\\n\\n\\t\\t\\t\\t\\t\\tif ( this.options && this.options.normalizeRGB ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tvalue = [ value[ 0 ] / 255, value[ 1 ] / 255, value[ 2 ] / 255 ];\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tif ( this.options && this.options.ignoreZeroRGBs ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tif ( value[ 0 ] === 0 && value[ 1 ] === 0 && value[ 2 ] === 0 ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t// ignore\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tsave = false;\\n\\n\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tdefault:\\n\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( save ) {\\n\\n\\t\\t\\t\\t\\tcovmat[ lprop ] = value;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn converted;\\n\\n\\t}\\n\\n\\tpreload() {\\n\\n\\t\\tfor ( const mn in this.materialsInfo ) {\\n\\n\\t\\t\\tthis.create( mn );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tgetIndex( materialName ) {\\n\\n\\t\\treturn this.nameLookup[ materialName ];\\n\\n\\t}\\n\\n\\tgetAsArray() {\\n\\n\\t\\tlet index = 0;\\n\\n\\t\\tfor ( const mn in this.materialsInfo ) {\\n\\n\\t\\t\\tthis.materialsArray[ index ] = this.create( mn );\\n\\t\\t\\tthis.nameLookup[ mn ] = index;\\n\\t\\t\\tindex ++;\\n\\n\\t\\t}\\n\\n\\t\\treturn this.materialsArray;\\n\\n\\t}\\n\\n\\tcreate( materialName ) {\\n\\n\\t\\tif ( this.materials[ materialName ] === undefined ) {\\n\\n\\t\\t\\tthis.createMaterial_( materialName );\\n\\n\\t\\t}\\n\\n\\t\\treturn this.materials[ materialName ];\\n\\n\\t}\\n\\n\\tcreateMaterial_( materialName ) {\\n\\n\\t\\t// Create material\\n\\n\\t\\tconst scope = this;\\n\\t\\tconst mat = this.materialsInfo[ materialName ];\\n\\t\\tconst params = {\\n\\n\\t\\t\\tname: materialName,\\n\\t\\t\\tside: this.side\\n\\n\\t\\t};\\n\\n\\t\\tfunction resolveURL( baseUrl, url ) {\\n\\n\\t\\t\\tif ( typeof url !== 'string' || url === '' )\\n\\t\\t\\t\\treturn '';\\n\\n\\t\\t\\t// Absolute URL\\n\\t\\t\\tif ( /^https?:\\\\/\\\\//i.test( url ) ) return url;\\n\\n\\t\\t\\treturn baseUrl + url;\\n\\n\\t\\t}\\n\\n\\t\\tfunction setMapForType( mapType, value ) {\\n\\n\\t\\t\\tif ( params[ mapType ] ) return; // Keep the first encountered texture\\n\\n\\t\\t\\tconst texParams = scope.getTextureParams( value, params );\\n\\t\\t\\tconst map = scope.loadTexture( resolveURL( scope.baseUrl, texParams.url ) );\\n\\n\\t\\t\\tmap.repeat.copy( texParams.scale );\\n\\t\\t\\tmap.offset.copy( texParams.offset );\\n\\n\\t\\t\\tmap.wrapS = scope.wrap;\\n\\t\\t\\tmap.wrapT = scope.wrap;\\n\\n\\t\\t\\tif ( mapType === 'map' || mapType === 'emissiveMap' ) {\\n\\n\\t\\t\\t\\tmap.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tparams[ mapType ] = map;\\n\\n\\t\\t}\\n\\n\\t\\tfor ( const prop in mat ) {\\n\\n\\t\\t\\tconst value = mat[ prop ];\\n\\t\\t\\tlet n;\\n\\n\\t\\t\\tif ( value === '' ) continue;\\n\\n\\t\\t\\tswitch ( prop.toLowerCase() ) {\\n\\n\\t\\t\\t\\t// Ns is material specular exponent\\n\\n\\t\\t\\t\\tcase 'kd':\\n\\n\\t\\t\\t\\t\\t// Diffuse color (color under white light) using RGB values\\n\\n\\t\\t\\t\\t\\tparams.color = new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray( value ).convertSRGBToLinear();\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'ks':\\n\\n\\t\\t\\t\\t\\t// Specular color (color when light is reflected from shiny surface) using RGB values\\n\\t\\t\\t\\t\\tparams.specular = new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray( value ).convertSRGBToLinear();\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'ke':\\n\\n\\t\\t\\t\\t\\t// Emissive using RGB values\\n\\t\\t\\t\\t\\tparams.emissive = new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray( value ).convertSRGBToLinear();\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'map_kd':\\n\\n\\t\\t\\t\\t\\t// Diffuse texture map\\n\\n\\t\\t\\t\\t\\tsetMapForType( 'map', value );\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'map_ks':\\n\\n\\t\\t\\t\\t\\t// Specular map\\n\\n\\t\\t\\t\\t\\tsetMapForType( 'specularMap', value );\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'map_ke':\\n\\n\\t\\t\\t\\t\\t// Emissive map\\n\\n\\t\\t\\t\\t\\tsetMapForType( 'emissiveMap', value );\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'norm':\\n\\n\\t\\t\\t\\t\\tsetMapForType( 'normalMap', value );\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'map_bump':\\n\\t\\t\\t\\tcase 'bump':\\n\\n\\t\\t\\t\\t\\t// Bump texture map\\n\\n\\t\\t\\t\\t\\tsetMapForType( 'bumpMap', value );\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'map_d':\\n\\n\\t\\t\\t\\t\\t// Alpha map\\n\\n\\t\\t\\t\\t\\tsetMapForType( 'alphaMap', value );\\n\\t\\t\\t\\t\\tparams.transparent = true;\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'ns':\\n\\n\\t\\t\\t\\t\\t// The specular exponent (defines the focus of the specular highlight)\\n\\t\\t\\t\\t\\t// A high exponent results in a tight, concentrated highlight. Ns values normally range from 0 to 1000.\\n\\n\\t\\t\\t\\t\\tparams.shininess = parseFloat( value );\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'd':\\n\\t\\t\\t\\t\\tn = parseFloat( value );\\n\\n\\t\\t\\t\\t\\tif ( n < 1 ) {\\n\\n\\t\\t\\t\\t\\t\\tparams.opacity = n;\\n\\t\\t\\t\\t\\t\\tparams.transparent = true;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase 'tr':\\n\\t\\t\\t\\t\\tn = parseFloat( value );\\n\\n\\t\\t\\t\\t\\tif ( this.options && this.options.invertTrProperty ) n = 1 - n;\\n\\n\\t\\t\\t\\t\\tif ( n > 0 ) {\\n\\n\\t\\t\\t\\t\\t\\tparams.opacity = 1 - n;\\n\\t\\t\\t\\t\\t\\tparams.transparent = true;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tthis.materials[ materialName ] = new three__WEBPACK_IMPORTED_MODULE_0__.MeshPhongMaterial( params );\\n\\t\\treturn this.materials[ materialName ];\\n\\n\\t}\\n\\n\\tgetTextureParams( value, matParams ) {\\n\\n\\t\\tconst texParams = {\\n\\n\\t\\t\\tscale: new three__WEBPACK_IMPORTED_MODULE_0__.Vector2( 1, 1 ),\\n\\t\\t\\toffset: new three__WEBPACK_IMPORTED_MODULE_0__.Vector2( 0, 0 )\\n\\n\\t\\t };\\n\\n\\t\\tconst items = value.split( /\\\\s+/ );\\n\\t\\tlet pos;\\n\\n\\t\\tpos = items.indexOf( '-bm' );\\n\\n\\t\\tif ( pos >= 0 ) {\\n\\n\\t\\t\\tmatParams.bumpScale = parseFloat( items[ pos + 1 ] );\\n\\t\\t\\titems.splice( pos, 2 );\\n\\n\\t\\t}\\n\\n\\t\\tpos = items.indexOf( '-s' );\\n\\n\\t\\tif ( pos >= 0 ) {\\n\\n\\t\\t\\ttexParams.scale.set( parseFloat( items[ pos + 1 ] ), parseFloat( items[ pos + 2 ] ) );\\n\\t\\t\\titems.splice( pos, 4 ); // we expect 3 parameters here!\\n\\n\\t\\t}\\n\\n\\t\\tpos = items.indexOf( '-o' );\\n\\n\\t\\tif ( pos >= 0 ) {\\n\\n\\t\\t\\ttexParams.offset.set( parseFloat( items[ pos + 1 ] ), parseFloat( items[ pos + 2 ] ) );\\n\\t\\t\\titems.splice( pos, 4 ); // we expect 3 parameters here!\\n\\n\\t\\t}\\n\\n\\t\\ttexParams.url = items.join( ' ' ).trim();\\n\\t\\treturn texParams;\\n\\n\\t}\\n\\n\\tloadTexture( url, mapping, onLoad, onProgress, onError ) {\\n\\n\\t\\tconst manager = ( this.manager !== undefined ) ? this.manager : three__WEBPACK_IMPORTED_MODULE_0__.DefaultLoadingManager;\\n\\t\\tlet loader = manager.getHandler( url );\\n\\n\\t\\tif ( loader === null ) {\\n\\n\\t\\t\\tloader = new three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader( manager );\\n\\n\\t\\t}\\n\\n\\t\\tif ( loader.setCrossOrigin ) loader.setCrossOrigin( this.crossOrigin );\\n\\n\\t\\tconst texture = loader.load( url, onLoad, onProgress, onError );\\n\\n\\t\\tif ( mapping !== undefined ) texture.mapping = mapping;\\n\\n\\t\\treturn texture;\\n\\n\\t}\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/loaders/MTLLoader.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/loaders/OBJLoader.js\":\n/*!**************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/loaders/OBJLoader.js ***!\n  \\**************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   OBJLoader: () => (/* binding */ OBJLoader)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n\\n\\n// o object_name | g group_name\\nconst _object_pattern = /^[og]\\\\s*(.+)?/;\\n// mtllib file_reference\\nconst _material_library_pattern = /^mtllib /;\\n// usemtl material_name\\nconst _material_use_pattern = /^usemtl /;\\n// usemap map_name\\nconst _map_use_pattern = /^usemap /;\\nconst _face_vertex_data_separator_pattern = /\\\\s+/;\\n\\nconst _vA = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\nconst _vB = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\nconst _vC = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\nconst _ab = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\nconst _cb = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\nconst _color = new three__WEBPACK_IMPORTED_MODULE_0__.Color();\\n\\nfunction ParserState() {\\n\\n\\tconst state = {\\n\\t\\tobjects: [],\\n\\t\\tobject: {},\\n\\n\\t\\tvertices: [],\\n\\t\\tnormals: [],\\n\\t\\tcolors: [],\\n\\t\\tuvs: [],\\n\\n\\t\\tmaterials: {},\\n\\t\\tmaterialLibraries: [],\\n\\n\\t\\tstartObject: function ( name, fromDeclaration ) {\\n\\n\\t\\t\\t// If the current object (initial from reset) is not from a g/o declaration in the parsed\\n\\t\\t\\t// file. We need to use it for the first parsed g/o to keep things in sync.\\n\\t\\t\\tif ( this.object && this.object.fromDeclaration === false ) {\\n\\n\\t\\t\\t\\tthis.object.name = name;\\n\\t\\t\\t\\tthis.object.fromDeclaration = ( fromDeclaration !== false );\\n\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );\\n\\n\\t\\t\\tif ( this.object && typeof this.object._finalize === 'function' ) {\\n\\n\\t\\t\\t\\tthis.object._finalize( true );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tthis.object = {\\n\\t\\t\\t\\tname: name || '',\\n\\t\\t\\t\\tfromDeclaration: ( fromDeclaration !== false ),\\n\\n\\t\\t\\t\\tgeometry: {\\n\\t\\t\\t\\t\\tvertices: [],\\n\\t\\t\\t\\t\\tnormals: [],\\n\\t\\t\\t\\t\\tcolors: [],\\n\\t\\t\\t\\t\\tuvs: [],\\n\\t\\t\\t\\t\\thasUVIndices: false\\n\\t\\t\\t\\t},\\n\\t\\t\\t\\tmaterials: [],\\n\\t\\t\\t\\tsmooth: true,\\n\\n\\t\\t\\t\\tstartMaterial: function ( name, libraries ) {\\n\\n\\t\\t\\t\\t\\tconst previous = this._finalize( false );\\n\\n\\t\\t\\t\\t\\t// New usemtl declaration overwrites an inherited material, except if faces were declared\\n\\t\\t\\t\\t\\t// after the material, then it must be preserved for proper MultiMaterial continuation.\\n\\t\\t\\t\\t\\tif ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {\\n\\n\\t\\t\\t\\t\\t\\tthis.materials.splice( previous.index, 1 );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tconst material = {\\n\\t\\t\\t\\t\\t\\tindex: this.materials.length,\\n\\t\\t\\t\\t\\t\\tname: name || '',\\n\\t\\t\\t\\t\\t\\tmtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),\\n\\t\\t\\t\\t\\t\\tsmooth: ( previous !== undefined ? previous.smooth : this.smooth ),\\n\\t\\t\\t\\t\\t\\tgroupStart: ( previous !== undefined ? previous.groupEnd : 0 ),\\n\\t\\t\\t\\t\\t\\tgroupEnd: - 1,\\n\\t\\t\\t\\t\\t\\tgroupCount: - 1,\\n\\t\\t\\t\\t\\t\\tinherited: false,\\n\\n\\t\\t\\t\\t\\t\\tclone: function ( index ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst cloned = {\\n\\t\\t\\t\\t\\t\\t\\t\\tindex: ( typeof index === 'number' ? index : this.index ),\\n\\t\\t\\t\\t\\t\\t\\t\\tname: this.name,\\n\\t\\t\\t\\t\\t\\t\\t\\tmtllib: this.mtllib,\\n\\t\\t\\t\\t\\t\\t\\t\\tsmooth: this.smooth,\\n\\t\\t\\t\\t\\t\\t\\t\\tgroupStart: 0,\\n\\t\\t\\t\\t\\t\\t\\t\\tgroupEnd: - 1,\\n\\t\\t\\t\\t\\t\\t\\t\\tgroupCount: - 1,\\n\\t\\t\\t\\t\\t\\t\\t\\tinherited: false\\n\\t\\t\\t\\t\\t\\t\\t};\\n\\t\\t\\t\\t\\t\\t\\tcloned.clone = this.clone.bind( cloned );\\n\\t\\t\\t\\t\\t\\t\\treturn cloned;\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\t\\t\\t\\t\\t};\\n\\n\\t\\t\\t\\t\\tthis.materials.push( material );\\n\\n\\t\\t\\t\\t\\treturn material;\\n\\n\\t\\t\\t\\t},\\n\\n\\t\\t\\t\\tcurrentMaterial: function () {\\n\\n\\t\\t\\t\\t\\tif ( this.materials.length > 0 ) {\\n\\n\\t\\t\\t\\t\\t\\treturn this.materials[ this.materials.length - 1 ];\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\treturn undefined;\\n\\n\\t\\t\\t\\t},\\n\\n\\t\\t\\t\\t_finalize: function ( end ) {\\n\\n\\t\\t\\t\\t\\tconst lastMultiMaterial = this.currentMaterial();\\n\\t\\t\\t\\t\\tif ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {\\n\\n\\t\\t\\t\\t\\t\\tlastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;\\n\\t\\t\\t\\t\\t\\tlastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;\\n\\t\\t\\t\\t\\t\\tlastMultiMaterial.inherited = false;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t// Ignore objects tail materials if no face declarations followed them before a new o/g started.\\n\\t\\t\\t\\t\\tif ( end && this.materials.length > 1 ) {\\n\\n\\t\\t\\t\\t\\t\\tfor ( let mi = this.materials.length - 1; mi >= 0; mi -- ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tif ( this.materials[ mi ].groupCount <= 0 ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tthis.materials.splice( mi, 1 );\\n\\n\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t// Guarantee at least one empty material, this makes the creation later more straight forward.\\n\\t\\t\\t\\t\\tif ( end && this.materials.length === 0 ) {\\n\\n\\t\\t\\t\\t\\t\\tthis.materials.push( {\\n\\t\\t\\t\\t\\t\\t\\tname: '',\\n\\t\\t\\t\\t\\t\\t\\tsmooth: this.smooth\\n\\t\\t\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\treturn lastMultiMaterial;\\n\\n\\t\\t\\t\\t}\\n\\t\\t\\t};\\n\\n\\t\\t\\t// Inherit previous objects material.\\n\\t\\t\\t// Spec tells us that a declared material must be set to all objects until a new material is declared.\\n\\t\\t\\t// If a usemtl declaration is encountered while this new object is being parsed, it will\\n\\t\\t\\t// overwrite the inherited material. Exception being that there was already face declarations\\n\\t\\t\\t// to the inherited material, then it will be preserved for proper MultiMaterial continuation.\\n\\n\\t\\t\\tif ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {\\n\\n\\t\\t\\t\\tconst declared = previousMaterial.clone( 0 );\\n\\t\\t\\t\\tdeclared.inherited = true;\\n\\t\\t\\t\\tthis.object.materials.push( declared );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tthis.objects.push( this.object );\\n\\n\\t\\t},\\n\\n\\t\\tfinalize: function () {\\n\\n\\t\\t\\tif ( this.object && typeof this.object._finalize === 'function' ) {\\n\\n\\t\\t\\t\\tthis.object._finalize( true );\\n\\n\\t\\t\\t}\\n\\n\\t\\t},\\n\\n\\t\\tparseVertexIndex: function ( value, len ) {\\n\\n\\t\\t\\tconst index = parseInt( value, 10 );\\n\\t\\t\\treturn ( index >= 0 ? index - 1 : index + len / 3 ) * 3;\\n\\n\\t\\t},\\n\\n\\t\\tparseNormalIndex: function ( value, len ) {\\n\\n\\t\\t\\tconst index = parseInt( value, 10 );\\n\\t\\t\\treturn ( index >= 0 ? index - 1 : index + len / 3 ) * 3;\\n\\n\\t\\t},\\n\\n\\t\\tparseUVIndex: function ( value, len ) {\\n\\n\\t\\t\\tconst index = parseInt( value, 10 );\\n\\t\\t\\treturn ( index >= 0 ? index - 1 : index + len / 2 ) * 2;\\n\\n\\t\\t},\\n\\n\\t\\taddVertex: function ( a, b, c ) {\\n\\n\\t\\t\\tconst src = this.vertices;\\n\\t\\t\\tconst dst = this.object.geometry.vertices;\\n\\n\\t\\t\\tdst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );\\n\\t\\t\\tdst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );\\n\\t\\t\\tdst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );\\n\\n\\t\\t},\\n\\n\\t\\taddVertexPoint: function ( a ) {\\n\\n\\t\\t\\tconst src = this.vertices;\\n\\t\\t\\tconst dst = this.object.geometry.vertices;\\n\\n\\t\\t\\tdst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );\\n\\n\\t\\t},\\n\\n\\t\\taddVertexLine: function ( a ) {\\n\\n\\t\\t\\tconst src = this.vertices;\\n\\t\\t\\tconst dst = this.object.geometry.vertices;\\n\\n\\t\\t\\tdst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );\\n\\n\\t\\t},\\n\\n\\t\\taddNormal: function ( a, b, c ) {\\n\\n\\t\\t\\tconst src = this.normals;\\n\\t\\t\\tconst dst = this.object.geometry.normals;\\n\\n\\t\\t\\tdst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );\\n\\t\\t\\tdst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );\\n\\t\\t\\tdst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );\\n\\n\\t\\t},\\n\\n\\t\\taddFaceNormal: function ( a, b, c ) {\\n\\n\\t\\t\\tconst src = this.vertices;\\n\\t\\t\\tconst dst = this.object.geometry.normals;\\n\\n\\t\\t\\t_vA.fromArray( src, a );\\n\\t\\t\\t_vB.fromArray( src, b );\\n\\t\\t\\t_vC.fromArray( src, c );\\n\\n\\t\\t\\t_cb.subVectors( _vC, _vB );\\n\\t\\t\\t_ab.subVectors( _vA, _vB );\\n\\t\\t\\t_cb.cross( _ab );\\n\\n\\t\\t\\t_cb.normalize();\\n\\n\\t\\t\\tdst.push( _cb.x, _cb.y, _cb.z );\\n\\t\\t\\tdst.push( _cb.x, _cb.y, _cb.z );\\n\\t\\t\\tdst.push( _cb.x, _cb.y, _cb.z );\\n\\n\\t\\t},\\n\\n\\t\\taddColor: function ( a, b, c ) {\\n\\n\\t\\t\\tconst src = this.colors;\\n\\t\\t\\tconst dst = this.object.geometry.colors;\\n\\n\\t\\t\\tif ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );\\n\\t\\t\\tif ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );\\n\\t\\t\\tif ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );\\n\\n\\t\\t},\\n\\n\\t\\taddUV: function ( a, b, c ) {\\n\\n\\t\\t\\tconst src = this.uvs;\\n\\t\\t\\tconst dst = this.object.geometry.uvs;\\n\\n\\t\\t\\tdst.push( src[ a + 0 ], src[ a + 1 ] );\\n\\t\\t\\tdst.push( src[ b + 0 ], src[ b + 1 ] );\\n\\t\\t\\tdst.push( src[ c + 0 ], src[ c + 1 ] );\\n\\n\\t\\t},\\n\\n\\t\\taddDefaultUV: function () {\\n\\n\\t\\t\\tconst dst = this.object.geometry.uvs;\\n\\n\\t\\t\\tdst.push( 0, 0 );\\n\\t\\t\\tdst.push( 0, 0 );\\n\\t\\t\\tdst.push( 0, 0 );\\n\\n\\t\\t},\\n\\n\\t\\taddUVLine: function ( a ) {\\n\\n\\t\\t\\tconst src = this.uvs;\\n\\t\\t\\tconst dst = this.object.geometry.uvs;\\n\\n\\t\\t\\tdst.push( src[ a + 0 ], src[ a + 1 ] );\\n\\n\\t\\t},\\n\\n\\t\\taddFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {\\n\\n\\t\\t\\tconst vLen = this.vertices.length;\\n\\n\\t\\t\\tlet ia = this.parseVertexIndex( a, vLen );\\n\\t\\t\\tlet ib = this.parseVertexIndex( b, vLen );\\n\\t\\t\\tlet ic = this.parseVertexIndex( c, vLen );\\n\\n\\t\\t\\tthis.addVertex( ia, ib, ic );\\n\\t\\t\\tthis.addColor( ia, ib, ic );\\n\\n\\t\\t\\t// normals\\n\\n\\t\\t\\tif ( na !== undefined && na !== '' ) {\\n\\n\\t\\t\\t\\tconst nLen = this.normals.length;\\n\\n\\t\\t\\t\\tia = this.parseNormalIndex( na, nLen );\\n\\t\\t\\t\\tib = this.parseNormalIndex( nb, nLen );\\n\\t\\t\\t\\tic = this.parseNormalIndex( nc, nLen );\\n\\n\\t\\t\\t\\tthis.addNormal( ia, ib, ic );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tthis.addFaceNormal( ia, ib, ic );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// uvs\\n\\n\\t\\t\\tif ( ua !== undefined && ua !== '' ) {\\n\\n\\t\\t\\t\\tconst uvLen = this.uvs.length;\\n\\n\\t\\t\\t\\tia = this.parseUVIndex( ua, uvLen );\\n\\t\\t\\t\\tib = this.parseUVIndex( ub, uvLen );\\n\\t\\t\\t\\tic = this.parseUVIndex( uc, uvLen );\\n\\n\\t\\t\\t\\tthis.addUV( ia, ib, ic );\\n\\n\\t\\t\\t\\tthis.object.geometry.hasUVIndices = true;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t// add placeholder values (for inconsistent face definitions)\\n\\n\\t\\t\\t\\tthis.addDefaultUV();\\n\\n\\t\\t\\t}\\n\\n\\t\\t},\\n\\n\\t\\taddPointGeometry: function ( vertices ) {\\n\\n\\t\\t\\tthis.object.geometry.type = 'Points';\\n\\n\\t\\t\\tconst vLen = this.vertices.length;\\n\\n\\t\\t\\tfor ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {\\n\\n\\t\\t\\t\\tconst index = this.parseVertexIndex( vertices[ vi ], vLen );\\n\\n\\t\\t\\t\\tthis.addVertexPoint( index );\\n\\t\\t\\t\\tthis.addColor( index );\\n\\n\\t\\t\\t}\\n\\n\\t\\t},\\n\\n\\t\\taddLineGeometry: function ( vertices, uvs ) {\\n\\n\\t\\t\\tthis.object.geometry.type = 'Line';\\n\\n\\t\\t\\tconst vLen = this.vertices.length;\\n\\t\\t\\tconst uvLen = this.uvs.length;\\n\\n\\t\\t\\tfor ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {\\n\\n\\t\\t\\t\\tthis.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tfor ( let uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {\\n\\n\\t\\t\\t\\tthis.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t};\\n\\n\\tstate.startObject( '', false );\\n\\n\\treturn state;\\n\\n}\\n\\n//\\n\\nclass OBJLoader extends three__WEBPACK_IMPORTED_MODULE_0__.Loader {\\n\\n\\tconstructor( manager ) {\\n\\n\\t\\tsuper( manager );\\n\\n\\t\\tthis.materials = null;\\n\\n\\t}\\n\\n\\tload( url, onLoad, onProgress, onError ) {\\n\\n\\t\\tconst scope = this;\\n\\n\\t\\tconst loader = new three__WEBPACK_IMPORTED_MODULE_0__.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( 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\\tsetMaterials( materials ) {\\n\\n\\t\\tthis.materials = materials;\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tparse( text ) {\\n\\n\\t\\tconst state = new ParserState();\\n\\n\\t\\tif ( text.indexOf( '\\\\r\\\\n' ) !== - 1 ) {\\n\\n\\t\\t\\t// This is faster than String.split with regex that splits on both\\n\\t\\t\\ttext = text.replace( /\\\\r\\\\n/g, '\\\\n' );\\n\\n\\t\\t}\\n\\n\\t\\tif ( text.indexOf( '\\\\\\\\\\\\n' ) !== - 1 ) {\\n\\n\\t\\t\\t// join lines separated by a line continuation character (\\\\)\\n\\t\\t\\ttext = text.replace( /\\\\\\\\\\\\n/g, '' );\\n\\n\\t\\t}\\n\\n\\t\\tconst lines = text.split( '\\\\n' );\\n\\t\\tlet result = [];\\n\\n\\t\\tfor ( let i = 0, l = lines.length; i < l; i ++ ) {\\n\\n\\t\\t\\tconst line = lines[ i ].trimStart();\\n\\n\\t\\t\\tif ( line.length === 0 ) continue;\\n\\n\\t\\t\\tconst lineFirstChar = line.charAt( 0 );\\n\\n\\t\\t\\t// @todo invoke passed in handler if any\\n\\t\\t\\tif ( lineFirstChar === '#' ) continue; // skip comments\\n\\n\\t\\t\\tif ( lineFirstChar === 'v' ) {\\n\\n\\t\\t\\t\\tconst data = line.split( _face_vertex_data_separator_pattern );\\n\\n\\t\\t\\t\\tswitch ( data[ 0 ] ) {\\n\\n\\t\\t\\t\\t\\tcase 'v':\\n\\t\\t\\t\\t\\t\\tstate.vertices.push(\\n\\t\\t\\t\\t\\t\\t\\tparseFloat( data[ 1 ] ),\\n\\t\\t\\t\\t\\t\\t\\tparseFloat( data[ 2 ] ),\\n\\t\\t\\t\\t\\t\\t\\tparseFloat( data[ 3 ] )\\n\\t\\t\\t\\t\\t\\t);\\n\\t\\t\\t\\t\\t\\tif ( data.length >= 7 ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t_color.setRGB(\\n\\t\\t\\t\\t\\t\\t\\t\\tparseFloat( data[ 4 ] ),\\n\\t\\t\\t\\t\\t\\t\\t\\tparseFloat( data[ 5 ] ),\\n\\t\\t\\t\\t\\t\\t\\t\\tparseFloat( data[ 6 ] )\\n\\t\\t\\t\\t\\t\\t\\t).convertSRGBToLinear();\\n\\n\\t\\t\\t\\t\\t\\t\\tstate.colors.push( _color.r, _color.g, _color.b );\\n\\n\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\t// if no colors are defined, add placeholders so color and vertex indices match\\n\\n\\t\\t\\t\\t\\t\\t\\tstate.colors.push( undefined, undefined, undefined );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'vn':\\n\\t\\t\\t\\t\\t\\tstate.normals.push(\\n\\t\\t\\t\\t\\t\\t\\tparseFloat( data[ 1 ] ),\\n\\t\\t\\t\\t\\t\\t\\tparseFloat( data[ 2 ] ),\\n\\t\\t\\t\\t\\t\\t\\tparseFloat( data[ 3 ] )\\n\\t\\t\\t\\t\\t\\t);\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\t\\t\\t\\t\\tcase 'vt':\\n\\t\\t\\t\\t\\t\\tstate.uvs.push(\\n\\t\\t\\t\\t\\t\\t\\tparseFloat( data[ 1 ] ),\\n\\t\\t\\t\\t\\t\\t\\tparseFloat( data[ 2 ] )\\n\\t\\t\\t\\t\\t\\t);\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else if ( lineFirstChar === 'f' ) {\\n\\n\\t\\t\\t\\tconst lineData = line.slice( 1 ).trim();\\n\\t\\t\\t\\tconst vertexData = lineData.split( _face_vertex_data_separator_pattern );\\n\\t\\t\\t\\tconst faceVertices = [];\\n\\n\\t\\t\\t\\t// Parse the face vertex data into an easy to work with format\\n\\n\\t\\t\\t\\tfor ( let j = 0, jl = vertexData.length; j < jl; j ++ ) {\\n\\n\\t\\t\\t\\t\\tconst vertex = vertexData[ j ];\\n\\n\\t\\t\\t\\t\\tif ( vertex.length > 0 ) {\\n\\n\\t\\t\\t\\t\\t\\tconst vertexParts = vertex.split( '/' );\\n\\t\\t\\t\\t\\t\\tfaceVertices.push( vertexParts );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// Draw an edge between the first vertex and all subsequent vertices to form an n-gon\\n\\n\\t\\t\\t\\tconst v1 = faceVertices[ 0 ];\\n\\n\\t\\t\\t\\tfor ( let j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {\\n\\n\\t\\t\\t\\t\\tconst v2 = faceVertices[ j ];\\n\\t\\t\\t\\t\\tconst v3 = faceVertices[ j + 1 ];\\n\\n\\t\\t\\t\\t\\tstate.addFace(\\n\\t\\t\\t\\t\\t\\tv1[ 0 ], v2[ 0 ], v3[ 0 ],\\n\\t\\t\\t\\t\\t\\tv1[ 1 ], v2[ 1 ], v3[ 1 ],\\n\\t\\t\\t\\t\\t\\tv1[ 2 ], v2[ 2 ], v3[ 2 ]\\n\\t\\t\\t\\t\\t);\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else if ( lineFirstChar === 'l' ) {\\n\\n\\t\\t\\t\\tconst lineParts = line.substring( 1 ).trim().split( ' ' );\\n\\t\\t\\t\\tlet lineVertices = [];\\n\\t\\t\\t\\tconst lineUVs = [];\\n\\n\\t\\t\\t\\tif ( line.indexOf( '/' ) === - 1 ) {\\n\\n\\t\\t\\t\\t\\tlineVertices = lineParts;\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tfor ( let li = 0, llen = lineParts.length; li < llen; li ++ ) {\\n\\n\\t\\t\\t\\t\\t\\tconst parts = lineParts[ li ].split( '/' );\\n\\n\\t\\t\\t\\t\\t\\tif ( parts[ 0 ] !== '' ) lineVertices.push( parts[ 0 ] );\\n\\t\\t\\t\\t\\t\\tif ( parts[ 1 ] !== '' ) lineUVs.push( parts[ 1 ] );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tstate.addLineGeometry( lineVertices, lineUVs );\\n\\n\\t\\t\\t} else if ( lineFirstChar === 'p' ) {\\n\\n\\t\\t\\t\\tconst lineData = line.slice( 1 ).trim();\\n\\t\\t\\t\\tconst pointData = lineData.split( ' ' );\\n\\n\\t\\t\\t\\tstate.addPointGeometry( pointData );\\n\\n\\t\\t\\t} else if ( ( result = _object_pattern.exec( line ) ) !== null ) {\\n\\n\\t\\t\\t\\t// o object_name\\n\\t\\t\\t\\t// or\\n\\t\\t\\t\\t// g group_name\\n\\n\\t\\t\\t\\t// WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869\\n\\t\\t\\t\\t// let name = result[ 0 ].slice( 1 ).trim();\\n\\t\\t\\t\\tconst name = ( ' ' + result[ 0 ].slice( 1 ).trim() ).slice( 1 );\\n\\n\\t\\t\\t\\tstate.startObject( name );\\n\\n\\t\\t\\t} else if ( _material_use_pattern.test( line ) ) {\\n\\n\\t\\t\\t\\t// material\\n\\n\\t\\t\\t\\tstate.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );\\n\\n\\t\\t\\t} else if ( _material_library_pattern.test( line ) ) {\\n\\n\\t\\t\\t\\t// mtl file\\n\\n\\t\\t\\t\\tstate.materialLibraries.push( line.substring( 7 ).trim() );\\n\\n\\t\\t\\t} else if ( _map_use_pattern.test( line ) ) {\\n\\n\\t\\t\\t\\t// the line is parsed but ignored since the loader assumes textures are defined MTL files\\n\\t\\t\\t\\t// (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)\\n\\n\\t\\t\\t\\tconsole.warn( 'THREE.OBJLoader: Rendering identifier \\\"usemap\\\" not supported. Textures must be defined in MTL files.' );\\n\\n\\t\\t\\t} else if ( lineFirstChar === 's' ) {\\n\\n\\t\\t\\t\\tresult = line.split( ' ' );\\n\\n\\t\\t\\t\\t// smooth shading\\n\\n\\t\\t\\t\\t// @todo Handle files that have varying smooth values for a set of faces inside one geometry,\\n\\t\\t\\t\\t// but does not define a usemtl for each face set.\\n\\t\\t\\t\\t// This should be detected and a dummy material created (later MultiMaterial and geometry groups).\\n\\t\\t\\t\\t// This requires some care to not create extra material on each smooth value for \\\"normal\\\" obj files.\\n\\t\\t\\t\\t// where explicit usemtl defines geometry groups.\\n\\t\\t\\t\\t// Example asset: examples/models/obj/cerberus/Cerberus.obj\\n\\n\\t\\t\\t\\t/*\\n\\t\\t\\t\\t\\t * http://paulbourke.net/dataformats/obj/\\n\\t\\t\\t\\t\\t *\\n\\t\\t\\t\\t\\t * From chapter \\\"Grouping\\\" Syntax explanation \\\"s group_number\\\":\\n\\t\\t\\t\\t\\t * \\\"group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.\\n\\t\\t\\t\\t\\t * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form\\n\\t\\t\\t\\t\\t * surfaces, smoothing groups are either turned on or off; there is no difference between values greater\\n\\t\\t\\t\\t\\t * than 0.\\\"\\n\\t\\t\\t\\t\\t */\\n\\t\\t\\t\\tif ( result.length > 1 ) {\\n\\n\\t\\t\\t\\t\\tconst value = result[ 1 ].trim().toLowerCase();\\n\\t\\t\\t\\t\\tstate.object.smooth = ( value !== '0' && value !== 'off' );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t// ZBrush can produce \\\"s\\\" lines #11707\\n\\t\\t\\t\\t\\tstate.object.smooth = true;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tconst material = state.object.currentMaterial();\\n\\t\\t\\t\\tif ( material ) material.smooth = state.object.smooth;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t// Handle null terminated files without exception\\n\\t\\t\\t\\tif ( line === '\\\\0' ) continue;\\n\\n\\t\\t\\t\\tconsole.warn( 'THREE.OBJLoader: Unexpected line: \\\"' + line + '\\\"' );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tstate.finalize();\\n\\n\\t\\tconst container = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\\n\\t\\tcontainer.materialLibraries = [].concat( state.materialLibraries );\\n\\n\\t\\tconst hasPrimitives = ! ( state.objects.length === 1 && state.objects[ 0 ].geometry.vertices.length === 0 );\\n\\n\\t\\tif ( hasPrimitives === true ) {\\n\\n\\t\\t\\tfor ( let i = 0, l = state.objects.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tconst object = state.objects[ i ];\\n\\t\\t\\t\\tconst geometry = object.geometry;\\n\\t\\t\\t\\tconst materials = object.materials;\\n\\t\\t\\t\\tconst isLine = ( geometry.type === 'Line' );\\n\\t\\t\\t\\tconst isPoints = ( geometry.type === 'Points' );\\n\\t\\t\\t\\tlet hasVertexColors = false;\\n\\n\\t\\t\\t\\t// Skip o/g line declarations that did not follow with any faces\\n\\t\\t\\t\\tif ( geometry.vertices.length === 0 ) continue;\\n\\n\\t\\t\\t\\tconst buffergeometry = new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\\n\\n\\t\\t\\t\\tbuffergeometry.setAttribute( 'position', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( geometry.vertices, 3 ) );\\n\\n\\t\\t\\t\\tif ( geometry.normals.length > 0 ) {\\n\\n\\t\\t\\t\\t\\tbuffergeometry.setAttribute( 'normal', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( geometry.normals, 3 ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( geometry.colors.length > 0 ) {\\n\\n\\t\\t\\t\\t\\thasVertexColors = true;\\n\\t\\t\\t\\t\\tbuffergeometry.setAttribute( 'color', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( geometry.colors, 3 ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( geometry.hasUVIndices === true ) {\\n\\n\\t\\t\\t\\t\\tbuffergeometry.setAttribute( 'uv', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( geometry.uvs, 2 ) );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// Create materials\\n\\n\\t\\t\\t\\tconst createdMaterials = [];\\n\\n\\t\\t\\t\\tfor ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {\\n\\n\\t\\t\\t\\t\\tconst sourceMaterial = materials[ mi ];\\n\\t\\t\\t\\t\\tconst materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;\\n\\t\\t\\t\\t\\tlet material = state.materials[ materialHash ];\\n\\n\\t\\t\\t\\t\\tif ( this.materials !== null ) {\\n\\n\\t\\t\\t\\t\\t\\tmaterial = this.materials.create( sourceMaterial.name );\\n\\n\\t\\t\\t\\t\\t\\t// mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.\\n\\t\\t\\t\\t\\t\\tif ( isLine && material && ! ( material instanceof three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial ) ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst materialLine = new three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial();\\n\\t\\t\\t\\t\\t\\t\\tthree__WEBPACK_IMPORTED_MODULE_0__.Material.prototype.copy.call( materialLine, material );\\n\\t\\t\\t\\t\\t\\t\\tmaterialLine.color.copy( material.color );\\n\\t\\t\\t\\t\\t\\t\\tmaterial = materialLine;\\n\\n\\t\\t\\t\\t\\t\\t} else if ( isPoints && material && ! ( material instanceof three__WEBPACK_IMPORTED_MODULE_0__.PointsMaterial ) ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tconst materialPoints = new three__WEBPACK_IMPORTED_MODULE_0__.PointsMaterial( { size: 10, sizeAttenuation: false } );\\n\\t\\t\\t\\t\\t\\t\\tthree__WEBPACK_IMPORTED_MODULE_0__.Material.prototype.copy.call( materialPoints, material );\\n\\t\\t\\t\\t\\t\\t\\tmaterialPoints.color.copy( material.color );\\n\\t\\t\\t\\t\\t\\t\\tmaterialPoints.map = material.map;\\n\\t\\t\\t\\t\\t\\t\\tmaterial = materialPoints;\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( material === undefined ) {\\n\\n\\t\\t\\t\\t\\t\\tif ( isLine ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tmaterial = new three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial();\\n\\n\\t\\t\\t\\t\\t\\t} else if ( isPoints ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tmaterial = new three__WEBPACK_IMPORTED_MODULE_0__.PointsMaterial( { size: 1, sizeAttenuation: false } );\\n\\n\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\tmaterial = new three__WEBPACK_IMPORTED_MODULE_0__.MeshPhongMaterial();\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tmaterial.name = sourceMaterial.name;\\n\\t\\t\\t\\t\\t\\tmaterial.flatShading = sourceMaterial.smooth ? false : true;\\n\\t\\t\\t\\t\\t\\tmaterial.vertexColors = hasVertexColors;\\n\\n\\t\\t\\t\\t\\t\\tstate.materials[ materialHash ] = material;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tcreatedMaterials.push( material );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t// Create mesh\\n\\n\\t\\t\\t\\tlet mesh;\\n\\n\\t\\t\\t\\tif ( createdMaterials.length > 1 ) {\\n\\n\\t\\t\\t\\t\\tfor ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {\\n\\n\\t\\t\\t\\t\\t\\tconst sourceMaterial = materials[ mi ];\\n\\t\\t\\t\\t\\t\\tbuffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( isLine ) {\\n\\n\\t\\t\\t\\t\\t\\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.LineSegments( buffergeometry, createdMaterials );\\n\\n\\t\\t\\t\\t\\t} else if ( isPoints ) {\\n\\n\\t\\t\\t\\t\\t\\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.Points( buffergeometry, createdMaterials );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.Mesh( buffergeometry, createdMaterials );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tif ( isLine ) {\\n\\n\\t\\t\\t\\t\\t\\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.LineSegments( buffergeometry, createdMaterials[ 0 ] );\\n\\n\\t\\t\\t\\t\\t} else if ( isPoints ) {\\n\\n\\t\\t\\t\\t\\t\\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.Points( buffergeometry, createdMaterials[ 0 ] );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.Mesh( buffergeometry, createdMaterials[ 0 ] );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tmesh.name = object.name;\\n\\n\\t\\t\\t\\tcontainer.add( mesh );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\t// if there is only the default parser state object with no geometry data, interpret data as point cloud\\n\\n\\t\\t\\tif ( state.vertices.length > 0 ) {\\n\\n\\t\\t\\t\\tconst material = new three__WEBPACK_IMPORTED_MODULE_0__.PointsMaterial( { size: 1, sizeAttenuation: false } );\\n\\n\\t\\t\\t\\tconst buffergeometry = new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\\n\\n\\t\\t\\t\\tbuffergeometry.setAttribute( 'position', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( state.vertices, 3 ) );\\n\\n\\t\\t\\t\\tif ( state.colors.length > 0 && state.colors[ 0 ] !== undefined ) {\\n\\n\\t\\t\\t\\t\\tbuffergeometry.setAttribute( 'color', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( state.colors, 3 ) );\\n\\t\\t\\t\\t\\tmaterial.vertexColors = true;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tconst points = new three__WEBPACK_IMPORTED_MODULE_0__.Points( buffergeometry, material );\\n\\t\\t\\t\\tcontainer.add( points );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn container;\\n\\n\\t}\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/loaders/OBJLoader.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/loaders/STLLoader.js\":\n/*!**************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/loaders/STLLoader.js ***!\n  \\**************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   STLLoader: () => (/* binding */ STLLoader)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n\\n\\n/**\\n * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.\\n *\\n * Supports both binary and ASCII encoded files, with automatic detection of type.\\n *\\n * The loader returns a non-indexed buffer geometry.\\n *\\n * Limitations:\\n *  Binary decoding supports \\\"Magics\\\" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL).\\n *  There is perhaps some question as to how valid it is to always assume little-endian-ness.\\n *  ASCII decoding assumes file is UTF-8.\\n *\\n * Usage:\\n *  const loader = new STLLoader();\\n *  loader.load( './models/stl/slotted_disk.stl', function ( geometry ) {\\n *    scene.add( new THREE.Mesh( geometry ) );\\n *  });\\n *\\n * For binary STLs geometry might contain colors for vertices. To use it:\\n *  // use the same code to load STL as above\\n *  if (geometry.hasColors) {\\n *    material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: true });\\n *  } else { .... }\\n *  const mesh = new THREE.Mesh( geometry, material );\\n *\\n * For ASCII STLs containing multiple solids, each solid is assigned to a different group.\\n * Groups can be used to assign a different color by defining an array of materials with the same length of\\n * geometry.groups and passing it to the Mesh constructor:\\n *\\n * const mesh = new THREE.Mesh( geometry, material );\\n *\\n * For example:\\n *\\n *  const materials = [];\\n *  const nGeometryGroups = geometry.groups.length;\\n *\\n *  const colorMap = ...; // Some logic to index colors.\\n *\\n *  for (let i = 0; i < nGeometryGroups; i++) {\\n *\\n *\\t\\tconst material = new THREE.MeshPhongMaterial({\\n *\\t\\t\\tcolor: colorMap[i],\\n *\\t\\t\\twireframe: false\\n *\\t\\t});\\n *\\n *  }\\n *\\n *  materials.push(material);\\n *  const mesh = new THREE.Mesh(geometry, materials);\\n */\\n\\n\\nclass STLLoader extends three__WEBPACK_IMPORTED_MODULE_0__.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 three__WEBPACK_IMPORTED_MODULE_0__.FileLoader( this.manager );\\n\\t\\tloader.setPath( this.path );\\n\\t\\tloader.setResponseType( 'arraybuffer' );\\n\\t\\tloader.setRequestHeader( this.requestHeader );\\n\\t\\tloader.setWithCredentials( this.withCredentials );\\n\\n\\t\\tloader.load( url, function ( text ) {\\n\\n\\t\\t\\ttry {\\n\\n\\t\\t\\t\\tonLoad( scope.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( data ) {\\n\\n\\t\\tfunction isBinary( data ) {\\n\\n\\t\\t\\tconst reader = new DataView( data );\\n\\t\\t\\tconst face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );\\n\\t\\t\\tconst n_faces = reader.getUint32( 80, true );\\n\\t\\t\\tconst expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );\\n\\n\\t\\t\\tif ( expect === reader.byteLength ) {\\n\\n\\t\\t\\t\\treturn true;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// An ASCII STL data must begin with 'solid ' as the first six bytes.\\n\\t\\t\\t// However, ASCII STLs lacking the SPACE after the 'd' are known to be\\n\\t\\t\\t// plentiful.  So, check the first 5 bytes for 'solid'.\\n\\n\\t\\t\\t// Several encodings, such as UTF-8, precede the text with up to 5 bytes:\\n\\t\\t\\t// https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding\\n\\t\\t\\t// Search for \\\"solid\\\" to start anywhere after those prefixes.\\n\\n\\t\\t\\t// US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'\\n\\n\\t\\t\\tconst solid = [ 115, 111, 108, 105, 100 ];\\n\\n\\t\\t\\tfor ( let off = 0; off < 5; off ++ ) {\\n\\n\\t\\t\\t\\t// If \\\"solid\\\" text is matched to the current offset, declare it to be an ASCII STL.\\n\\n\\t\\t\\t\\tif ( matchDataViewAt( solid, reader, off ) ) return false;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// Couldn't find \\\"solid\\\" text at the beginning; it is binary STL.\\n\\n\\t\\t\\treturn true;\\n\\n\\t\\t}\\n\\n\\t\\tfunction matchDataViewAt( query, reader, offset ) {\\n\\n\\t\\t\\t// Check if each byte in query matches the corresponding byte from the current offset\\n\\n\\t\\t\\tfor ( let i = 0, il = query.length; i < il; i ++ ) {\\n\\n\\t\\t\\t\\tif ( query[ i ] !== reader.getUint8( offset + i ) ) return false;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn true;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseBinary( data ) {\\n\\n\\t\\t\\tconst reader = new DataView( data );\\n\\t\\t\\tconst faces = reader.getUint32( 80, true );\\n\\n\\t\\t\\tlet r, g, b, hasColors = false, colors;\\n\\t\\t\\tlet defaultR, defaultG, defaultB, alpha;\\n\\n\\t\\t\\t// process STL header\\n\\t\\t\\t// check for default color in header (\\\"COLOR=rgba\\\" sequence).\\n\\n\\t\\t\\tfor ( let index = 0; index < 80 - 10; index ++ ) {\\n\\n\\t\\t\\t\\tif ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&\\n\\t\\t\\t\\t\\t( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&\\n\\t\\t\\t\\t\\t( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {\\n\\n\\t\\t\\t\\t\\thasColors = true;\\n\\t\\t\\t\\t\\tcolors = new Float32Array( faces * 3 * 3 );\\n\\n\\t\\t\\t\\t\\tdefaultR = reader.getUint8( index + 6 ) / 255;\\n\\t\\t\\t\\t\\tdefaultG = reader.getUint8( index + 7 ) / 255;\\n\\t\\t\\t\\t\\tdefaultB = reader.getUint8( index + 8 ) / 255;\\n\\t\\t\\t\\t\\talpha = reader.getUint8( index + 9 ) / 255;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tconst dataOffset = 84;\\n\\t\\t\\tconst faceLength = 12 * 4 + 2;\\n\\n\\t\\t\\tconst geometry = new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\\n\\n\\t\\t\\tconst vertices = new Float32Array( faces * 3 * 3 );\\n\\t\\t\\tconst normals = new Float32Array( faces * 3 * 3 );\\n\\n\\t\\t\\tconst color = new three__WEBPACK_IMPORTED_MODULE_0__.Color();\\n\\n\\t\\t\\tfor ( let face = 0; face < faces; face ++ ) {\\n\\n\\t\\t\\t\\tconst start = dataOffset + face * faceLength;\\n\\t\\t\\t\\tconst normalX = reader.getFloat32( start, true );\\n\\t\\t\\t\\tconst normalY = reader.getFloat32( start + 4, true );\\n\\t\\t\\t\\tconst normalZ = reader.getFloat32( start + 8, true );\\n\\n\\t\\t\\t\\tif ( hasColors ) {\\n\\n\\t\\t\\t\\t\\tconst packedColor = reader.getUint16( start + 48, true );\\n\\n\\t\\t\\t\\t\\tif ( ( packedColor & 0x8000 ) === 0 ) {\\n\\n\\t\\t\\t\\t\\t\\t// facet has its own unique color\\n\\n\\t\\t\\t\\t\\t\\tr = ( packedColor & 0x1F ) / 31;\\n\\t\\t\\t\\t\\t\\tg = ( ( packedColor >> 5 ) & 0x1F ) / 31;\\n\\t\\t\\t\\t\\t\\tb = ( ( packedColor >> 10 ) & 0x1F ) / 31;\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tr = defaultR;\\n\\t\\t\\t\\t\\t\\tg = defaultG;\\n\\t\\t\\t\\t\\t\\tb = defaultB;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tfor ( let i = 1; i <= 3; i ++ ) {\\n\\n\\t\\t\\t\\t\\tconst vertexstart = start + i * 12;\\n\\t\\t\\t\\t\\tconst componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 );\\n\\n\\t\\t\\t\\t\\tvertices[ componentIdx ] = reader.getFloat32( vertexstart, true );\\n\\t\\t\\t\\t\\tvertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );\\n\\t\\t\\t\\t\\tvertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );\\n\\n\\t\\t\\t\\t\\tnormals[ componentIdx ] = normalX;\\n\\t\\t\\t\\t\\tnormals[ componentIdx + 1 ] = normalY;\\n\\t\\t\\t\\t\\tnormals[ componentIdx + 2 ] = normalZ;\\n\\n\\t\\t\\t\\t\\tif ( hasColors ) {\\n\\n\\t\\t\\t\\t\\t\\tcolor.set( r, g, b ).convertSRGBToLinear();\\n\\n\\t\\t\\t\\t\\t\\tcolors[ componentIdx ] = color.r;\\n\\t\\t\\t\\t\\t\\tcolors[ componentIdx + 1 ] = color.g;\\n\\t\\t\\t\\t\\t\\tcolors[ componentIdx + 2 ] = color.b;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tgeometry.setAttribute( 'position', new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( vertices, 3 ) );\\n\\t\\t\\tgeometry.setAttribute( 'normal', new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( normals, 3 ) );\\n\\n\\t\\t\\tif ( hasColors ) {\\n\\n\\t\\t\\t\\tgeometry.setAttribute( 'color', new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( colors, 3 ) );\\n\\t\\t\\t\\tgeometry.hasColors = true;\\n\\t\\t\\t\\tgeometry.alpha = alpha;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn geometry;\\n\\n\\t\\t}\\n\\n\\t\\tfunction parseASCII( data ) {\\n\\n\\t\\t\\tconst geometry = new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\\n\\t\\t\\tconst patternSolid = /solid([\\\\s\\\\S]*?)endsolid/g;\\n\\t\\t\\tconst patternFace = /facet([\\\\s\\\\S]*?)endfacet/g;\\n\\t\\t\\tconst patternName = /solid\\\\s(.+)/;\\n\\t\\t\\tlet faceCounter = 0;\\n\\n\\t\\t\\tconst patternFloat = /[\\\\s]+([+-]?(?:\\\\d*)(?:\\\\.\\\\d*)?(?:[eE][+-]?\\\\d+)?)/.source;\\n\\t\\t\\tconst patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );\\n\\t\\t\\tconst patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );\\n\\n\\t\\t\\tconst vertices = [];\\n\\t\\t\\tconst normals = [];\\n\\t\\t\\tconst groupNames = [];\\n\\n\\t\\t\\tconst normal = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\t\\tlet result;\\n\\n\\t\\t\\tlet groupCount = 0;\\n\\t\\t\\tlet startVertex = 0;\\n\\t\\t\\tlet endVertex = 0;\\n\\n\\t\\t\\twhile ( ( result = patternSolid.exec( data ) ) !== null ) {\\n\\n\\t\\t\\t\\tstartVertex = endVertex;\\n\\n\\t\\t\\t\\tconst solid = result[ 0 ];\\n\\n\\t\\t\\t\\tconst name = ( result = patternName.exec( solid ) ) !== null ? result[ 1 ] : '';\\n\\t\\t\\t\\tgroupNames.push( name );\\n\\n\\t\\t\\t\\twhile ( ( result = patternFace.exec( solid ) ) !== null ) {\\n\\n\\t\\t\\t\\t\\tlet vertexCountPerFace = 0;\\n\\t\\t\\t\\t\\tlet normalCountPerFace = 0;\\n\\n\\t\\t\\t\\t\\tconst text = result[ 0 ];\\n\\n\\t\\t\\t\\t\\twhile ( ( result = patternNormal.exec( text ) ) !== null ) {\\n\\n\\t\\t\\t\\t\\t\\tnormal.x = parseFloat( result[ 1 ] );\\n\\t\\t\\t\\t\\t\\tnormal.y = parseFloat( result[ 2 ] );\\n\\t\\t\\t\\t\\t\\tnormal.z = parseFloat( result[ 3 ] );\\n\\t\\t\\t\\t\\t\\tnormalCountPerFace ++;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\twhile ( ( result = patternVertex.exec( text ) ) !== null ) {\\n\\n\\t\\t\\t\\t\\t\\tvertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );\\n\\t\\t\\t\\t\\t\\tnormals.push( normal.x, normal.y, normal.z );\\n\\t\\t\\t\\t\\t\\tvertexCountPerFace ++;\\n\\t\\t\\t\\t\\t\\tendVertex ++;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t// every face have to own ONE valid normal\\n\\n\\t\\t\\t\\t\\tif ( normalCountPerFace !== 1 ) {\\n\\n\\t\\t\\t\\t\\t\\tconsole.error( 'THREE.STLLoader: Something isn\\\\'t right with the normal of face number ' + faceCounter );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t// each face have to own THREE valid vertices\\n\\n\\t\\t\\t\\t\\tif ( vertexCountPerFace !== 3 ) {\\n\\n\\t\\t\\t\\t\\t\\tconsole.error( 'THREE.STLLoader: Something isn\\\\'t right with the vertices of face number ' + faceCounter );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tfaceCounter ++;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tconst start = startVertex;\\n\\t\\t\\t\\tconst count = endVertex - startVertex;\\n\\n\\t\\t\\t\\tgeometry.userData.groupNames = groupNames;\\n\\n\\t\\t\\t\\tgeometry.addGroup( start, count, groupCount );\\n\\t\\t\\t\\tgroupCount ++;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tgeometry.setAttribute( 'position', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( vertices, 3 ) );\\n\\t\\t\\tgeometry.setAttribute( 'normal', new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( normals, 3 ) );\\n\\n\\t\\t\\treturn geometry;\\n\\n\\t\\t}\\n\\n\\t\\tfunction ensureString( buffer ) {\\n\\n\\t\\t\\tif ( typeof buffer !== 'string' ) {\\n\\n\\t\\t\\t\\treturn new TextDecoder().decode( buffer );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn buffer;\\n\\n\\t\\t}\\n\\n\\t\\tfunction ensureBinary( buffer ) {\\n\\n\\t\\t\\tif ( typeof buffer === 'string' ) {\\n\\n\\t\\t\\t\\tconst array_buffer = new Uint8Array( buffer.length );\\n\\t\\t\\t\\tfor ( let i = 0; i < buffer.length; i ++ ) {\\n\\n\\t\\t\\t\\t\\tarray_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\treturn array_buffer.buffer || array_buffer;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\treturn buffer;\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// start\\n\\n\\t\\tconst binData = ensureBinary( data );\\n\\n\\t\\treturn isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );\\n\\n\\t}\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/loaders/STLLoader.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/loaders/TGALoader.js\":\n/*!**************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/loaders/TGALoader.js ***!\n  \\**************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   TGALoader: () => (/* binding */ TGALoader)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n\\n\\nclass TGALoader extends three__WEBPACK_IMPORTED_MODULE_0__.DataTextureLoader {\\n\\n\\tconstructor( manager ) {\\n\\n\\t\\tsuper( manager );\\n\\n\\t}\\n\\n\\tparse( buffer ) {\\n\\n\\t\\t// reference from vthibault, https://github.com/vthibault/roBrowser/blob/master/src/Loaders/Targa.js\\n\\n\\t\\tfunction tgaCheckHeader( header ) {\\n\\n\\t\\t\\tswitch ( header.image_type ) {\\n\\n\\t\\t\\t\\t// check indexed type\\n\\n\\t\\t\\t\\tcase TGA_TYPE_INDEXED:\\n\\t\\t\\t\\tcase TGA_TYPE_RLE_INDEXED:\\n\\t\\t\\t\\t\\tif ( header.colormap_length > 256 || header.colormap_size !== 24 || header.colormap_type !== 1 ) {\\n\\n\\t\\t\\t\\t\\t\\tthrow new Error( 'THREE.TGALoader: Invalid type colormap data for indexed type.' );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t// check colormap type\\n\\n\\t\\t\\t\\tcase TGA_TYPE_RGB:\\n\\t\\t\\t\\tcase TGA_TYPE_GREY:\\n\\t\\t\\t\\tcase TGA_TYPE_RLE_RGB:\\n\\t\\t\\t\\tcase TGA_TYPE_RLE_GREY:\\n\\t\\t\\t\\t\\tif ( header.colormap_type ) {\\n\\n\\t\\t\\t\\t\\t\\tthrow new Error( 'THREE.TGALoader: Invalid type colormap data for colormap type.' );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t// What the need of a file without data ?\\n\\n\\t\\t\\t\\tcase TGA_TYPE_NO_DATA:\\n\\t\\t\\t\\t\\tthrow new Error( 'THREE.TGALoader: No data.' );\\n\\n\\t\\t\\t\\t\\t// Invalid type ?\\n\\n\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\tthrow new Error( 'THREE.TGALoader: Invalid type ' + header.image_type );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// check image width and height\\n\\n\\t\\t\\tif ( header.width <= 0 || header.height <= 0 ) {\\n\\n\\t\\t\\t\\tthrow new Error( 'THREE.TGALoader: Invalid image size.' );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// check image pixel size\\n\\n\\t\\t\\tif ( header.pixel_size !== 8 && header.pixel_size !== 16 &&\\n\\t\\t\\t\\theader.pixel_size !== 24 && header.pixel_size !== 32 ) {\\n\\n\\t\\t\\t\\tthrow new Error( 'THREE.TGALoader: Invalid pixel size ' + header.pixel_size );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// parse tga image buffer\\n\\n\\t\\tfunction tgaParse( use_rle, use_pal, header, offset, data ) {\\n\\n\\t\\t\\tlet pixel_data,\\n\\t\\t\\t\\tpalettes;\\n\\n\\t\\t\\tconst pixel_size = header.pixel_size >> 3;\\n\\t\\t\\tconst pixel_total = header.width * header.height * pixel_size;\\n\\n\\t\\t\\t // read palettes\\n\\n\\t\\t\\t if ( use_pal ) {\\n\\n\\t\\t\\t\\t palettes = data.subarray( offset, offset += header.colormap_length * ( header.colormap_size >> 3 ) );\\n\\n\\t\\t\\t }\\n\\n\\t\\t\\t // read RLE\\n\\n\\t\\t\\t if ( use_rle ) {\\n\\n\\t\\t\\t\\t pixel_data = new Uint8Array( pixel_total );\\n\\n\\t\\t\\t\\tlet c, count, i;\\n\\t\\t\\t\\tlet shift = 0;\\n\\t\\t\\t\\tconst pixels = new Uint8Array( pixel_size );\\n\\n\\t\\t\\t\\twhile ( shift < pixel_total ) {\\n\\n\\t\\t\\t\\t\\tc = data[ offset ++ ];\\n\\t\\t\\t\\t\\tcount = ( c & 0x7f ) + 1;\\n\\n\\t\\t\\t\\t\\t// RLE pixels\\n\\n\\t\\t\\t\\t\\tif ( c & 0x80 ) {\\n\\n\\t\\t\\t\\t\\t\\t// bind pixel tmp array\\n\\n\\t\\t\\t\\t\\t\\tfor ( i = 0; i < pixel_size; ++ i ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tpixels[ i ] = data[ offset ++ ];\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t// copy pixel array\\n\\n\\t\\t\\t\\t\\t\\tfor ( i = 0; i < count; ++ i ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tpixel_data.set( pixels, shift + i * pixel_size );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tshift += pixel_size * count;\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t// raw pixels\\n\\n\\t\\t\\t\\t\\t\\tcount *= pixel_size;\\n\\n\\t\\t\\t\\t\\t\\tfor ( i = 0; i < count; ++ i ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tpixel_data[ shift + i ] = data[ offset ++ ];\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\tshift += count;\\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// raw pixels\\n\\n\\t\\t\\t\\tpixel_data = data.subarray(\\n\\t\\t\\t\\t\\t offset, offset += ( use_pal ? header.width * header.height : pixel_total )\\n\\t\\t\\t\\t);\\n\\n\\t\\t\\t }\\n\\n\\t\\t\\t return {\\n\\t\\t\\t\\tpixel_data: pixel_data,\\n\\t\\t\\t\\tpalettes: palettes\\n\\t\\t\\t };\\n\\n\\t\\t}\\n\\n\\t\\tfunction tgaGetImageData8bits( imageData, y_start, y_step, y_end, x_start, x_step, x_end, image, palettes ) {\\n\\n\\t\\t\\tconst colormap = palettes;\\n\\t\\t\\tlet color, i = 0, x, y;\\n\\t\\t\\tconst width = header.width;\\n\\n\\t\\t\\tfor ( y = y_start; y !== y_end; y += y_step ) {\\n\\n\\t\\t\\t\\tfor ( x = x_start; x !== x_end; x += x_step, i ++ ) {\\n\\n\\t\\t\\t\\t\\tcolor = image[ i ];\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 3 ] = 255;\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 2 ] = colormap[ ( color * 3 ) + 0 ];\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 1 ] = colormap[ ( color * 3 ) + 1 ];\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 0 ] = colormap[ ( color * 3 ) + 2 ];\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn imageData;\\n\\n\\t\\t}\\n\\n\\t\\tfunction tgaGetImageData16bits( imageData, y_start, y_step, y_end, x_start, x_step, x_end, image ) {\\n\\n\\t\\t\\tlet color, i = 0, x, y;\\n\\t\\t\\tconst width = header.width;\\n\\n\\t\\t\\tfor ( y = y_start; y !== y_end; y += y_step ) {\\n\\n\\t\\t\\t\\tfor ( x = x_start; x !== x_end; x += x_step, i += 2 ) {\\n\\n\\t\\t\\t\\t\\tcolor = image[ i + 0 ] + ( image[ i + 1 ] << 8 );\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 0 ] = ( color & 0x7C00 ) >> 7;\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 1 ] = ( color & 0x03E0 ) >> 2;\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 2 ] = ( color & 0x001F ) << 3;\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 3 ] = ( color & 0x8000 ) ? 0 : 255;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn imageData;\\n\\n\\t\\t}\\n\\n\\t\\tfunction tgaGetImageData24bits( imageData, y_start, y_step, y_end, x_start, x_step, x_end, image ) {\\n\\n\\t\\t\\tlet i = 0, x, y;\\n\\t\\t\\tconst width = header.width;\\n\\n\\t\\t\\tfor ( y = y_start; y !== y_end; y += y_step ) {\\n\\n\\t\\t\\t\\tfor ( x = x_start; x !== x_end; x += x_step, i += 3 ) {\\n\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 3 ] = 255;\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 2 ] = image[ i + 0 ];\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 1 ] = image[ i + 1 ];\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 0 ] = image[ i + 2 ];\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn imageData;\\n\\n\\t\\t}\\n\\n\\t\\tfunction tgaGetImageData32bits( imageData, y_start, y_step, y_end, x_start, x_step, x_end, image ) {\\n\\n\\t\\t\\tlet i = 0, x, y;\\n\\t\\t\\tconst width = header.width;\\n\\n\\t\\t\\tfor ( y = y_start; y !== y_end; y += y_step ) {\\n\\n\\t\\t\\t\\tfor ( x = x_start; x !== x_end; x += x_step, i += 4 ) {\\n\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 2 ] = image[ i + 0 ];\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 1 ] = image[ i + 1 ];\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 0 ] = image[ i + 2 ];\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 3 ] = image[ i + 3 ];\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn imageData;\\n\\n\\t\\t}\\n\\n\\t\\tfunction tgaGetImageDataGrey8bits( imageData, y_start, y_step, y_end, x_start, x_step, x_end, image ) {\\n\\n\\t\\t\\tlet color, i = 0, x, y;\\n\\t\\t\\tconst width = header.width;\\n\\n\\t\\t\\tfor ( y = y_start; y !== y_end; y += y_step ) {\\n\\n\\t\\t\\t\\tfor ( x = x_start; x !== x_end; x += x_step, i ++ ) {\\n\\n\\t\\t\\t\\t\\tcolor = image[ i ];\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 0 ] = color;\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 1 ] = color;\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 2 ] = color;\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 3 ] = 255;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn imageData;\\n\\n\\t\\t}\\n\\n\\t\\tfunction tgaGetImageDataGrey16bits( imageData, y_start, y_step, y_end, x_start, x_step, x_end, image ) {\\n\\n\\t\\t\\tlet i = 0, x, y;\\n\\t\\t\\tconst width = header.width;\\n\\n\\t\\t\\tfor ( y = y_start; y !== y_end; y += y_step ) {\\n\\n\\t\\t\\t\\tfor ( x = x_start; x !== x_end; x += x_step, i += 2 ) {\\n\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 0 ] = image[ i + 0 ];\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 1 ] = image[ i + 0 ];\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 2 ] = image[ i + 0 ];\\n\\t\\t\\t\\t\\timageData[ ( x + width * y ) * 4 + 3 ] = image[ i + 1 ];\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn imageData;\\n\\n\\t\\t}\\n\\n\\t\\tfunction getTgaRGBA( data, width, height, image, palette ) {\\n\\n\\t\\t\\tlet x_start,\\n\\t\\t\\t\\ty_start,\\n\\t\\t\\t\\tx_step,\\n\\t\\t\\t\\ty_step,\\n\\t\\t\\t\\tx_end,\\n\\t\\t\\t\\ty_end;\\n\\n\\t\\t\\tswitch ( ( header.flags & TGA_ORIGIN_MASK ) >> TGA_ORIGIN_SHIFT ) {\\n\\n\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\tcase TGA_ORIGIN_UL:\\n\\t\\t\\t\\t\\tx_start = 0;\\n\\t\\t\\t\\t\\tx_step = 1;\\n\\t\\t\\t\\t\\tx_end = width;\\n\\t\\t\\t\\t\\ty_start = 0;\\n\\t\\t\\t\\t\\ty_step = 1;\\n\\t\\t\\t\\t\\ty_end = height;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase TGA_ORIGIN_BL:\\n\\t\\t\\t\\t\\tx_start = 0;\\n\\t\\t\\t\\t\\tx_step = 1;\\n\\t\\t\\t\\t\\tx_end = width;\\n\\t\\t\\t\\t\\ty_start = height - 1;\\n\\t\\t\\t\\t\\ty_step = - 1;\\n\\t\\t\\t\\t\\ty_end = - 1;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase TGA_ORIGIN_UR:\\n\\t\\t\\t\\t\\tx_start = width - 1;\\n\\t\\t\\t\\t\\tx_step = - 1;\\n\\t\\t\\t\\t\\tx_end = - 1;\\n\\t\\t\\t\\t\\ty_start = 0;\\n\\t\\t\\t\\t\\ty_step = 1;\\n\\t\\t\\t\\t\\ty_end = height;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\tcase TGA_ORIGIN_BR:\\n\\t\\t\\t\\t\\tx_start = width - 1;\\n\\t\\t\\t\\t\\tx_step = - 1;\\n\\t\\t\\t\\t\\tx_end = - 1;\\n\\t\\t\\t\\t\\ty_start = height - 1;\\n\\t\\t\\t\\t\\ty_step = - 1;\\n\\t\\t\\t\\t\\ty_end = - 1;\\n\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( use_grey ) {\\n\\n\\t\\t\\t\\tswitch ( header.pixel_size ) {\\n\\n\\t\\t\\t\\t\\tcase 8:\\n\\t\\t\\t\\t\\t\\ttgaGetImageDataGrey8bits( data, y_start, y_step, y_end, x_start, x_step, x_end, image );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 16:\\n\\t\\t\\t\\t\\t\\ttgaGetImageDataGrey16bits( data, y_start, y_step, y_end, x_start, x_step, x_end, image );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\tthrow new Error( 'THREE.TGALoader: Format not supported.' );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tswitch ( header.pixel_size ) {\\n\\n\\t\\t\\t\\t\\tcase 8:\\n\\t\\t\\t\\t\\t\\ttgaGetImageData8bits( data, y_start, y_step, y_end, x_start, x_step, x_end, image, palette );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 16:\\n\\t\\t\\t\\t\\t\\ttgaGetImageData16bits( data, y_start, y_step, y_end, x_start, x_step, x_end, image );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 24:\\n\\t\\t\\t\\t\\t\\ttgaGetImageData24bits( data, y_start, y_step, y_end, x_start, x_step, x_end, image );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tcase 32:\\n\\t\\t\\t\\t\\t\\ttgaGetImageData32bits( data, y_start, y_step, y_end, x_start, x_step, x_end, image );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\tdefault:\\n\\t\\t\\t\\t\\t\\tthrow new Error( 'THREE.TGALoader: Format not supported.' );\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// Load image data according to specific method\\n\\t\\t\\t// let func = 'tgaGetImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';\\n\\t\\t\\t// func(data, y_start, y_step, y_end, x_start, x_step, x_end, width, image, palette );\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\t// TGA constants\\n\\n\\t\\tconst TGA_TYPE_NO_DATA = 0,\\n\\t\\t\\tTGA_TYPE_INDEXED = 1,\\n\\t\\t\\tTGA_TYPE_RGB = 2,\\n\\t\\t\\tTGA_TYPE_GREY = 3,\\n\\t\\t\\tTGA_TYPE_RLE_INDEXED = 9,\\n\\t\\t\\tTGA_TYPE_RLE_RGB = 10,\\n\\t\\t\\tTGA_TYPE_RLE_GREY = 11,\\n\\n\\t\\t\\tTGA_ORIGIN_MASK = 0x30,\\n\\t\\t\\tTGA_ORIGIN_SHIFT = 0x04,\\n\\t\\t\\tTGA_ORIGIN_BL = 0x00,\\n\\t\\t\\tTGA_ORIGIN_BR = 0x01,\\n\\t\\t\\tTGA_ORIGIN_UL = 0x02,\\n\\t\\t\\tTGA_ORIGIN_UR = 0x03;\\n\\n\\t\\tif ( buffer.length < 19 ) throw new Error( 'THREE.TGALoader: Not enough data to contain header.' );\\n\\n\\t\\tlet offset = 0;\\n\\n\\t\\tconst content = new Uint8Array( buffer ),\\n\\t\\t\\theader = {\\n\\t\\t\\t\\tid_length: content[ offset ++ ],\\n\\t\\t\\t\\tcolormap_type: content[ offset ++ ],\\n\\t\\t\\t\\timage_type: content[ offset ++ ],\\n\\t\\t\\t\\tcolormap_index: content[ offset ++ ] | content[ offset ++ ] << 8,\\n\\t\\t\\t\\tcolormap_length: content[ offset ++ ] | content[ offset ++ ] << 8,\\n\\t\\t\\t\\tcolormap_size: content[ offset ++ ],\\n\\t\\t\\t\\torigin: [\\n\\t\\t\\t\\t\\tcontent[ offset ++ ] | content[ offset ++ ] << 8,\\n\\t\\t\\t\\t\\tcontent[ offset ++ ] | content[ offset ++ ] << 8\\n\\t\\t\\t\\t],\\n\\t\\t\\t\\twidth: content[ offset ++ ] | content[ offset ++ ] << 8,\\n\\t\\t\\t\\theight: content[ offset ++ ] | content[ offset ++ ] << 8,\\n\\t\\t\\t\\tpixel_size: content[ offset ++ ],\\n\\t\\t\\t\\tflags: content[ offset ++ ]\\n\\t\\t\\t};\\n\\n\\t\\t// check tga if it is valid format\\n\\n\\t\\ttgaCheckHeader( header );\\n\\n\\t\\tif ( header.id_length + offset > buffer.length ) {\\n\\n\\t\\t\\tthrow new Error( 'THREE.TGALoader: No data.' );\\n\\n\\t\\t}\\n\\n\\t\\t// skip the needn't data\\n\\n\\t\\toffset += header.id_length;\\n\\n\\t\\t// get targa information about RLE compression and palette\\n\\n\\t\\tlet use_rle = false,\\n\\t\\t\\tuse_pal = false,\\n\\t\\t\\tuse_grey = false;\\n\\n\\t\\tswitch ( header.image_type ) {\\n\\n\\t\\t\\tcase TGA_TYPE_RLE_INDEXED:\\n\\t\\t\\t\\tuse_rle = true;\\n\\t\\t\\t\\tuse_pal = true;\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase TGA_TYPE_INDEXED:\\n\\t\\t\\t\\tuse_pal = true;\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase TGA_TYPE_RLE_RGB:\\n\\t\\t\\t\\tuse_rle = true;\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase TGA_TYPE_RGB:\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase TGA_TYPE_RLE_GREY:\\n\\t\\t\\t\\tuse_rle = true;\\n\\t\\t\\t\\tuse_grey = true;\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\tcase TGA_TYPE_GREY:\\n\\t\\t\\t\\tuse_grey = true;\\n\\t\\t\\t\\tbreak;\\n\\n\\t\\t}\\n\\n\\t\\t//\\n\\n\\t\\tconst imageData = new Uint8Array( header.width * header.height * 4 );\\n\\t\\tconst result = tgaParse( use_rle, use_pal, header, offset, content );\\n\\t\\tgetTgaRGBA( imageData, header.width, header.height, result.pixel_data, result.palettes );\\n\\n\\t\\treturn {\\n\\n\\t\\t\\tdata: imageData,\\n\\t\\t\\twidth: header.width,\\n\\t\\t\\theight: header.height,\\n\\t\\t\\tflipY: true,\\n\\t\\t\\tgenerateMipmaps: true,\\n\\t\\t\\tminFilter: three__WEBPACK_IMPORTED_MODULE_0__.LinearMipmapLinearFilter,\\n\\n\\t\\t};\\n\\n\\t}\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/loaders/TGALoader.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/loaders/USDZLoader.js\":\n/*!***************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/loaders/USDZLoader.js ***!\n  \\***************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   USDZLoader: () => (/* binding */ USDZLoader)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var _libs_fflate_module_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../libs/fflate.module.js */ \\\"./node_modules/three/examples/jsm/libs/fflate.module.js\\\");\\n\\n\\n\\n\\nclass USDAParser {\\n\\n\\tparse( text ) {\\n\\n\\t\\tconst data = {};\\n\\n\\t\\tconst lines = text.split( '\\\\n' );\\n\\n\\t\\tlet string = null;\\n\\t\\tlet target = data;\\n\\n\\t\\tconst stack = [ data ];\\n\\n\\t\\t// debugger;\\n\\n\\t\\tfor ( const line of lines ) {\\n\\n\\t\\t\\t// console.log( line );\\n\\n\\t\\t\\tif ( line.includes( '=' ) ) {\\n\\n\\t\\t\\t\\tconst assignment = line.split( '=' );\\n\\n\\t\\t\\t\\tconst lhs = assignment[ 0 ].trim();\\n\\t\\t\\t\\tconst rhs = assignment[ 1 ].trim();\\n\\n\\t\\t\\t\\tif ( rhs.endsWith( '{' ) ) {\\n\\n\\t\\t\\t\\t\\tconst group = {};\\n\\t\\t\\t\\t\\tstack.push( group );\\n\\n\\t\\t\\t\\t\\ttarget[ lhs ] = group;\\n\\t\\t\\t\\t\\ttarget = group;\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\ttarget[ lhs ] = rhs;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} else if ( line.endsWith( '{' ) ) {\\n\\n\\t\\t\\t\\tconst group = target[ string ] || {};\\n\\t\\t\\t\\tstack.push( group );\\n\\n\\t\\t\\t\\ttarget[ string ] = group;\\n\\t\\t\\t\\ttarget = group;\\n\\n\\t\\t\\t} else if ( line.endsWith( '}' ) ) {\\n\\n\\t\\t\\t\\tstack.pop();\\n\\n\\t\\t\\t\\tif ( stack.length === 0 ) continue;\\n\\n\\t\\t\\t\\ttarget = stack[ stack.length - 1 ];\\n\\n\\t\\t\\t} else if ( line.endsWith( '(' ) ) {\\n\\n\\t\\t\\t\\tconst meta = {};\\n\\t\\t\\t\\tstack.push( meta );\\n\\n\\t\\t\\t\\tstring = line.split( '(' )[ 0 ].trim() || string;\\n\\n\\t\\t\\t\\ttarget[ string ] = meta;\\n\\t\\t\\t\\ttarget = meta;\\n\\n\\t\\t\\t} else if ( line.endsWith( ')' ) ) {\\n\\n\\t\\t\\t\\tstack.pop();\\n\\n\\t\\t\\t\\ttarget = stack[ stack.length - 1 ];\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tstring = line.trim();\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\treturn data;\\n\\n\\t}\\n\\n}\\n\\nclass USDZLoader extends three__WEBPACK_IMPORTED_MODULE_0__.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 three__WEBPACK_IMPORTED_MODULE_0__.FileLoader( scope.manager );\\n\\t\\tloader.setPath( scope.path );\\n\\t\\tloader.setResponseType( 'arraybuffer' );\\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( 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( buffer ) {\\n\\n\\t\\tconst parser = new USDAParser();\\n\\n\\t\\tfunction parseAssets( zip ) {\\n\\n\\t\\t\\tconst data = {};\\n\\t\\t\\tconst loader = new three__WEBPACK_IMPORTED_MODULE_0__.FileLoader();\\n\\t\\t\\tloader.setResponseType( 'arraybuffer' );\\n\\n\\t\\t\\tfor ( const filename in zip ) {\\n\\n\\t\\t\\t\\tif ( filename.endsWith( 'png' ) ) {\\n\\n\\t\\t\\t\\t\\tconst blob = new Blob( [ zip[ filename ] ], { type: { type: 'image/png' } } );\\n\\t\\t\\t\\t\\tdata[ filename ] = URL.createObjectURL( blob );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( filename.endsWith( 'usd' ) || filename.endsWith( 'usda' ) ) {\\n\\n\\t\\t\\t\\t\\tif ( isCrateFile( zip[ filename ] ) ) {\\n\\n\\t\\t\\t\\t\\t\\tconsole.warn( 'THREE.USDZLoader: Crate files (.usdc or binary .usd) are not supported.' );\\n\\t\\t\\t\\t\\t\\tcontinue;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tconst text = _libs_fflate_module_js__WEBPACK_IMPORTED_MODULE_1__.strFromU8( zip[ filename ] );\\n\\t\\t\\t\\t\\tdata[ filename ] = parser.parse( text );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn data;\\n\\n\\t\\t}\\n\\n\\t\\tfunction isCrateFile( buffer ) {\\n\\n\\t\\t\\t// Check if this a crate file. First 7 bytes of a crate file are \\\"PXR-USDC\\\".\\n\\t\\t\\tconst fileHeader = buffer.slice( 0, 7 );\\n\\t\\t\\tconst crateHeader = new Uint8Array( [ 0x50, 0x58, 0x52, 0x2D, 0x55, 0x53, 0x44, 0x43 ] );\\n\\n\\t\\t\\t// If this is not a crate file, we assume it is a plain USDA file.\\n\\t\\t\\treturn fileHeader.every( ( value, index ) => value === crateHeader[ index ] );\\n\\n\\t\\t}\\n\\n\\t\\tfunction findUSD( zip ) {\\n\\n\\t\\t\\tif ( zip.length < 1 ) return undefined;\\n\\n\\t\\t\\tconst firstFileName = Object.keys( zip )[ 0 ];\\n\\t\\t\\tlet isCrate = false;\\n\\n\\t\\t\\t// As per the USD specification, the first entry in the zip archive is used as the main file (\\\"UsdStage\\\").\\n\\t\\t\\t// ASCII files can end in either .usda or .usd.\\n\\t\\t\\t// See https://openusd.org/release/spec_usdz.html#layout\\n\\t\\t\\tif ( firstFileName.endsWith( 'usda' ) ) return zip[ firstFileName ];\\n\\n\\t\\t\\tif ( firstFileName.endsWith( 'usdc' ) ) {\\n\\n\\t\\t\\t\\tisCrate = true;\\n\\n\\t\\t\\t} else if ( firstFileName.endsWith( 'usd' ) ) {\\n\\n\\t\\t\\t\\t// If this is not a crate file, we assume it is a plain USDA file.\\n\\t\\t\\t\\tif ( ! isCrateFile( zip[ firstFileName ] ) ) {\\n\\n\\t\\t\\t\\t\\treturn zip[ firstFileName ];\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tisCrate = true;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( isCrate ) {\\n\\n\\t\\t\\t\\tconsole.warn( 'THREE.USDZLoader: Crate files (.usdc or binary .usd) are not supported.' );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn undefined;\\n\\n\\t\\t}\\n\\n\\t\\tconst zip = _libs_fflate_module_js__WEBPACK_IMPORTED_MODULE_1__.unzipSync( new Uint8Array( buffer ) );\\n\\n\\t\\t// console.log( zip );\\n\\n\\t\\tconst assets = parseAssets( zip );\\n\\n\\t\\t// console.log( assets )\\n\\n\\t\\tconst file = findUSD( zip );\\n\\n\\t\\tif ( file === undefined ) {\\n\\n\\t\\t\\tconsole.warn( 'THREE.USDZLoader: No usda file found.' );\\n\\n\\t\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.Group();\\n\\n\\t\\t}\\n\\n\\n\\t\\t// Parse file\\n\\n\\t\\tconst text = _libs_fflate_module_js__WEBPACK_IMPORTED_MODULE_1__.strFromU8( file );\\n\\t\\tconst root = parser.parse( text );\\n\\n\\t\\t// Build scene\\n\\n\\t\\tfunction findMeshGeometry( data ) {\\n\\n\\t\\t\\tif ( ! data ) return undefined;\\n\\n\\t\\t\\tif ( 'prepend references' in data ) {\\n\\n\\t\\t\\t\\tconst reference = data[ 'prepend references' ];\\n\\t\\t\\t\\tconst parts = reference.split( '@' );\\n\\t\\t\\t\\tconst path = parts[ 1 ].replace( /^.\\\\//, '' );\\n\\t\\t\\t\\tconst id = parts[ 2 ].replace( /^<\\\\//, '' ).replace( />$/, '' );\\n\\n\\t\\t\\t\\treturn findGeometry( assets[ path ], id );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn findGeometry( data );\\n\\n\\t\\t}\\n\\n\\t\\tfunction findGeometry( data, id ) {\\n\\n\\t\\t\\tif ( ! data ) return undefined;\\n\\n\\t\\t\\tif ( id !== undefined ) {\\n\\n\\t\\t\\t\\tconst def = `def Mesh \\\"${id}\\\"`;\\n\\n\\t\\t\\t\\tif ( def in data ) {\\n\\n\\t\\t\\t\\t\\treturn data[ def ];\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tfor ( const name in data ) {\\n\\n\\t\\t\\t\\tconst object = data[ name ];\\n\\n\\t\\t\\t\\tif ( name.startsWith( 'def Mesh' ) ) {\\n\\n\\t\\t\\t\\t\\t// Move points to Mesh\\n\\n\\t\\t\\t\\t\\tif ( 'point3f[] points' in data ) {\\n\\n\\t\\t\\t\\t\\t\\tobject[ 'point3f[] points' ] = data[ 'point3f[] points' ];\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t// Move st to Mesh\\n\\n\\t\\t\\t\\t\\tif ( 'texCoord2f[] primvars:st' in data ) {\\n\\n\\t\\t\\t\\t\\t\\tobject[ 'texCoord2f[] primvars:st' ] = data[ 'texCoord2f[] primvars:st' ];\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t// Move st indices to Mesh\\n\\n\\t\\t\\t\\t\\tif ( 'int[] primvars:st:indices' in data ) {\\n\\n\\t\\t\\t\\t\\t\\tobject[ 'int[] primvars:st:indices' ] = data[ 'int[] primvars:st:indices' ];\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\treturn object;\\n\\n\\t\\t\\t\\t}\\n\\n\\n\\t\\t\\t\\tif ( typeof object === 'object' ) {\\n\\n\\t\\t\\t\\t\\tconst geometry = findGeometry( object );\\n\\n\\t\\t\\t\\t\\tif ( geometry ) return geometry;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildGeometry( data ) {\\n\\n\\t\\t\\tif ( ! data ) return undefined;\\n\\n\\t\\t\\tlet geometry = new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\\n\\n\\t\\t\\tif ( 'int[] faceVertexIndices' in data ) {\\n\\n\\t\\t\\t\\tconst indices = JSON.parse( data[ 'int[] faceVertexIndices' ] );\\n\\t\\t\\t\\tgeometry.setIndex( indices );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( 'point3f[] points' in data ) {\\n\\n\\t\\t\\t\\tconst positions = JSON.parse( data[ 'point3f[] points' ].replace( /[()]*/g, '' ) );\\n\\t\\t\\t\\tconst attribute = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( new Float32Array( positions ), 3 );\\n\\t\\t\\t\\tgeometry.setAttribute( 'position', attribute );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( 'normal3f[] normals' in data ) {\\n\\n\\t\\t\\t\\tconst normals = JSON.parse( data[ 'normal3f[] normals' ].replace( /[()]*/g, '' ) );\\n\\t\\t\\t\\tconst attribute = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( new Float32Array( normals ), 3 );\\n\\t\\t\\t\\tgeometry.setAttribute( 'normal', attribute );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tgeometry.computeVertexNormals();\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( 'float2[] primvars:st' in data ) {\\n\\n\\t\\t\\t\\tdata[ 'texCoord2f[] primvars:st' ] = data[ 'float2[] primvars:st' ];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( 'texCoord2f[] primvars:st' in data ) {\\n\\n\\t\\t\\t\\tconst uvs = JSON.parse( data[ 'texCoord2f[] primvars:st' ].replace( /[()]*/g, '' ) );\\n\\t\\t\\t\\tconst attribute = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( new Float32Array( uvs ), 2 );\\n\\n\\t\\t\\t\\tif ( 'int[] primvars:st:indices' in data ) {\\n\\n\\t\\t\\t\\t\\tgeometry = geometry.toNonIndexed();\\n\\n\\t\\t\\t\\t\\tconst indices = JSON.parse( data[ 'int[] primvars:st:indices' ] );\\n\\t\\t\\t\\t\\tgeometry.setAttribute( 'uv', toFlatBufferAttribute( attribute, indices ) );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tgeometry.setAttribute( 'uv', attribute );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn geometry;\\n\\n\\t\\t}\\n\\n\\t\\tfunction toFlatBufferAttribute( attribute, indices ) {\\n\\n\\t\\t\\tconst array = attribute.array;\\n\\t\\t\\tconst itemSize = attribute.itemSize;\\n\\n\\t\\t\\tconst array2 = new array.constructor( indices.length * itemSize );\\n\\n\\t\\t\\tlet index = 0, index2 = 0;\\n\\n\\t\\t\\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\\n\\n\\t\\t\\t\\tindex = indices[ i ] * itemSize;\\n\\n\\t\\t\\t\\tfor ( let j = 0; j < itemSize; j ++ ) {\\n\\n\\t\\t\\t\\t\\tarray2[ index2 ++ ] = array[ index ++ ];\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( array2, itemSize );\\n\\n\\t\\t}\\n\\n\\t\\tfunction findMeshMaterial( data ) {\\n\\n\\t\\t\\tif ( ! data ) return undefined;\\n\\n\\t\\t\\tif ( 'rel material:binding' in data ) {\\n\\n\\t\\t\\t\\tconst reference = data[ 'rel material:binding' ];\\n\\t\\t\\t\\tconst id = reference.replace( /^<\\\\//, '' ).replace( />$/, '' );\\n\\t\\t\\t\\tconst parts = id.split( '/' );\\n\\n\\t\\t\\t\\treturn findMaterial( root, ` \\\"${ parts[ 1 ] }\\\"` );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn findMaterial( data );\\n\\n\\t\\t}\\n\\n\\t\\tfunction findMaterial( data, id = '' ) {\\n\\n\\t\\t\\tfor ( const name in data ) {\\n\\n\\t\\t\\t\\tconst object = data[ name ];\\n\\n\\t\\t\\t\\tif ( name.startsWith( 'def Material' + id ) ) {\\n\\n\\t\\t\\t\\t\\treturn object;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( typeof object === 'object' ) {\\n\\n\\t\\t\\t\\t\\tconst material = findMaterial( object, id );\\n\\n\\t\\t\\t\\t\\tif ( material ) return material;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction setTextureParams( map, data_value ) {\\n\\n\\t\\t\\t// rotation, scale and translation\\n\\n\\t\\t\\tif ( data_value[ 'float inputs:rotation' ] ) {\\n\\n\\t\\t\\t\\tmap.rotation = parseFloat( data_value[ 'float inputs:rotation' ] );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( data_value[ 'float2 inputs:scale' ] ) {\\n\\n\\t\\t\\t\\tmap.repeat = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2().fromArray( JSON.parse( '[' + data_value[ 'float2 inputs:scale' ].replace( /[()]*/g, '' ) + ']' ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tif ( data_value[ 'float2 inputs:translation' ] ) {\\n\\n\\t\\t\\t\\tmap.offset = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2().fromArray( JSON.parse( '[' + data_value[ 'float2 inputs:translation' ].replace( /[()]*/g, '' ) + ']' ) );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildMaterial( data ) {\\n\\n\\t\\t\\tconst material = new three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial();\\n\\n\\t\\t\\tif ( data !== undefined ) {\\n\\n\\t\\t\\t\\tif ( 'def Shader \\\"PreviewSurface\\\"' in data ) {\\n\\n\\t\\t\\t\\t\\tconst surface = data[ 'def Shader \\\"PreviewSurface\\\"' ];\\n\\n\\t\\t\\t\\t\\tif ( 'color3f inputs:diffuseColor.connect' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tconst path = surface[ 'color3f inputs:diffuseColor.connect' ];\\n\\t\\t\\t\\t\\t\\tconst sampler = findTexture( root, /(\\\\w+).output/.exec( path )[ 1 ] );\\n\\n\\t\\t\\t\\t\\t\\tmaterial.map = buildTexture( sampler );\\n\\t\\t\\t\\t\\t\\tmaterial.map.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace;\\n\\n\\t\\t\\t\\t\\t\\tif ( 'def Shader \\\"Transform2d_diffuse\\\"' in data ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tsetTextureParams( material.map, data[ 'def Shader \\\"Transform2d_diffuse\\\"' ] );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t} else if ( 'color3f inputs:diffuseColor' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tconst color = surface[ 'color3f inputs:diffuseColor' ].replace( /[()]*/g, '' );\\n\\t\\t\\t\\t\\t\\tmaterial.color.fromArray( JSON.parse( '[' + color + ']' ) );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( 'color3f inputs:emissiveColor.connect' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tconst path = surface[ 'color3f inputs:emissiveColor.connect' ];\\n\\t\\t\\t\\t\\t\\tconst sampler = findTexture( root, /(\\\\w+).output/.exec( path )[ 1 ] );\\n\\n\\t\\t\\t\\t\\t\\tmaterial.emissiveMap = buildTexture( sampler );\\n\\t\\t\\t\\t\\t\\tmaterial.emissiveMap.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace;\\n\\t\\t\\t\\t\\t\\tmaterial.emissive.set( 0xffffff );\\n\\n\\t\\t\\t\\t\\t\\tif ( 'def Shader \\\"Transform2d_emissive\\\"' in data ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tsetTextureParams( material.emissiveMap, data[ 'def Shader \\\"Transform2d_emissive\\\"' ] );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t} else if ( 'color3f inputs:emissiveColor' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tconst color = surface[ 'color3f inputs:emissiveColor' ].replace( /[()]*/g, '' );\\n\\t\\t\\t\\t\\t\\tmaterial.emissive.fromArray( JSON.parse( '[' + color + ']' ) );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( 'normal3f inputs:normal.connect' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tconst path = surface[ 'normal3f inputs:normal.connect' ];\\n\\t\\t\\t\\t\\t\\tconst sampler = findTexture( root, /(\\\\w+).output/.exec( path )[ 1 ] );\\n\\n\\t\\t\\t\\t\\t\\tmaterial.normalMap = buildTexture( sampler );\\n\\t\\t\\t\\t\\t\\tmaterial.normalMap.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.NoColorSpace;\\n\\n\\t\\t\\t\\t\\t\\tif ( 'def Shader \\\"Transform2d_normal\\\"' in data ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tsetTextureParams( material.normalMap, data[ 'def Shader \\\"Transform2d_normal\\\"' ] );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( 'float inputs:roughness.connect' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tconst path = surface[ 'float inputs:roughness.connect' ];\\n\\t\\t\\t\\t\\t\\tconst sampler = findTexture( root, /(\\\\w+).output/.exec( path )[ 1 ] );\\n\\n\\t\\t\\t\\t\\t\\tmaterial.roughness = 1.0;\\n\\t\\t\\t\\t\\t\\tmaterial.roughnessMap = buildTexture( sampler );\\n\\t\\t\\t\\t\\t\\tmaterial.roughnessMap.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.NoColorSpace;\\n\\n\\t\\t\\t\\t\\t\\tif ( 'def Shader \\\"Transform2d_roughness\\\"' in data ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tsetTextureParams( material.roughnessMap, data[ 'def Shader \\\"Transform2d_roughness\\\"' ] );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t} else if ( 'float inputs:roughness' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tmaterial.roughness = parseFloat( surface[ 'float inputs:roughness' ] );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( 'float inputs:metallic.connect' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tconst path = surface[ 'float inputs:metallic.connect' ];\\n\\t\\t\\t\\t\\t\\tconst sampler = findTexture( root, /(\\\\w+).output/.exec( path )[ 1 ] );\\n\\n\\t\\t\\t\\t\\t\\tmaterial.metalness = 1.0;\\n\\t\\t\\t\\t\\t\\tmaterial.metalnessMap = buildTexture( sampler );\\n\\t\\t\\t\\t\\t\\tmaterial.metalnessMap.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.NoColorSpace;\\n\\n\\t\\t\\t\\t\\t\\tif ( 'def Shader \\\"Transform2d_metallic\\\"' in data ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tsetTextureParams( material.metalnessMap, data[ 'def Shader \\\"Transform2d_metallic\\\"' ] );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t} else if ( 'float inputs:metallic' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tmaterial.metalness = parseFloat( surface[ 'float inputs:metallic' ] );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( 'float inputs:clearcoat.connect' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tconst path = surface[ 'float inputs:clearcoat.connect' ];\\n\\t\\t\\t\\t\\t\\tconst sampler = findTexture( root, /(\\\\w+).output/.exec( path )[ 1 ] );\\n\\n\\t\\t\\t\\t\\t\\tmaterial.clearcoat = 1.0;\\n\\t\\t\\t\\t\\t\\tmaterial.clearcoatMap = buildTexture( sampler );\\n\\t\\t\\t\\t\\t\\tmaterial.clearcoatMap.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.NoColorSpace;\\n\\n\\t\\t\\t\\t\\t\\tif ( 'def Shader \\\"Transform2d_clearcoat\\\"' in data ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tsetTextureParams( material.clearcoatMap, data[ 'def Shader \\\"Transform2d_clearcoat\\\"' ] );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t} else if ( 'float inputs:clearcoat' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tmaterial.clearcoat = parseFloat( surface[ 'float inputs:clearcoat' ] );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( 'float inputs:clearcoatRoughness.connect' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tconst path = surface[ 'float inputs:clearcoatRoughness.connect' ];\\n\\t\\t\\t\\t\\t\\tconst sampler = findTexture( root, /(\\\\w+).output/.exec( path )[ 1 ] );\\n\\n\\t\\t\\t\\t\\t\\tmaterial.clearcoatRoughness = 1.0;\\n\\t\\t\\t\\t\\t\\tmaterial.clearcoatRoughnessMap = buildTexture( sampler );\\n\\t\\t\\t\\t\\t\\tmaterial.clearcoatRoughnessMap.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.NoColorSpace;\\n\\n\\t\\t\\t\\t\\t\\tif ( 'def Shader \\\"Transform2d_clearcoatRoughness\\\"' in data ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tsetTextureParams( material.clearcoatRoughnessMap, data[ 'def Shader \\\"Transform2d_clearcoatRoughness\\\"' ] );\\n\\n\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t} else if ( 'float inputs:clearcoatRoughness' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tmaterial.clearcoatRoughness = parseFloat( surface[ 'float inputs:clearcoatRoughness' ] );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( 'float inputs:ior' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tmaterial.ior = parseFloat( surface[ 'float inputs:ior' ] );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tif ( 'float inputs:occlusion.connect' in surface ) {\\n\\n\\t\\t\\t\\t\\t\\tconst path = surface[ 'float inputs:occlusion.connect' ];\\n\\t\\t\\t\\t\\t\\tconst sampler = findTexture( root, /(\\\\w+).output/.exec( path )[ 1 ] );\\n\\n\\t\\t\\t\\t\\t\\tmaterial.aoMap = buildTexture( sampler );\\n\\t\\t\\t\\t\\t\\tmaterial.aoMap.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.NoColorSpace;\\n\\n\\t\\t\\t\\t\\t\\tif ( 'def Shader \\\"Transform2d_occlusion\\\"' in data ) {\\n\\n\\t\\t\\t\\t\\t\\t\\tsetTextureParams( material.aoMap, data[ 'def Shader \\\"Transform2d_occlusion\\\"' ] );\\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\\tif ( 'def Shader \\\"diffuseColor_texture\\\"' in data ) {\\n\\n\\t\\t\\t\\t\\tconst sampler = data[ 'def Shader \\\"diffuseColor_texture\\\"' ];\\n\\n\\t\\t\\t\\t\\tmaterial.map = buildTexture( sampler );\\n\\t\\t\\t\\t\\tmaterial.map.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( 'def Shader \\\"normal_texture\\\"' in data ) {\\n\\n\\t\\t\\t\\t\\tconst sampler = data[ 'def Shader \\\"normal_texture\\\"' ];\\n\\n\\t\\t\\t\\t\\tmaterial.normalMap = buildTexture( sampler );\\n\\t\\t\\t\\t\\tmaterial.normalMap.colorSpace = three__WEBPACK_IMPORTED_MODULE_0__.NoColorSpace;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn material;\\n\\n\\t\\t}\\n\\n\\t\\tfunction findTexture( data, id ) {\\n\\n\\t\\t\\tfor ( const name in data ) {\\n\\n\\t\\t\\t\\tconst object = data[ name ];\\n\\n\\t\\t\\t\\tif ( name.startsWith( `def Shader \\\"${ id }\\\"` ) ) {\\n\\n\\t\\t\\t\\t\\treturn object;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( typeof object === 'object' ) {\\n\\n\\t\\t\\t\\t\\tconst texture = findTexture( object, id );\\n\\n\\t\\t\\t\\t\\tif ( texture ) return texture;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildTexture( data ) {\\n\\n\\t\\t\\tif ( 'asset inputs:file' in data ) {\\n\\n\\t\\t\\t\\tconst path = data[ 'asset inputs:file' ].replace( /@*/g, '' );\\n\\n\\t\\t\\t\\tconst loader = new three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader();\\n\\n\\t\\t\\t\\tconst texture = loader.load( assets[ path ] );\\n\\n\\t\\t\\t\\tconst map = {\\n\\t\\t\\t\\t\\t'\\\"clamp\\\"': three__WEBPACK_IMPORTED_MODULE_0__.ClampToEdgeWrapping,\\n\\t\\t\\t\\t\\t'\\\"mirror\\\"': three__WEBPACK_IMPORTED_MODULE_0__.MirroredRepeatWrapping,\\n\\t\\t\\t\\t\\t'\\\"repeat\\\"': three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping\\n\\t\\t\\t\\t};\\n\\n\\t\\t\\t\\tif ( 'token inputs:wrapS' in data ) {\\n\\n\\t\\t\\t\\t\\ttexture.wrapS = map[ data[ 'token inputs:wrapS' ] ];\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( 'token inputs:wrapT' in data ) {\\n\\n\\t\\t\\t\\t\\ttexture.wrapT = map[ data[ 'token inputs:wrapT' ] ];\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\treturn texture;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildObject( data ) {\\n\\n\\t\\t\\tconst geometry = buildGeometry( findMeshGeometry( data ) );\\n\\t\\t\\tconst material = buildMaterial( findMeshMaterial( data ) );\\n\\n\\t\\t\\tconst mesh = geometry ? new three__WEBPACK_IMPORTED_MODULE_0__.Mesh( geometry, material ) : new three__WEBPACK_IMPORTED_MODULE_0__.Object3D();\\n\\n\\t\\t\\tif ( 'matrix4d xformOp:transform' in data ) {\\n\\n\\t\\t\\t\\tconst array = JSON.parse( '[' + data[ 'matrix4d xformOp:transform' ].replace( /[()]*/g, '' ) + ']' );\\n\\n\\t\\t\\t\\tmesh.matrix.fromArray( array );\\n\\t\\t\\t\\tmesh.matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn mesh;\\n\\n\\t\\t}\\n\\n\\t\\tfunction buildHierarchy( data, group ) {\\n\\n\\t\\t\\tfor ( const name in data ) {\\n\\n\\t\\t\\t\\tif ( name.startsWith( 'def Scope' ) ) {\\n\\n\\t\\t\\t\\t\\tbuildHierarchy( data[ name ], group );\\n\\n\\t\\t\\t\\t} else if ( name.startsWith( 'def Xform' ) ) {\\n\\n\\t\\t\\t\\t\\tconst mesh = buildObject( data[ name ] );\\n\\n\\t\\t\\t\\t\\tif ( /def Xform \\\"(\\\\w+)\\\"/.test( name ) ) {\\n\\n\\t\\t\\t\\t\\t\\tmesh.name = /def Xform \\\"(\\\\w+)\\\"/.exec( name )[ 1 ];\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tgroup.add( mesh );\\n\\n\\t\\t\\t\\t\\tbuildHierarchy( data[ name ], mesh );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tconst group = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\\n\\n\\t\\tbuildHierarchy( root, group );\\n\\n\\t\\treturn group;\\n\\n\\t}\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/loaders/USDZLoader.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/objects/Refractor.js\":\n/*!**************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/objects/Refractor.js ***!\n  \\**************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   Refractor: () => (/* binding */ Refractor)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n\\n\\nclass Refractor extends three__WEBPACK_IMPORTED_MODULE_0__.Mesh {\\n\\n\\tconstructor( geometry, options = {} ) {\\n\\n\\t\\tsuper( geometry );\\n\\n\\t\\tthis.isRefractor = true;\\n\\n\\t\\tthis.type = 'Refractor';\\n\\t\\tthis.camera = new three__WEBPACK_IMPORTED_MODULE_0__.PerspectiveCamera();\\n\\n\\t\\tconst scope = this;\\n\\n\\t\\tconst color = ( options.color !== undefined ) ? new three__WEBPACK_IMPORTED_MODULE_0__.Color( options.color ) : new three__WEBPACK_IMPORTED_MODULE_0__.Color( 0x7F7F7F );\\n\\t\\tconst textureWidth = options.textureWidth || 512;\\n\\t\\tconst textureHeight = options.textureHeight || 512;\\n\\t\\tconst clipBias = options.clipBias || 0;\\n\\t\\tconst shader = options.shader || Refractor.RefractorShader;\\n\\t\\tconst multisample = ( options.multisample !== undefined ) ? options.multisample : 4;\\n\\n\\t\\t//\\n\\n\\t\\tconst virtualCamera = this.camera;\\n\\t\\tvirtualCamera.matrixAutoUpdate = false;\\n\\t\\tvirtualCamera.userData.refractor = true;\\n\\n\\t\\t//\\n\\n\\t\\tconst refractorPlane = new three__WEBPACK_IMPORTED_MODULE_0__.Plane();\\n\\t\\tconst textureMatrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n\\t\\t// render target\\n\\n\\t\\tconst renderTarget = new three__WEBPACK_IMPORTED_MODULE_0__.WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: three__WEBPACK_IMPORTED_MODULE_0__.HalfFloatType } );\\n\\n\\t\\t// material\\n\\n\\t\\tthis.material = new three__WEBPACK_IMPORTED_MODULE_0__.ShaderMaterial( {\\n\\t\\t\\tname: ( shader.name !== undefined ) ? shader.name : 'unspecified',\\n\\t\\t\\tuniforms: three__WEBPACK_IMPORTED_MODULE_0__.UniformsUtils.clone( shader.uniforms ),\\n\\t\\t\\tvertexShader: shader.vertexShader,\\n\\t\\t\\tfragmentShader: shader.fragmentShader,\\n\\t\\t\\ttransparent: true // ensures, refractors are drawn from farthest to closest\\n\\t\\t} );\\n\\n\\t\\tthis.material.uniforms[ 'color' ].value = color;\\n\\t\\tthis.material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;\\n\\t\\tthis.material.uniforms[ 'textureMatrix' ].value = textureMatrix;\\n\\n\\t\\t// functions\\n\\n\\t\\tconst visible = ( function () {\\n\\n\\t\\t\\tconst refractorWorldPosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\t\\tconst cameraWorldPosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\t\\tconst rotationMatrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n\\t\\t\\tconst view = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\t\\tconst normal = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\t\\treturn function visible( camera ) {\\n\\n\\t\\t\\t\\trefractorWorldPosition.setFromMatrixPosition( scope.matrixWorld );\\n\\t\\t\\t\\tcameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );\\n\\n\\t\\t\\t\\tview.subVectors( refractorWorldPosition, cameraWorldPosition );\\n\\n\\t\\t\\t\\trotationMatrix.extractRotation( scope.matrixWorld );\\n\\n\\t\\t\\t\\tnormal.set( 0, 0, 1 );\\n\\t\\t\\t\\tnormal.applyMatrix4( rotationMatrix );\\n\\n\\t\\t\\t\\treturn view.dot( normal ) < 0;\\n\\n\\t\\t\\t};\\n\\n\\t\\t} )();\\n\\n\\t\\tconst updateRefractorPlane = ( function () {\\n\\n\\t\\t\\tconst normal = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\t\\tconst position = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\t\\t\\tconst quaternion = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\\n\\t\\t\\tconst scale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t\\t\\treturn function updateRefractorPlane() {\\n\\n\\t\\t\\t\\tscope.matrixWorld.decompose( position, quaternion, scale );\\n\\t\\t\\t\\tnormal.set( 0, 0, 1 ).applyQuaternion( quaternion ).normalize();\\n\\n\\t\\t\\t\\t// flip the normal because we want to cull everything above the plane\\n\\n\\t\\t\\t\\tnormal.negate();\\n\\n\\t\\t\\t\\trefractorPlane.setFromNormalAndCoplanarPoint( normal, position );\\n\\n\\t\\t\\t};\\n\\n\\t\\t} )();\\n\\n\\t\\tconst updateVirtualCamera = ( function () {\\n\\n\\t\\t\\tconst clipPlane = new three__WEBPACK_IMPORTED_MODULE_0__.Plane();\\n\\t\\t\\tconst clipVector = new three__WEBPACK_IMPORTED_MODULE_0__.Vector4();\\n\\t\\t\\tconst q = new three__WEBPACK_IMPORTED_MODULE_0__.Vector4();\\n\\n\\t\\t\\treturn function updateVirtualCamera( camera ) {\\n\\n\\t\\t\\t\\tvirtualCamera.matrixWorld.copy( camera.matrixWorld );\\n\\t\\t\\t\\tvirtualCamera.matrixWorldInverse.copy( virtualCamera.matrixWorld ).invert();\\n\\t\\t\\t\\tvirtualCamera.projectionMatrix.copy( camera.projectionMatrix );\\n\\t\\t\\t\\tvirtualCamera.far = camera.far; // used in WebGLBackground\\n\\n\\t\\t\\t\\t// The following code creates an oblique view frustum for clipping.\\n\\t\\t\\t\\t// see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.\\n\\t\\t\\t\\t// Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16\\n\\n\\t\\t\\t\\tclipPlane.copy( refractorPlane );\\n\\t\\t\\t\\tclipPlane.applyMatrix4( virtualCamera.matrixWorldInverse );\\n\\n\\t\\t\\t\\tclipVector.set( clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant );\\n\\n\\t\\t\\t\\t// calculate the clip-space corner point opposite the clipping plane and\\n\\t\\t\\t\\t// transform it into camera space by multiplying it by the inverse of the projection matrix\\n\\n\\t\\t\\t\\tconst projectionMatrix = virtualCamera.projectionMatrix;\\n\\n\\t\\t\\t\\tq.x = ( Math.sign( clipVector.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];\\n\\t\\t\\t\\tq.y = ( Math.sign( clipVector.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];\\n\\t\\t\\t\\tq.z = - 1.0;\\n\\t\\t\\t\\tq.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];\\n\\n\\t\\t\\t\\t// calculate the scaled plane vector\\n\\n\\t\\t\\t\\tclipVector.multiplyScalar( 2.0 / clipVector.dot( q ) );\\n\\n\\t\\t\\t\\t// replacing the third row of the projection matrix\\n\\n\\t\\t\\t\\tprojectionMatrix.elements[ 2 ] = clipVector.x;\\n\\t\\t\\t\\tprojectionMatrix.elements[ 6 ] = clipVector.y;\\n\\t\\t\\t\\tprojectionMatrix.elements[ 10 ] = clipVector.z + 1.0 - clipBias;\\n\\t\\t\\t\\tprojectionMatrix.elements[ 14 ] = clipVector.w;\\n\\n\\t\\t\\t};\\n\\n\\t\\t} )();\\n\\n\\t\\t// This will update the texture matrix that is used for projective texture mapping in the shader.\\n\\t\\t// see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf\\n\\n\\t\\tfunction updateTextureMatrix( camera ) {\\n\\n\\t\\t\\t// this matrix does range mapping to [ 0, 1 ]\\n\\n\\t\\t\\ttextureMatrix.set(\\n\\t\\t\\t\\t0.5, 0.0, 0.0, 0.5,\\n\\t\\t\\t\\t0.0, 0.5, 0.0, 0.5,\\n\\t\\t\\t\\t0.0, 0.0, 0.5, 0.5,\\n\\t\\t\\t\\t0.0, 0.0, 0.0, 1.0\\n\\t\\t\\t);\\n\\n\\t\\t\\t// we use \\\"Object Linear Texgen\\\", so we need to multiply the texture matrix T\\n\\t\\t\\t// (matrix above) with the projection and view matrix of the virtual camera\\n\\t\\t\\t// and the model matrix of the refractor\\n\\n\\t\\t\\ttextureMatrix.multiply( camera.projectionMatrix );\\n\\t\\t\\ttextureMatrix.multiply( camera.matrixWorldInverse );\\n\\t\\t\\ttextureMatrix.multiply( scope.matrixWorld );\\n\\n\\t\\t}\\n\\n\\t\\t//\\n\\n\\t\\tfunction render( renderer, scene, camera ) {\\n\\n\\t\\t\\tscope.visible = false;\\n\\n\\t\\t\\tconst currentRenderTarget = renderer.getRenderTarget();\\n\\t\\t\\tconst currentXrEnabled = renderer.xr.enabled;\\n\\t\\t\\tconst currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;\\n\\n\\t\\t\\trenderer.xr.enabled = false; // avoid camera modification\\n\\t\\t\\trenderer.shadowMap.autoUpdate = false; // avoid re-computing shadows\\n\\n\\t\\t\\trenderer.setRenderTarget( renderTarget );\\n\\t\\t\\tif ( renderer.autoClear === false ) renderer.clear();\\n\\t\\t\\trenderer.render( scene, virtualCamera );\\n\\n\\t\\t\\trenderer.xr.enabled = currentXrEnabled;\\n\\t\\t\\trenderer.shadowMap.autoUpdate = currentShadowAutoUpdate;\\n\\t\\t\\trenderer.setRenderTarget( currentRenderTarget );\\n\\n\\t\\t\\t// restore viewport\\n\\n\\t\\t\\tconst viewport = camera.viewport;\\n\\n\\t\\t\\tif ( viewport !== undefined ) {\\n\\n\\t\\t\\t\\trenderer.state.viewport( viewport );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tscope.visible = true;\\n\\n\\t\\t}\\n\\n\\t\\t//\\n\\n\\t\\tthis.onBeforeRender = function ( renderer, scene, camera ) {\\n\\n\\t\\t\\t// ensure refractors are rendered only once per frame\\n\\n\\t\\t\\tif ( camera.userData.refractor === true ) return;\\n\\n\\t\\t\\t// avoid rendering when the refractor is viewed from behind\\n\\n\\t\\t\\tif ( ! visible( camera ) === true ) return;\\n\\n\\t\\t\\t// update\\n\\n\\t\\t\\tupdateRefractorPlane();\\n\\n\\t\\t\\tupdateTextureMatrix( camera );\\n\\n\\t\\t\\tupdateVirtualCamera( camera );\\n\\n\\t\\t\\trender( renderer, scene, camera );\\n\\n\\t\\t};\\n\\n\\t\\tthis.getRenderTarget = function () {\\n\\n\\t\\t\\treturn renderTarget;\\n\\n\\t\\t};\\n\\n\\t\\tthis.dispose = function () {\\n\\n\\t\\t\\trenderTarget.dispose();\\n\\t\\t\\tscope.material.dispose();\\n\\n\\t\\t};\\n\\n\\t}\\n\\n}\\n\\nRefractor.RefractorShader = {\\n\\n\\tname: 'RefractorShader',\\n\\n\\tuniforms: {\\n\\n\\t\\t'color': {\\n\\t\\t\\tvalue: null\\n\\t\\t},\\n\\n\\t\\t'tDiffuse': {\\n\\t\\t\\tvalue: null\\n\\t\\t},\\n\\n\\t\\t'textureMatrix': {\\n\\t\\t\\tvalue: null\\n\\t\\t}\\n\\n\\t},\\n\\n\\tvertexShader: /* glsl */`\\n\\n\\t\\tuniform mat4 textureMatrix;\\n\\n\\t\\tvarying vec4 vUv;\\n\\n\\t\\tvoid main() {\\n\\n\\t\\t\\tvUv = textureMatrix * vec4( position, 1.0 );\\n\\t\\t\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n\\n\\t\\t}`,\\n\\n\\tfragmentShader: /* glsl */`\\n\\n\\t\\tuniform vec3 color;\\n\\t\\tuniform sampler2D tDiffuse;\\n\\n\\t\\tvarying vec4 vUv;\\n\\n\\t\\tfloat blendOverlay( float base, float blend ) {\\n\\n\\t\\t\\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\\n\\n\\t\\t}\\n\\n\\t\\tvec3 blendOverlay( vec3 base, vec3 blend ) {\\n\\n\\t\\t\\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\\n\\n\\t\\t}\\n\\n\\t\\tvoid main() {\\n\\n\\t\\t\\tvec4 base = texture2DProj( tDiffuse, vUv );\\n\\t\\t\\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\\n\\n\\t\\t\\t#include <tonemapping_fragment>\\n\\t\\t\\t#include <colorspace_fragment>\\n\\n\\t\\t}`\\n\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/objects/Refractor.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/shaders/WaterRefractionShader.js\":\n/*!**************************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/shaders/WaterRefractionShader.js ***!\n  \\**************************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   WaterRefractionShader: () => (/* binding */ WaterRefractionShader)\\n/* harmony export */ });\\nconst WaterRefractionShader = {\\n\\n\\tname: 'WaterRefractionShader',\\n\\n\\tuniforms: {\\n\\n\\t\\t'color': {\\n\\t\\t\\tvalue: null\\n\\t\\t},\\n\\n\\t\\t'time': {\\n\\t\\t\\tvalue: 0\\n\\t\\t},\\n\\n\\t\\t'tDiffuse': {\\n\\t\\t\\tvalue: null\\n\\t\\t},\\n\\n\\t\\t'tDudv': {\\n\\t\\t\\tvalue: null\\n\\t\\t},\\n\\n\\t\\t'textureMatrix': {\\n\\t\\t\\tvalue: null\\n\\t\\t}\\n\\n\\t},\\n\\n\\tvertexShader: /* glsl */`\\n\\n\\t\\tuniform mat4 textureMatrix;\\n\\n\\t\\tvarying vec2 vUv;\\n\\t\\tvarying vec4 vUvRefraction;\\n\\n\\t\\tvoid main() {\\n\\n\\t\\t\\tvUv = uv;\\n\\n\\t\\t\\tvUvRefraction = textureMatrix * vec4( position, 1.0 );\\n\\n\\t\\t\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n\\n\\t\\t}`,\\n\\n\\tfragmentShader: /* glsl */`\\n\\n\\t\\tuniform vec3 color;\\n\\t\\tuniform float time;\\n\\t\\tuniform sampler2D tDiffuse;\\n\\t\\tuniform sampler2D tDudv;\\n\\n\\t\\tvarying vec2 vUv;\\n\\t\\tvarying vec4 vUvRefraction;\\n\\n\\t\\tfloat blendOverlay( float base, float blend ) {\\n\\n\\t\\t\\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\\n\\n\\t\\t}\\n\\n\\t\\tvec3 blendOverlay( vec3 base, vec3 blend ) {\\n\\n\\t\\t\\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );\\n\\n\\t\\t}\\n\\n\\t\\tvoid main() {\\n\\n\\t\\t float waveStrength = 0.5;\\n\\t\\t float waveSpeed = 0.03;\\n\\n\\t\\t\\t// simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)\\n\\n\\t\\t\\tvec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;\\n\\t\\t\\tdistortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );\\n\\t\\t\\tvec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;\\n\\n\\t\\t\\t// new uv coords\\n\\n\\t\\t\\tvec4 uv = vec4( vUvRefraction );\\n\\t\\t\\tuv.xy += distortion;\\n\\n\\t\\t\\tvec4 base = texture2DProj( tDiffuse, uv );\\n\\n\\t\\t\\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\\n\\n\\t\\t\\t#include <tonemapping_fragment>\\n\\t\\t\\t#include <colorspace_fragment>\\n\\n\\t\\t}`\\n\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/shaders/WaterRefractionShader.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/utils/BufferGeometryUtils.js\":\n/*!**********************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/utils/BufferGeometryUtils.js ***!\n  \\**********************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   computeMikkTSpaceTangents: () => (/* binding */ computeMikkTSpaceTangents),\\n/* harmony export */   computeMorphedAttributes: () => (/* binding */ computeMorphedAttributes),\\n/* harmony export */   deepCloneAttribute: () => (/* binding */ deepCloneAttribute),\\n/* harmony export */   deinterleaveAttribute: () => (/* binding */ deinterleaveAttribute),\\n/* harmony export */   deinterleaveGeometry: () => (/* binding */ deinterleaveGeometry),\\n/* harmony export */   estimateBytesUsed: () => (/* binding */ estimateBytesUsed),\\n/* harmony export */   interleaveAttributes: () => (/* binding */ interleaveAttributes),\\n/* harmony export */   mergeAttributes: () => (/* binding */ mergeAttributes),\\n/* harmony export */   mergeGeometries: () => (/* binding */ mergeGeometries),\\n/* harmony export */   mergeGroups: () => (/* binding */ mergeGroups),\\n/* harmony export */   mergeVertices: () => (/* binding */ mergeVertices),\\n/* harmony export */   toCreasedNormals: () => (/* binding */ toCreasedNormals),\\n/* harmony export */   toTrianglesDrawMode: () => (/* binding */ toTrianglesDrawMode)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\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 dstArray = new Float32Array( attribute.count * attribute.itemSize );\\n\\n\\t\\t\\tfor ( let i = 0, j = 0; i < attribute.count; i ++ ) {\\n\\n\\t\\t\\t\\tdstArray[ j ++ ] = attribute.getX( i );\\n\\t\\t\\t\\tdstArray[ j ++ ] = attribute.getY( i );\\n\\n\\t\\t\\t\\tif ( attribute.itemSize > 2 ) {\\n\\n\\t\\t\\t\\t\\tdstArray[ j ++ ] = attribute.getZ( i );\\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 three__WEBPACK_IMPORTED_MODULE_0__.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 mergeGeometries( 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 three__WEBPACK_IMPORTED_MODULE_0__.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: .mergeGeometries() 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: .mergeGeometries() 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: .mergeGeometries() 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: .mergeGeometries() 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: .mergeGeometries() 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\\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: .mergeGeometries() 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 = mergeAttributes( attributes[ name ] );\\n\\n\\t\\tif ( ! mergedAttribute ) {\\n\\n\\t\\t\\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() 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 = mergeAttributes( morphAttributesToMerge );\\n\\n\\t\\t\\tif ( ! mergedMorphAttribute ) {\\n\\n\\t\\t\\t\\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() 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 mergeAttributes( attributes ) {\\n\\n\\tlet TypedArray;\\n\\tlet itemSize;\\n\\tlet normalized;\\n\\tlet gpuType = - 1;\\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 ( TypedArray === undefined ) TypedArray = attribute.array.constructor;\\n\\t\\tif ( TypedArray !== attribute.array.constructor ) {\\n\\n\\t\\t\\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() 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: .mergeAttributes() 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: .mergeAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes.' );\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\tif ( gpuType === - 1 ) gpuType = attribute.gpuType;\\n\\t\\tif ( gpuType !== attribute.gpuType ) {\\n\\n\\t\\t\\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.gpuType must be consistent across matching attributes.' );\\n\\t\\t\\treturn null;\\n\\n\\t\\t}\\n\\n\\t\\tarrayLength += attribute.count * itemSize;\\n\\n\\t}\\n\\n\\tconst array = new TypedArray( arrayLength );\\n\\tconst result = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( array, itemSize, normalized );\\n\\tlet offset = 0;\\n\\n\\tfor ( let i = 0; i < attributes.length; ++ i ) {\\n\\n\\t\\tconst attribute = attributes[ i ];\\n\\t\\tif ( attribute.isInterleavedBufferAttribute ) {\\n\\n\\t\\t\\tconst tupleOffset = offset / itemSize;\\n\\t\\t\\tfor ( let j = 0, l = attribute.count; j < l; j ++ ) {\\n\\n\\t\\t\\t\\tfor ( let c = 0; c < itemSize; c ++ ) {\\n\\n\\t\\t\\t\\t\\tconst value = attribute.getComponent( j, c );\\n\\t\\t\\t\\t\\tresult.setComponent( j + tupleOffset, c, value );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tarray.set( attribute.array, offset );\\n\\n\\t\\t}\\n\\n\\t\\toffset += attribute.count * itemSize;\\n\\n\\t}\\n\\n\\tif ( gpuType !== undefined ) {\\n\\n\\t\\tresult.gpuType = gpuType;\\n\\n\\t}\\n\\n\\treturn result;\\n\\n}\\n\\n/**\\n * @param {BufferAttribute}\\n * @return {BufferAttribute}\\n */\\nfunction deepCloneAttribute( attribute ) {\\n\\n\\tif ( attribute.isInstancedInterleavedBufferAttribute || attribute.isInterleavedBufferAttribute ) {\\n\\n\\t\\treturn deinterleaveAttribute( attribute );\\n\\n\\t}\\n\\n\\tif ( attribute.isInstancedBufferAttribute ) {\\n\\n\\t\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.InstancedBufferAttribute().copy( attribute );\\n\\n\\t}\\n\\n\\treturn new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute().copy( attribute );\\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 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 three__WEBPACK_IMPORTED_MODULE_0__.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 three__WEBPACK_IMPORTED_MODULE_0__.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\\nfunction 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 three__WEBPACK_IMPORTED_MODULE_0__.InstancedBufferAttribute( array, itemSize, normalized, attribute.meshPerAttribute );\\n\\n\\t} else {\\n\\n\\t\\tnewAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.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\\nfunction 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 {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 tmpAttributes = {};\\n\\tconst tmpMorphAttributes = {};\\n\\tconst newIndices = [];\\n\\tconst getters = [ 'getX', 'getY', 'getZ', 'getW' ];\\n\\tconst setters = [ 'setX', 'setY', 'setZ', 'setW' ];\\n\\n\\t// Initialize the arrays, allocating space conservatively. Extra\\n\\t// space will be trimmed in the last step.\\n\\tfor ( let i = 0, l = attributeNames.length; i < l; i ++ ) {\\n\\n\\t\\tconst name = attributeNames[ i ];\\n\\t\\tconst attr = geometry.attributes[ name ];\\n\\n\\t\\ttmpAttributes[ name ] = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(\\n\\t\\t\\tnew attr.array.constructor( attr.count * attr.itemSize ),\\n\\t\\t\\tattr.itemSize,\\n\\t\\t\\tattr.normalized\\n\\t\\t);\\n\\n\\t\\tconst morphAttr = geometry.morphAttributes[ name ];\\n\\t\\tif ( morphAttr ) {\\n\\n\\t\\t\\ttmpMorphAttributes[ name ] = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(\\n\\t\\t\\t\\tnew morphAttr.array.constructor( morphAttr.count * morphAttr.itemSize ),\\n\\t\\t\\t\\tmorphAttr.itemSize,\\n\\t\\t\\t\\tmorphAttr.normalized\\n\\t\\t\\t);\\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 halfTolerance = tolerance * 0.5;\\n\\tconst exponent = Math.log10( 1 / tolerance );\\n\\tconst hashMultiplier = Math.pow( 10, exponent );\\n\\tconst hashAdditive = halfTolerance * hashMultiplier;\\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 ) * hashMultiplier + hashAdditive ) },`;\\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 temporary attributes\\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 = tmpAttributes[ name ];\\n\\t\\t\\t\\tconst newMorphArrays = tmpMorphAttributes[ 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\\tconst setterFunc = setters[ k ];\\n\\t\\t\\t\\t\\tnewarray[ setterFunc ]( nextIndex, 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 ][ setterFunc ]( nextIndex, 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 result BufferGeometry\\n\\tconst result = geometry.clone();\\n\\tfor ( const name in geometry.attributes ) {\\n\\n\\t\\tconst tmpAttribute = tmpAttributes[ name ];\\n\\n\\t\\tresult.setAttribute( name, new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(\\n\\t\\t\\ttmpAttribute.array.slice( 0, nextIndex * tmpAttribute.itemSize ),\\n\\t\\t\\ttmpAttribute.itemSize,\\n\\t\\t\\ttmpAttribute.normalized,\\n\\t\\t) );\\n\\n\\t\\tif ( ! ( name in tmpMorphAttributes ) ) continue;\\n\\n\\t\\tfor ( let j = 0; j < tmpMorphAttributes[ name ].length; j ++ ) {\\n\\n\\t\\t\\tconst tmpMorphAttribute = tmpMorphAttributes[ name ][ j ];\\n\\n\\t\\t\\tresult.morphAttributes[ name ][ j ] = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(\\n\\t\\t\\t\\ttmpMorphAttribute.array.slice( 0, nextIndex * tmpMorphAttribute.itemSize ),\\n\\t\\t\\t\\ttmpMorphAttribute.itemSize,\\n\\t\\t\\t\\ttmpMorphAttribute.normalized,\\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 === three__WEBPACK_IMPORTED_MODULE_0__.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 === three__WEBPACK_IMPORTED_MODULE_0__.TriangleFanDrawMode || drawMode === three__WEBPACK_IMPORTED_MODULE_0__.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 === three__WEBPACK_IMPORTED_MODULE_0__.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\\tconst _vA = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\tconst _vB = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\tconst _vC = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\tconst _tempA = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\tconst _tempB = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\tconst _tempC = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\tconst _morphA = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\tconst _morphB = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\tconst _morphC = new three__WEBPACK_IMPORTED_MODULE_0__.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.applyBoneTransform( a, _vA );\\n\\t\\t\\tobject.applyBoneTransform( b, _vB );\\n\\t\\t\\tobject.applyBoneTransform( 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 three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( modifiedPosition, 3 );\\n\\tconst morphedNormalAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.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\\n\\n/**\\n * Modifies the supplied geometry if it is non-indexed, otherwise creates a new,\\n * non-indexed geometry. Returns the geometry with smooth normals everywhere except\\n * faces that meet at an angle greater than the crease angle.\\n *\\n * @param {BufferGeometry} geometry\\n * @param {number} [creaseAngle]\\n * @return {BufferGeometry}\\n */\\nfunction toCreasedNormals( geometry, creaseAngle = Math.PI / 3 /* 60 degrees */ ) {\\n\\n\\tconst creaseDot = Math.cos( creaseAngle );\\n\\tconst hashMultiplier = ( 1 + 1e-10 ) * 1e2;\\n\\n\\t// reusable vectors\\n\\tconst verts = [ new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(), new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(), new three__WEBPACK_IMPORTED_MODULE_0__.Vector3() ];\\n\\tconst tempVec1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\tconst tempVec2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\tconst tempNorm = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\tconst tempNorm2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n\\t// hashes a vector\\n\\tfunction hashVertex( v ) {\\n\\n\\t\\tconst x = ~ ~ ( v.x * hashMultiplier );\\n\\t\\tconst y = ~ ~ ( v.y * hashMultiplier );\\n\\t\\tconst z = ~ ~ ( v.z * hashMultiplier );\\n\\t\\treturn `${x},${y},${z}`;\\n\\n\\t}\\n\\n\\t// BufferGeometry.toNonIndexed() warns if the geometry is non-indexed\\n\\t// and returns the original geometry\\n\\tconst resultGeometry = geometry.index ? geometry.toNonIndexed() : geometry;\\n\\tconst posAttr = resultGeometry.attributes.position;\\n\\tconst vertexMap = {};\\n\\n\\t// find all the normals shared by commonly located vertices\\n\\tfor ( let i = 0, l = posAttr.count / 3; i < l; i ++ ) {\\n\\n\\t\\tconst i3 = 3 * i;\\n\\t\\tconst a = verts[ 0 ].fromBufferAttribute( posAttr, i3 + 0 );\\n\\t\\tconst b = verts[ 1 ].fromBufferAttribute( posAttr, i3 + 1 );\\n\\t\\tconst c = verts[ 2 ].fromBufferAttribute( posAttr, i3 + 2 );\\n\\n\\t\\ttempVec1.subVectors( c, b );\\n\\t\\ttempVec2.subVectors( a, b );\\n\\n\\t\\t// add the normal to the map for all vertices\\n\\t\\tconst normal = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3().crossVectors( tempVec1, tempVec2 ).normalize();\\n\\t\\tfor ( let n = 0; n < 3; n ++ ) {\\n\\n\\t\\t\\tconst vert = verts[ n ];\\n\\t\\t\\tconst hash = hashVertex( vert );\\n\\t\\t\\tif ( ! ( hash in vertexMap ) ) {\\n\\n\\t\\t\\t\\tvertexMap[ hash ] = [];\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tvertexMap[ hash ].push( normal );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\t// average normals from all vertices that share a common location if they are within the\\n\\t// provided crease threshold\\n\\tconst normalArray = new Float32Array( posAttr.count * 3 );\\n\\tconst normAttr = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( normalArray, 3, false );\\n\\tfor ( let i = 0, l = posAttr.count / 3; i < l; i ++ ) {\\n\\n\\t\\t// get the face normal for this vertex\\n\\t\\tconst i3 = 3 * i;\\n\\t\\tconst a = verts[ 0 ].fromBufferAttribute( posAttr, i3 + 0 );\\n\\t\\tconst b = verts[ 1 ].fromBufferAttribute( posAttr, i3 + 1 );\\n\\t\\tconst c = verts[ 2 ].fromBufferAttribute( posAttr, i3 + 2 );\\n\\n\\t\\ttempVec1.subVectors( c, b );\\n\\t\\ttempVec2.subVectors( a, b );\\n\\n\\t\\ttempNorm.crossVectors( tempVec1, tempVec2 ).normalize();\\n\\n\\t\\t// average all normals that meet the threshold and set the normal value\\n\\t\\tfor ( let n = 0; n < 3; n ++ ) {\\n\\n\\t\\t\\tconst vert = verts[ n ];\\n\\t\\t\\tconst hash = hashVertex( vert );\\n\\t\\t\\tconst otherNormals = vertexMap[ hash ];\\n\\t\\t\\ttempNorm2.set( 0, 0, 0 );\\n\\n\\t\\t\\tfor ( let k = 0, lk = otherNormals.length; k < lk; k ++ ) {\\n\\n\\t\\t\\t\\tconst otherNorm = otherNormals[ k ];\\n\\t\\t\\t\\tif ( tempNorm.dot( otherNorm ) > creaseDot ) {\\n\\n\\t\\t\\t\\t\\ttempNorm2.add( otherNorm );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\ttempNorm2.normalize();\\n\\t\\t\\tnormAttr.setXYZ( i3 + n, tempNorm2.x, tempNorm2.y, tempNorm2.z );\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tresultGeometry.setAttribute( 'normal', normAttr );\\n\\treturn resultGeometry;\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/utils/BufferGeometryUtils.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/webxr/XRButton.js\":\n/*!***********************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/webxr/XRButton.js ***!\n  \\***********************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   XRButton: () => (/* binding */ XRButton)\\n/* harmony export */ });\\nclass XRButton {\\n\\n\\tstatic createButton( renderer, sessionInit = {} ) {\\n\\n\\t\\tconst button = document.createElement( 'button' );\\n\\n\\t\\tfunction showStartXR( mode ) {\\n\\n\\t\\t\\tlet currentSession = null;\\n\\n\\t\\t\\tasync function onSessionStarted( session ) {\\n\\n\\t\\t\\t\\tsession.addEventListener( 'end', onSessionEnded );\\n\\n\\t\\t\\t\\tawait renderer.xr.setSession( session );\\n\\n\\t\\t\\t\\tbutton.textContent = 'STOP XR';\\n\\n\\t\\t\\t\\tcurrentSession = session;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tfunction onSessionEnded( /*event*/ ) {\\n\\n\\t\\t\\t\\tcurrentSession.removeEventListener( 'end', onSessionEnded );\\n\\n\\t\\t\\t\\tbutton.textContent = 'START XR';\\n\\n\\t\\t\\t\\tcurrentSession = null;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t//\\n\\n\\t\\t\\tbutton.style.display = '';\\n\\n\\t\\t\\tbutton.style.cursor = 'pointer';\\n\\t\\t\\tbutton.style.left = 'calc(50% - 50px)';\\n\\t\\t\\tbutton.style.width = '100px';\\n\\n\\t\\t\\tbutton.textContent = 'START XR';\\n\\n\\t\\t\\tconst sessionOptions = {\\n\\t\\t\\t\\t...sessionInit,\\n\\t\\t\\t\\toptionalFeatures: [\\n\\t\\t\\t\\t\\t'local-floor',\\n\\t\\t\\t\\t\\t'bounded-floor',\\n\\t\\t\\t\\t\\t'hand-tracking',\\n\\t\\t\\t\\t\\t'layers',\\n\\t\\t\\t\\t\\t...( sessionInit.optionalFeatures || [] )\\n\\t\\t\\t\\t],\\n\\t\\t\\t};\\n\\n\\t\\t\\tbutton.onmouseenter = function () {\\n\\n\\t\\t\\t\\tbutton.style.opacity = '1.0';\\n\\n\\t\\t\\t};\\n\\n\\t\\t\\tbutton.onmouseleave = function () {\\n\\n\\t\\t\\t\\tbutton.style.opacity = '0.5';\\n\\n\\t\\t\\t};\\n\\n\\t\\t\\tbutton.onclick = function () {\\n\\n\\t\\t\\t\\tif ( currentSession === null ) {\\n\\n\\t\\t\\t\\t\\tnavigator.xr.requestSession( mode, sessionOptions )\\n\\t\\t\\t\\t\\t\\t.then( onSessionStarted );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tcurrentSession.end();\\n\\n\\t\\t\\t\\t\\tif ( navigator.xr.offerSession !== undefined ) {\\n\\n\\t\\t\\t\\t\\t\\tnavigator.xr.offerSession( mode, sessionOptions )\\n\\t\\t\\t\\t\\t\\t\\t.then( onSessionStarted )\\n\\t\\t\\t\\t\\t\\t\\t.catch( ( err ) => {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tconsole.warn( err );\\n\\n\\t\\t\\t\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t};\\n\\n\\t\\t\\tif ( navigator.xr.offerSession !== undefined ) {\\n\\n\\t\\t\\t\\tnavigator.xr.offerSession( mode, sessionOptions )\\n\\t\\t\\t\\t\\t.then( onSessionStarted )\\n\\t\\t\\t\\t\\t.catch( ( err ) => {\\n\\n\\t\\t\\t\\t\\t\\tconsole.warn( err );\\n\\n\\t\\t\\t\\t\\t} );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tfunction disableButton() {\\n\\n\\t\\t\\tbutton.style.display = '';\\n\\n\\t\\t\\tbutton.style.cursor = 'auto';\\n\\t\\t\\tbutton.style.left = 'calc(50% - 75px)';\\n\\t\\t\\tbutton.style.width = '150px';\\n\\n\\t\\t\\tbutton.onmouseenter = null;\\n\\t\\t\\tbutton.onmouseleave = null;\\n\\n\\t\\t\\tbutton.onclick = null;\\n\\n\\t\\t}\\n\\n\\t\\tfunction showXRNotSupported() {\\n\\n\\t\\t\\tdisableButton();\\n\\n\\t\\t\\tbutton.textContent = 'XR NOT SUPPORTED';\\n\\n\\t\\t}\\n\\n\\t\\tfunction showXRNotAllowed( exception ) {\\n\\n\\t\\t\\tdisableButton();\\n\\n\\t\\t\\tconsole.warn( 'Exception when trying to call xr.isSessionSupported', exception );\\n\\n\\t\\t\\tbutton.textContent = 'XR NOT ALLOWED';\\n\\n\\t\\t}\\n\\n\\t\\tfunction stylizeElement( element ) {\\n\\n\\t\\t\\telement.style.position = 'absolute';\\n\\t\\t\\telement.style.bottom = '20px';\\n\\t\\t\\telement.style.padding = '12px 6px';\\n\\t\\t\\telement.style.border = '1px solid #fff';\\n\\t\\t\\telement.style.borderRadius = '4px';\\n\\t\\t\\telement.style.background = 'rgba(0,0,0,0.1)';\\n\\t\\t\\telement.style.color = '#fff';\\n\\t\\t\\telement.style.font = 'normal 13px sans-serif';\\n\\t\\t\\telement.style.textAlign = 'center';\\n\\t\\t\\telement.style.opacity = '0.5';\\n\\t\\t\\telement.style.outline = 'none';\\n\\t\\t\\telement.style.zIndex = '999';\\n\\n\\t\\t}\\n\\n\\t\\tif ( 'xr' in navigator ) {\\n\\n\\t\\t\\tbutton.id = 'XRButton';\\n\\t\\t\\tbutton.style.display = 'none';\\n\\n\\t\\t\\tstylizeElement( button );\\n\\n\\t\\t\\tnavigator.xr.isSessionSupported( 'immersive-ar' )\\n\\t\\t\\t\\t.then( function ( supported ) {\\n\\n\\t\\t\\t\\t\\tif ( supported ) {\\n\\n\\t\\t\\t\\t\\t\\tshowStartXR( 'immersive-ar' );\\n\\n\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\tnavigator.xr.isSessionSupported( 'immersive-vr' )\\n\\t\\t\\t\\t\\t\\t\\t.then( function ( supported ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\tif ( supported ) {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tshowStartXR( 'immersive-vr' );\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t\\tshowXRNotSupported();\\n\\n\\t\\t\\t\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\t\\t\\t} ).catch( showXRNotAllowed );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t} ).catch( showXRNotAllowed );\\n\\n\\t\\t\\treturn button;\\n\\n\\t\\t} else {\\n\\n\\t\\t\\tconst message = document.createElement( 'a' );\\n\\n\\t\\t\\tif ( window.isSecureContext === false ) {\\n\\n\\t\\t\\t\\tmessage.href = document.location.href.replace( /^http:/, 'https:' );\\n\\t\\t\\t\\tmessage.innerHTML = 'WEBXR NEEDS HTTPS'; // TODO Improve message\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tmessage.href = 'https://immersiveweb.dev/';\\n\\t\\t\\t\\tmessage.innerHTML = 'WEBXR NOT AVAILABLE';\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tmessage.style.left = 'calc(50% - 90px)';\\n\\t\\t\\tmessage.style.width = '180px';\\n\\t\\t\\tmessage.style.textDecoration = 'none';\\n\\n\\t\\t\\tstylizeElement( message );\\n\\n\\t\\t\\treturn message;\\n\\n\\t\\t}\\n\\n\\t}\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/webxr/XRButton.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/webxr/XRControllerModelFactory.js\":\n/*!***************************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/webxr/XRControllerModelFactory.js ***!\n  \\***************************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   XRControllerModelFactory: () => (/* binding */ XRControllerModelFactory)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var _loaders_GLTFLoader_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../loaders/GLTFLoader.js */ \\\"./node_modules/three/examples/jsm/loaders/GLTFLoader.js\\\");\\n/* harmony import */ var _libs_motion_controllers_module_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../libs/motion-controllers.module.js */ \\\"./node_modules/three/examples/jsm/libs/motion-controllers.module.js\\\");\\n\\n\\n\\n\\n\\n\\nconst DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';\\nconst DEFAULT_PROFILE = 'generic-trigger';\\n\\nclass XRControllerModel extends three__WEBPACK_IMPORTED_MODULE_0__.Object3D {\\n\\n\\tconstructor() {\\n\\n\\t\\tsuper();\\n\\n\\t\\tthis.motionController = null;\\n\\t\\tthis.envMap = null;\\n\\n\\t}\\n\\n\\tsetEnvironmentMap( envMap ) {\\n\\n\\t\\tif ( this.envMap == envMap ) {\\n\\n\\t\\t\\treturn this;\\n\\n\\t\\t}\\n\\n\\t\\tthis.envMap = envMap;\\n\\t\\tthis.traverse( ( child ) => {\\n\\n\\t\\t\\tif ( child.isMesh ) {\\n\\n\\t\\t\\t\\tchild.material.envMap = this.envMap;\\n\\t\\t\\t\\tchild.material.needsUpdate = true;\\n\\n\\t\\t\\t}\\n\\n\\t\\t} );\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\t/**\\n\\t * Polls data from the XRInputSource and updates the model's components to match\\n\\t * the real world data\\n\\t */\\n\\tupdateMatrixWorld( force ) {\\n\\n\\t\\tsuper.updateMatrixWorld( force );\\n\\n\\t\\tif ( ! this.motionController ) return;\\n\\n\\t\\t// Cause the MotionController to poll the Gamepad for data\\n\\t\\tthis.motionController.updateFromGamepad();\\n\\n\\t\\t// Update the 3D model to reflect the button, thumbstick, and touchpad state\\n\\t\\tObject.values( this.motionController.components ).forEach( ( component ) => {\\n\\n\\t\\t\\t// Update node data based on the visual responses' current states\\n\\t\\t\\tObject.values( component.visualResponses ).forEach( ( visualResponse ) => {\\n\\n\\t\\t\\t\\tconst { valueNode, minNode, maxNode, value, valueNodeProperty } = visualResponse;\\n\\n\\t\\t\\t\\t// Skip if the visual response node is not found. No error is needed,\\n\\t\\t\\t\\t// because it will have been reported at load time.\\n\\t\\t\\t\\tif ( ! valueNode ) return;\\n\\n\\t\\t\\t\\t// Calculate the new properties based on the weight supplied\\n\\t\\t\\t\\tif ( valueNodeProperty === _libs_motion_controllers_module_js__WEBPACK_IMPORTED_MODULE_1__.Constants.VisualResponseProperty.VISIBILITY ) {\\n\\n\\t\\t\\t\\t\\tvalueNode.visible = value;\\n\\n\\t\\t\\t\\t} else if ( valueNodeProperty === _libs_motion_controllers_module_js__WEBPACK_IMPORTED_MODULE_1__.Constants.VisualResponseProperty.TRANSFORM ) {\\n\\n\\t\\t\\t\\t\\tvalueNode.quaternion.slerpQuaternions(\\n\\t\\t\\t\\t\\t\\tminNode.quaternion,\\n\\t\\t\\t\\t\\t\\tmaxNode.quaternion,\\n\\t\\t\\t\\t\\t\\tvalue\\n\\t\\t\\t\\t\\t);\\n\\n\\t\\t\\t\\t\\tvalueNode.position.lerpVectors(\\n\\t\\t\\t\\t\\t\\tminNode.position,\\n\\t\\t\\t\\t\\t\\tmaxNode.position,\\n\\t\\t\\t\\t\\t\\tvalue\\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\\n/**\\n * Walks the model's tree to find the nodes needed to animate the components and\\n * saves them to the motionContoller components for use in the frame loop. When\\n * touchpads are found, attaches a touch dot to them.\\n */\\nfunction findNodes( motionController, scene ) {\\n\\n\\t// Loop through the components and find the nodes needed for each components' visual responses\\n\\tObject.values( motionController.components ).forEach( ( component ) => {\\n\\n\\t\\tconst { type, touchPointNodeName, visualResponses } = component;\\n\\n\\t\\tif ( type === _libs_motion_controllers_module_js__WEBPACK_IMPORTED_MODULE_1__.Constants.ComponentType.TOUCHPAD ) {\\n\\n\\t\\t\\tcomponent.touchPointNode = scene.getObjectByName( touchPointNodeName );\\n\\t\\t\\tif ( component.touchPointNode ) {\\n\\n\\t\\t\\t\\t// Attach a touch dot to the touchpad.\\n\\t\\t\\t\\tconst sphereGeometry = new three__WEBPACK_IMPORTED_MODULE_0__.SphereGeometry( 0.001 );\\n\\t\\t\\t\\tconst material = new three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial( { color: 0x0000FF } );\\n\\t\\t\\t\\tconst sphere = new three__WEBPACK_IMPORTED_MODULE_0__.Mesh( sphereGeometry, material );\\n\\t\\t\\t\\tcomponent.touchPointNode.add( sphere );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\tconsole.warn( `Could not find touch dot, ${component.touchPointNodeName}, in touchpad component ${component.id}` );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\t// Loop through all the visual responses to be applied to this component\\n\\t\\tObject.values( visualResponses ).forEach( ( visualResponse ) => {\\n\\n\\t\\t\\tconst { valueNodeName, minNodeName, maxNodeName, valueNodeProperty } = visualResponse;\\n\\n\\t\\t\\t// If animating a transform, find the two nodes to be interpolated between.\\n\\t\\t\\tif ( valueNodeProperty === _libs_motion_controllers_module_js__WEBPACK_IMPORTED_MODULE_1__.Constants.VisualResponseProperty.TRANSFORM ) {\\n\\n\\t\\t\\t\\tvisualResponse.minNode = scene.getObjectByName( minNodeName );\\n\\t\\t\\t\\tvisualResponse.maxNode = scene.getObjectByName( maxNodeName );\\n\\n\\t\\t\\t\\t// If the extents cannot be found, skip this animation\\n\\t\\t\\t\\tif ( ! visualResponse.minNode ) {\\n\\n\\t\\t\\t\\t\\tconsole.warn( `Could not find ${minNodeName} in the model` );\\n\\t\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tif ( ! visualResponse.maxNode ) {\\n\\n\\t\\t\\t\\t\\tconsole.warn( `Could not find ${maxNodeName} in the model` );\\n\\t\\t\\t\\t\\treturn;\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// If the target node cannot be found, skip this animation\\n\\t\\t\\tvisualResponse.valueNode = scene.getObjectByName( valueNodeName );\\n\\t\\t\\tif ( ! visualResponse.valueNode ) {\\n\\n\\t\\t\\t\\tconsole.warn( `Could not find ${valueNodeName} in the model` );\\n\\n\\t\\t\\t}\\n\\n\\t\\t} );\\n\\n\\t} );\\n\\n}\\n\\nfunction addAssetSceneToControllerModel( controllerModel, scene ) {\\n\\n\\t// Find the nodes needed for animation and cache them on the motionController.\\n\\tfindNodes( controllerModel.motionController, scene );\\n\\n\\t// Apply any environment map that the mesh already has set.\\n\\tif ( controllerModel.envMap ) {\\n\\n\\t\\tscene.traverse( ( child ) => {\\n\\n\\t\\t\\tif ( child.isMesh ) {\\n\\n\\t\\t\\t\\tchild.material.envMap = controllerModel.envMap;\\n\\t\\t\\t\\tchild.material.needsUpdate = true;\\n\\n\\t\\t\\t}\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\t// Add the glTF scene to the controllerModel.\\n\\tcontrollerModel.add( scene );\\n\\n}\\n\\nclass XRControllerModelFactory {\\n\\n\\tconstructor( gltfLoader = null, onLoad = null ) {\\n\\n\\t\\tthis.gltfLoader = gltfLoader;\\n\\t\\tthis.path = DEFAULT_PROFILES_PATH;\\n\\t\\tthis._assetCache = {};\\n\\t\\tthis.onLoad = onLoad;\\n\\n\\t\\t// If a GLTFLoader wasn't supplied to the constructor create a new one.\\n\\t\\tif ( ! this.gltfLoader ) {\\n\\n\\t\\t\\tthis.gltfLoader = new _loaders_GLTFLoader_js__WEBPACK_IMPORTED_MODULE_2__.GLTFLoader();\\n\\n\\t\\t}\\n\\n\\t}\\n\\n\\tcreateControllerModel( controller ) {\\n\\n\\t\\tconst controllerModel = new XRControllerModel();\\n\\t\\tlet scene = null;\\n\\n\\t\\tcontroller.addEventListener( 'connected', ( event ) => {\\n\\n\\t\\t\\tconst xrInputSource = event.data;\\n\\n\\t\\t\\tif ( xrInputSource.targetRayMode !== 'tracked-pointer' || ! xrInputSource.gamepad ) return;\\n\\n\\t\\t\\t(0,_libs_motion_controllers_module_js__WEBPACK_IMPORTED_MODULE_1__.fetchProfile)( xrInputSource, this.path, DEFAULT_PROFILE ).then( ( { profile, assetPath } ) => {\\n\\n\\t\\t\\t\\tcontrollerModel.motionController = new _libs_motion_controllers_module_js__WEBPACK_IMPORTED_MODULE_1__.MotionController(\\n\\t\\t\\t\\t\\txrInputSource,\\n\\t\\t\\t\\t\\tprofile,\\n\\t\\t\\t\\t\\tassetPath\\n\\t\\t\\t\\t);\\n\\n\\t\\t\\t\\tconst cachedAsset = this._assetCache[ controllerModel.motionController.assetUrl ];\\n\\t\\t\\t\\tif ( cachedAsset ) {\\n\\n\\t\\t\\t\\t\\tscene = cachedAsset.scene.clone();\\n\\n\\t\\t\\t\\t\\taddAssetSceneToControllerModel( controllerModel, scene );\\n\\n\\t\\t\\t\\t\\tif ( this.onLoad ) this.onLoad( scene );\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tif ( ! this.gltfLoader ) {\\n\\n\\t\\t\\t\\t\\t\\tthrow new Error( 'GLTFLoader not set.' );\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tthis.gltfLoader.setPath( '' );\\n\\t\\t\\t\\t\\tthis.gltfLoader.load( controllerModel.motionController.assetUrl, ( asset ) => {\\n\\n\\t\\t\\t\\t\\t\\tthis._assetCache[ controllerModel.motionController.assetUrl ] = asset;\\n\\n\\t\\t\\t\\t\\t\\tscene = asset.scene.clone();\\n\\n\\t\\t\\t\\t\\t\\taddAssetSceneToControllerModel( controllerModel, scene );\\n\\n\\t\\t\\t\\t\\t\\tif ( this.onLoad ) this.onLoad( scene );\\n\\n\\t\\t\\t\\t\\t},\\n\\t\\t\\t\\t\\tnull,\\n\\t\\t\\t\\t\\t() => {\\n\\n\\t\\t\\t\\t\\t\\tthrow new Error( `Asset ${controllerModel.motionController.assetUrl} missing or malformed.` );\\n\\n\\t\\t\\t\\t\\t} );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t} ).catch( ( err ) => {\\n\\n\\t\\t\\t\\tconsole.warn( err );\\n\\n\\t\\t\\t} );\\n\\n\\t\\t} );\\n\\n\\t\\tcontroller.addEventListener( 'disconnected', () => {\\n\\n\\t\\t\\tcontrollerModel.motionController = null;\\n\\t\\t\\tcontrollerModel.remove( scene );\\n\\t\\t\\tscene = null;\\n\\n\\t\\t} );\\n\\n\\t\\treturn controllerModel;\\n\\n\\t}\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/webxr/XRControllerModelFactory.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/webxr/XRHandMeshModel.js\":\n/*!******************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/webxr/XRHandMeshModel.js ***!\n  \\******************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   XRHandMeshModel: () => (/* binding */ XRHandMeshModel)\\n/* harmony export */ });\\n/* harmony import */ var _loaders_GLTFLoader_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../loaders/GLTFLoader.js */ \\\"./node_modules/three/examples/jsm/loaders/GLTFLoader.js\\\");\\n\\n\\nconst DEFAULT_HAND_PROFILE_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles/generic-hand/';\\n\\nclass XRHandMeshModel {\\n\\n\\tconstructor( handModel, controller, path, handedness, loader = null, onLoad = null ) {\\n\\n\\t\\tthis.controller = controller;\\n\\t\\tthis.handModel = handModel;\\n\\n\\t\\tthis.bones = [];\\n\\n\\t\\tif ( loader === null ) {\\n\\n\\t\\t\\tloader = new _loaders_GLTFLoader_js__WEBPACK_IMPORTED_MODULE_0__.GLTFLoader();\\n\\t\\t\\tloader.setPath( path || DEFAULT_HAND_PROFILE_PATH );\\n\\n\\t\\t}\\n\\n\\t\\tloader.load( `${handedness}.glb`, gltf => {\\n\\n\\t\\t\\tconst object = gltf.scene.children[ 0 ];\\n\\t\\t\\tthis.handModel.add( object );\\n\\n\\t\\t\\tconst mesh = object.getObjectByProperty( 'type', 'SkinnedMesh' );\\n\\t\\t\\tmesh.frustumCulled = false;\\n\\t\\t\\tmesh.castShadow = true;\\n\\t\\t\\tmesh.receiveShadow = true;\\n\\n\\t\\t\\tconst joints = [\\n\\t\\t\\t\\t'wrist',\\n\\t\\t\\t\\t'thumb-metacarpal',\\n\\t\\t\\t\\t'thumb-phalanx-proximal',\\n\\t\\t\\t\\t'thumb-phalanx-distal',\\n\\t\\t\\t\\t'thumb-tip',\\n\\t\\t\\t\\t'index-finger-metacarpal',\\n\\t\\t\\t\\t'index-finger-phalanx-proximal',\\n\\t\\t\\t\\t'index-finger-phalanx-intermediate',\\n\\t\\t\\t\\t'index-finger-phalanx-distal',\\n\\t\\t\\t\\t'index-finger-tip',\\n\\t\\t\\t\\t'middle-finger-metacarpal',\\n\\t\\t\\t\\t'middle-finger-phalanx-proximal',\\n\\t\\t\\t\\t'middle-finger-phalanx-intermediate',\\n\\t\\t\\t\\t'middle-finger-phalanx-distal',\\n\\t\\t\\t\\t'middle-finger-tip',\\n\\t\\t\\t\\t'ring-finger-metacarpal',\\n\\t\\t\\t\\t'ring-finger-phalanx-proximal',\\n\\t\\t\\t\\t'ring-finger-phalanx-intermediate',\\n\\t\\t\\t\\t'ring-finger-phalanx-distal',\\n\\t\\t\\t\\t'ring-finger-tip',\\n\\t\\t\\t\\t'pinky-finger-metacarpal',\\n\\t\\t\\t\\t'pinky-finger-phalanx-proximal',\\n\\t\\t\\t\\t'pinky-finger-phalanx-intermediate',\\n\\t\\t\\t\\t'pinky-finger-phalanx-distal',\\n\\t\\t\\t\\t'pinky-finger-tip',\\n\\t\\t\\t];\\n\\n\\t\\t\\tjoints.forEach( jointName => {\\n\\n\\t\\t\\t\\tconst bone = object.getObjectByName( jointName );\\n\\n\\t\\t\\t\\tif ( bone !== undefined ) {\\n\\n\\t\\t\\t\\t\\tbone.jointName = jointName;\\n\\n\\t\\t\\t\\t} else {\\n\\n\\t\\t\\t\\t\\tconsole.warn( `Couldn't find ${jointName} in ${handedness} hand mesh` );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tthis.bones.push( bone );\\n\\n\\t\\t\\t} );\\n\\n\\t\\t\\tif ( onLoad ) onLoad( object );\\n\\n\\t\\t} );\\n\\n\\t}\\n\\n\\tupdateMesh() {\\n\\n\\t\\t// XR Joints\\n\\t\\tconst XRJoints = this.controller.joints;\\n\\n\\t\\tfor ( let i = 0; i < this.bones.length; i ++ ) {\\n\\n\\t\\t\\tconst bone = this.bones[ i ];\\n\\n\\t\\t\\tif ( bone ) {\\n\\n\\t\\t\\t\\tconst XRJoint = XRJoints[ bone.jointName ];\\n\\n\\t\\t\\t\\tif ( XRJoint.visible ) {\\n\\n\\t\\t\\t\\t\\tconst position = XRJoint.position;\\n\\n\\t\\t\\t\\t\\tbone.position.copy( position );\\n\\t\\t\\t\\t\\tbone.quaternion.copy( XRJoint.quaternion );\\n\\t\\t\\t\\t\\t// bone.scale.setScalar( XRJoint.jointRadius || defaultRadius );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t}\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/webxr/XRHandMeshModel.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/webxr/XRHandModelFactory.js\":\n/*!*********************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/webxr/XRHandModelFactory.js ***!\n  \\*********************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   XRHandModelFactory: () => (/* binding */ XRHandModelFactory)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var _XRHandPrimitiveModel_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./XRHandPrimitiveModel.js */ \\\"./node_modules/three/examples/jsm/webxr/XRHandPrimitiveModel.js\\\");\\n/* harmony import */ var _XRHandMeshModel_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./XRHandMeshModel.js */ \\\"./node_modules/three/examples/jsm/webxr/XRHandMeshModel.js\\\");\\n\\n\\n\\n\\n\\n\\nclass XRHandModel extends three__WEBPACK_IMPORTED_MODULE_0__.Object3D {\\n\\n\\tconstructor( controller ) {\\n\\n\\t\\tsuper();\\n\\n\\t\\tthis.controller = controller;\\n\\t\\tthis.motionController = null;\\n\\t\\tthis.envMap = null;\\n\\n\\t\\tthis.mesh = null;\\n\\n\\t}\\n\\n\\tupdateMatrixWorld( force ) {\\n\\n\\t\\tsuper.updateMatrixWorld( force );\\n\\n\\t\\tif ( this.motionController ) {\\n\\n\\t\\t\\tthis.motionController.updateMesh();\\n\\n\\t\\t}\\n\\n\\t}\\n\\n}\\n\\nclass XRHandModelFactory {\\n\\n\\tconstructor() {\\n\\n\\t\\tthis.path = null;\\n\\n\\t}\\n\\n\\tsetPath( path ) {\\n\\n\\t\\tthis.path = path;\\n\\n\\t\\treturn this;\\n\\n\\t}\\n\\n\\tcreateHandModel( controller, profile ) {\\n\\n\\t\\tconst handModel = new XRHandModel( controller );\\n\\n\\t\\tcontroller.addEventListener( 'connected', ( event ) => {\\n\\n\\t\\t\\tconst xrInputSource = event.data;\\n\\n\\t\\t\\tif ( xrInputSource.hand && ! handModel.motionController ) {\\n\\n\\t\\t\\t\\thandModel.xrInputSource = xrInputSource;\\n\\n\\t\\t\\t\\t// @todo Detect profile if not provided\\n\\t\\t\\t\\tif ( profile === undefined || profile === 'spheres' ) {\\n\\n\\t\\t\\t\\t\\thandModel.motionController = new _XRHandPrimitiveModel_js__WEBPACK_IMPORTED_MODULE_1__.XRHandPrimitiveModel( handModel, controller, this.path, xrInputSource.handedness, { primitive: 'sphere' } );\\n\\n\\t\\t\\t\\t} else if ( profile === 'boxes' ) {\\n\\n\\t\\t\\t\\t\\thandModel.motionController = new _XRHandPrimitiveModel_js__WEBPACK_IMPORTED_MODULE_1__.XRHandPrimitiveModel( handModel, controller, this.path, xrInputSource.handedness, { primitive: 'box' } );\\n\\n\\t\\t\\t\\t} else if ( profile === 'mesh' ) {\\n\\n\\t\\t\\t\\t\\thandModel.motionController = new _XRHandMeshModel_js__WEBPACK_IMPORTED_MODULE_2__.XRHandMeshModel( handModel, controller, this.path, xrInputSource.handedness );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tcontroller.visible = true;\\n\\n\\t\\t} );\\n\\n\\t\\tcontroller.addEventListener( 'disconnected', () => {\\n\\n\\t\\t\\tcontroller.visible = false;\\n\\t\\t\\t// handModel.motionController = null;\\n\\t\\t\\t// handModel.remove( scene );\\n\\t\\t\\t// scene = null;\\n\\n\\t\\t} );\\n\\n\\t\\treturn handModel;\\n\\n\\t}\\n\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/three/examples/jsm/webxr/XRHandModelFactory.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/three/examples/jsm/webxr/XRHandPrimitiveModel.js\":\n/*!***********************************************************************!*\\\n  !*** ./node_modules/three/examples/jsm/webxr/XRHandPrimitiveModel.js ***!\n  \\***********************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   XRHandPrimitiveModel: () => (/* binding */ XRHandPrimitiveModel)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n\\n\\nconst _matrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\nconst _vector = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\nclass XRHandPrimitiveModel {\\n\\n\\tconstructor( handModel, 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[\\n\\t\\t\\t'wrist',\\n\\t\\t\\t'thumb-metacarpal',\\n\\t\\t\\t'thumb-phalanx-proximal',\\n\\t\\t\\t'thumb-phalanx-distal',\\n\\t\\t\\t'thumb-tip',\\n\\t\\t\\t'index-finger-metacarpal',\\n\\t\\t\\t'index-finger-phalanx-proximal',\\n\\t\\t\\t'index-finger-phalanx-intermediate',\\n\\t\\t\\t'index-finger-phalanx-distal',\\n\\t\\t\\t'index-finger-tip',\\n\\t\\t\\t'middle-finger-metacarpal',\\n\\t\\t\\t'middle-finger-phalanx-proximal',\\n\\t\\t\\t'middle-finger-phalanx-intermediate',\\n\\t\\t\\t'middle-finger-phalanx-distal',\\n\\t\\t\\t'middle-finger-tip',\\n\\t\\t\\t'ring-finger-metacarpal',\\n\\t\\t\\t'ring-finger-phalanx-proximal',\\n\\t\\t\\t'ring-finger-phalanx-intermediate',\\n\\t\\t\\t'ring-finger-phalanx-distal',\\n\\t\\t\\t'ring-finger-tip',\\n\\t\\t\\t'pinky-finger-metacarpal',\\n\\t\\t\\t'pinky-finger-phalanx-proximal',\\n\\t\\t\\t'pinky-finger-phalanx-intermediate',\\n\\t\\t\\t'pinky-finger-phalanx-distal',\\n\\t\\t\\t'pinky-finger-tip'\\n\\t\\t];\\n\\n\\t}\\n\\n\\tupdateMesh() 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t+=2,n.features=a.readUshorts(r,t,o),n},e.CFF={},e.CFF.parse=function(r,t,a){var n=e._bin;(r=new Uint8Array(r.buffer,t,a))[t=0],r[++t],r[++t],r[++t],t++;var o=[];t=e.CFF.readIndex(r,t,o);for(var s=[],i=0;i<o.length-1;i++)s.push(n.readASCII(r,t+o[i],o[i+1]-o[i]));t+=o[o.length-1];var h=[];t=e.CFF.readIndex(r,t,h);var f=[];for(i=0;i<h.length-1;i++)f.push(e.CFF.readDict(r,t+h[i],t+h[i+1]));t+=h[h.length-1];var d=f[0],u=[];t=e.CFF.readIndex(r,t,u);var l=[];for(i=0;i<u.length-1;i++)l.push(n.readASCII(r,t+u[i],u[i+1]-u[i]));if(t+=u[u.length-1],e.CFF.readSubrs(r,t,d),d.CharStrings){t=d.CharStrings;u=[];t=e.CFF.readIndex(r,t,u);var v=[];for(i=0;i<u.length-1;i++)v.push(n.readBytes(r,t+u[i],u[i+1]-u[i]));d.CharStrings=v;}if(d.ROS){t=d.FDArray;var c=[];t=e.CFF.readIndex(r,t,c),d.FDArray=[];for(i=0;i<c.length-1;i++){var p=e.CFF.readDict(r,t+c[i],t+c[i+1]);e.CFF._readFDict(r,p,l),d.FDArray.push(p);}t+=c[c.length-1],t=d.FDSelect,d.FDSelect=[];var U=r[t];if(t++,3!=U)throw U;var g=n.readUshort(r,t);t+=2;for(i=0;i<g+1;i++)d.FDSelect.push(n.readUshort(r,t),r[t+2]),t+=3;}return d.Encoding&&(d.Encoding=e.CFF.readEncoding(r,d.Encoding,d.CharStrings.length)),d.charset&&(d.charset=e.CFF.readCharset(r,d.charset,d.CharStrings.length)),e.CFF._readFDict(r,d,l),d},e.CFF._readFDict=function(r,t,a){var n;for(var o in t.Private&&(n=t.Private[1],t.Private=e.CFF.readDict(r,n,n+t.Private[0]),t.Private.Subrs&&e.CFF.readSubrs(r,n+t.Private.Subrs,t.Private)),t)-1!=[\\\"FamilyName\\\",\\\"FontName\\\",\\\"FullName\\\",\\\"Notice\\\",\\\"version\\\",\\\"Copyright\\\"].indexOf(o)&&(t[o]=a[t[o]-426+35]);},e.CFF.readSubrs=function(r,t,a){var n=e._bin,o=[];t=e.CFF.readIndex(r,t,o);var s,i=o.length;s=i<1240?107:i<33900?1131:32768,a.Bias=s,a.Subrs=[];for(var h=0;h<o.length-1;h++)a.Subrs.push(n.readBytes(r,t+o[h],o[h+1]-o[h]));},e.CFF.tableSE=[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,0,111,112,113,114,0,115,116,117,118,119,120,121,122,0,123,0,124,125,126,127,128,129,130,131,0,132,133,0,134,135,136,137,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,138,0,139,0,0,0,0,140,141,142,143,0,0,0,0,0,144,0,0,0,145,0,0,146,147,148,149,0,0,0,0],e.CFF.glyphByUnicode=function(r,e){for(var t=0;t<r.charset.length;t++)if(r.charset[t]==e)return t;return -1},e.CFF.glyphBySE=function(r,t){return t<0||t>255?-1:e.CFF.glyphByUnicode(r,e.CFF.tableSE[t])},e.CFF.readEncoding=function(r,t,a){e._bin;var n=[\\\".notdef\\\"],o=r[t];if(t++,0!=o)throw \\\"error: unknown encoding format: \\\"+o;var s=r[t];t++;for(var i=0;i<s;i++)n.push(r[t+i]);return n},e.CFF.readCharset=function(r,t,a){var n=e._bin,o=[\\\".notdef\\\"],s=r[t];if(t++,0==s)for(var i=0;i<a;i++){var h=n.readUshort(r,t);t+=2,o.push(h);}else {if(1!=s&&2!=s)throw \\\"error: format: \\\"+s;for(;o.length<a;){h=n.readUshort(r,t);t+=2;var f=0;1==s?(f=r[t],t++):(f=n.readUshort(r,t),t+=2);for(i=0;i<=f;i++)o.push(h),h++;}}return o},e.CFF.readIndex=function(r,t,a){var n=e._bin,o=n.readUshort(r,t)+1,s=r[t+=2];if(t++,1==s)for(var i=0;i<o;i++)a.push(r[t+i]);else if(2==s)for(i=0;i<o;i++)a.push(n.readUshort(r,t+2*i));else if(3==s)for(i=0;i<o;i++)a.push(16777215&n.readUint(r,t+3*i-1));else if(1!=o)throw \\\"unsupported offset size: \\\"+s+\\\", count: \\\"+o;return (t+=o*s)-1},e.CFF.getCharString=function(r,t,a){var n=e._bin,o=r[t],s=r[t+1];r[t+2],r[t+3],r[t+4];var i=1,h=null,f=null;o<=20&&(h=o,i=1),12==o&&(h=100*o+s,i=2),21<=o&&o<=27&&(h=o,i=1),28==o&&(f=n.readShort(r,t+1),i=3),29<=o&&o<=31&&(h=o,i=1),32<=o&&o<=246&&(f=o-139,i=1),247<=o&&o<=250&&(f=256*(o-247)+s+108,i=2),251<=o&&o<=254&&(f=256*-(o-251)-s-108,i=2),255==o&&(f=n.readInt(r,t+1)/65535,i=5),a.val=null!=f?f:\\\"o\\\"+h,a.size=i;},e.CFF.readCharString=function(r,t,a){for(var n=t+a,o=e._bin,s=[];t<n;){var i=r[t],h=r[t+1];r[t+2],r[t+3],r[t+4];var f=1,d=null,u=null;i<=20&&(d=i,f=1),12==i&&(d=100*i+h,f=2),19!=i&&20!=i||(d=i,f=2),21<=i&&i<=27&&(d=i,f=1),28==i&&(u=o.readShort(r,t+1),f=3),29<=i&&i<=31&&(d=i,f=1),32<=i&&i<=246&&(u=i-139,f=1),247<=i&&i<=250&&(u=256*(i-247)+h+108,f=2),251<=i&&i<=254&&(u=256*-(i-251)-h-108,f=2),255==i&&(u=o.readInt(r,t+1)/65535,f=5),s.push(null!=u?u:\\\"o\\\"+d),t+=f;}return s},e.CFF.readDict=function(r,t,a){for(var n=e._bin,o={},s=[];t<a;){var i=r[t],h=r[t+1];r[t+2],r[t+3],r[t+4];var f=1,d=null,u=null;if(28==i&&(u=n.readShort(r,t+1),f=3),29==i&&(u=n.readInt(r,t+1),f=5),32<=i&&i<=246&&(u=i-139,f=1),247<=i&&i<=250&&(u=256*(i-247)+h+108,f=2),251<=i&&i<=254&&(u=256*-(i-251)-h-108,f=2),255==i)throw u=n.readInt(r,t+1)/65535,f=5,\\\"unknown number\\\";if(30==i){var l=[];for(f=1;;){var v=r[t+f];f++;var c=v>>4,p=15&v;if(15!=c&&l.push(c),15!=p&&l.push(p),15==p)break}for(var U=\\\"\\\",g=[0,1,2,3,4,5,6,7,8,9,\\\".\\\",\\\"e\\\",\\\"e-\\\",\\\"reserved\\\",\\\"-\\\",\\\"endOfNumber\\\"],S=0;S<l.length;S++)U+=g[l[S]];u=parseFloat(U);}if(i<=21)if(d=[\\\"version\\\",\\\"Notice\\\",\\\"FullName\\\",\\\"FamilyName\\\",\\\"Weight\\\",\\\"FontBBox\\\",\\\"BlueValues\\\",\\\"OtherBlues\\\",\\\"FamilyBlues\\\",\\\"FamilyOtherBlues\\\",\\\"StdHW\\\",\\\"StdVW\\\",\\\"escape\\\",\\\"UniqueID\\\",\\\"XUID\\\",\\\"charset\\\",\\\"Encoding\\\",\\\"CharStrings\\\",\\\"Private\\\",\\\"Subrs\\\",\\\"defaultWidthX\\\",\\\"nominalWidthX\\\"][i],f=1,12==i)d=[\\\"Copyright\\\",\\\"isFixedPitch\\\",\\\"ItalicAngle\\\",\\\"UnderlinePosition\\\",\\\"UnderlineThickness\\\",\\\"PaintType\\\",\\\"CharstringType\\\",\\\"FontMatrix\\\",\\\"StrokeWidth\\\",\\\"BlueScale\\\",\\\"BlueShift\\\",\\\"BlueFuzz\\\",\\\"StemSnapH\\\",\\\"StemSnapV\\\",\\\"ForceBold\\\",0,0,\\\"LanguageGroup\\\",\\\"ExpansionFactor\\\",\\\"initialRandomSeed\\\",\\\"SyntheticBase\\\",\\\"PostScript\\\",\\\"BaseFontName\\\",\\\"BaseFontBlend\\\",0,0,0,0,0,0,\\\"ROS\\\",\\\"CIDFontVersion\\\",\\\"CIDFontRevision\\\",\\\"CIDFontType\\\",\\\"CIDCount\\\",\\\"UIDBase\\\",\\\"FDArray\\\",\\\"FDSelect\\\",\\\"FontName\\\"][h],f=2;null!=d?(o[d]=1==s.length?s[0]:s,s=[]):s.push(u),t+=f;}return o},e.cmap={},e.cmap.parse=function(r,t,a){r=new Uint8Array(r.buffer,t,a),t=0;var n=e._bin,o={};n.readUshort(r,t),t+=2;var s=n.readUshort(r,t);t+=2;var i=[];o.tables=[];for(var h=0;h<s;h++){var f=n.readUshort(r,t);t+=2;var d=n.readUshort(r,t);t+=2;var u=n.readUint(r,t);t+=4;var l=\\\"p\\\"+f+\\\"e\\\"+d,v=i.indexOf(u);if(-1==v){var c;v=o.tables.length,i.push(u);var p=n.readUshort(r,u);0==p?c=e.cmap.parse0(r,u):4==p?c=e.cmap.parse4(r,u):6==p?c=e.cmap.parse6(r,u):12==p?c=e.cmap.parse12(r,u):console.debug(\\\"unknown format: \\\"+p,f,d,u),o.tables.push(c);}if(null!=o[l])throw \\\"multiple tables for one platform+encoding\\\";o[l]=v;}return o},e.cmap.parse0=function(r,t){var a=e._bin,n={};n.format=a.readUshort(r,t),t+=2;var o=a.readUshort(r,t);t+=2,a.readUshort(r,t),t+=2,n.map=[];for(var s=0;s<o-6;s++)n.map.push(r[t+s]);return n},e.cmap.parse4=function(r,t){var a=e._bin,n=t,o={};o.format=a.readUshort(r,t),t+=2;var s=a.readUshort(r,t);t+=2,a.readUshort(r,t),t+=2;var i=a.readUshort(r,t);t+=2;var h=i/2;o.searchRange=a.readUshort(r,t),t+=2,o.entrySelector=a.readUshort(r,t),t+=2,o.rangeShift=a.readUshort(r,t),t+=2,o.endCount=a.readUshorts(r,t,h),t+=2*h,t+=2,o.startCount=a.readUshorts(r,t,h),t+=2*h,o.idDelta=[];for(var f=0;f<h;f++)o.idDelta.push(a.readShort(r,t)),t+=2;for(o.idRangeOffset=a.readUshorts(r,t,h),t+=2*h,o.glyphIdArray=[];t<n+s;)o.glyphIdArray.push(a.readUshort(r,t)),t+=2;return o},e.cmap.parse6=function(r,t){var a=e._bin,n={};n.format=a.readUshort(r,t),t+=2,a.readUshort(r,t),t+=2,a.readUshort(r,t),t+=2,n.firstCode=a.readUshort(r,t),t+=2;var o=a.readUshort(r,t);t+=2,n.glyphIdArray=[];for(var s=0;s<o;s++)n.glyphIdArray.push(a.readUshort(r,t)),t+=2;return n},e.cmap.parse12=function(r,t){var a=e._bin,n={};n.format=a.readUshort(r,t),t+=2,t+=2,a.readUint(r,t),t+=4,a.readUint(r,t),t+=4;var o=a.readUint(r,t);t+=4,n.groups=[];for(var s=0;s<o;s++){var i=t+12*s,h=a.readUint(r,i+0),f=a.readUint(r,i+4),d=a.readUint(r,i+8);n.groups.push([h,f,d]);}return n},e.glyf={},e.glyf.parse=function(r,e,t,a){for(var n=[],o=0;o<a.maxp.numGlyphs;o++)n.push(null);return n},e.glyf._parseGlyf=function(r,t){var a=e._bin,n=r._data,o=e._tabOffset(n,\\\"glyf\\\",r._offset)+r.loca[t];if(r.loca[t]==r.loca[t+1])return null;var s={};if(s.noc=a.readShort(n,o),o+=2,s.xMin=a.readShort(n,o),o+=2,s.yMin=a.readShort(n,o),o+=2,s.xMax=a.readShort(n,o),o+=2,s.yMax=a.readShort(n,o),o+=2,s.xMin>=s.xMax||s.yMin>=s.yMax)return null;if(s.noc>0){s.endPts=[];for(var i=0;i<s.noc;i++)s.endPts.push(a.readUshort(n,o)),o+=2;var h=a.readUshort(n,o);if(o+=2,n.length-o<h)return null;s.instructions=a.readBytes(n,o,h),o+=h;var f=s.endPts[s.noc-1]+1;s.flags=[];for(i=0;i<f;i++){var d=n[o];if(o++,s.flags.push(d),0!=(8&d)){var u=n[o];o++;for(var l=0;l<u;l++)s.flags.push(d),i++;}}s.xs=[];for(i=0;i<f;i++){var v=0!=(2&s.flags[i]),c=0!=(16&s.flags[i]);v?(s.xs.push(c?n[o]:-n[o]),o++):c?s.xs.push(0):(s.xs.push(a.readShort(n,o)),o+=2);}s.ys=[];for(i=0;i<f;i++){v=0!=(4&s.flags[i]),c=0!=(32&s.flags[i]);v?(s.ys.push(c?n[o]:-n[o]),o++):c?s.ys.push(0):(s.ys.push(a.readShort(n,o)),o+=2);}var p=0,U=0;for(i=0;i<f;i++)p+=s.xs[i],U+=s.ys[i],s.xs[i]=p,s.ys[i]=U;}else {var g;s.parts=[];do{g=a.readUshort(n,o),o+=2;var S={m:{a:1,b:0,c:0,d:1,tx:0,ty:0},p1:-1,p2:-1};if(s.parts.push(S),S.glyphIndex=a.readUshort(n,o),o+=2,1&g){var m=a.readShort(n,o);o+=2;var b=a.readShort(n,o);o+=2;}else {m=a.readInt8(n,o);o++;b=a.readInt8(n,o);o++;}2&g?(S.m.tx=m,S.m.ty=b):(S.p1=m,S.p2=b),8&g?(S.m.a=S.m.d=a.readF2dot14(n,o),o+=2):64&g?(S.m.a=a.readF2dot14(n,o),o+=2,S.m.d=a.readF2dot14(n,o),o+=2):128&g&&(S.m.a=a.readF2dot14(n,o),o+=2,S.m.b=a.readF2dot14(n,o),o+=2,S.m.c=a.readF2dot14(n,o),o+=2,S.m.d=a.readF2dot14(n,o),o+=2);}while(32&g);if(256&g){var y=a.readUshort(n,o);o+=2,s.instr=[];for(i=0;i<y;i++)s.instr.push(n[o]),o++;}}return s},e.GPOS={},e.GPOS.parse=function(r,t,a,n){return e._lctf.parse(r,t,a,n,e.GPOS.subt)},e.GPOS.subt=function(r,t,a,n){var o=e._bin,s=a,i={};if(i.fmt=o.readUshort(r,a),a+=2,1==t||2==t||3==t||7==t||8==t&&i.fmt<=2){var h=o.readUshort(r,a);a+=2,i.coverage=e._lctf.readCoverage(r,h+s);}if(1==t&&1==i.fmt){var f=o.readUshort(r,a);a+=2;var d=e._lctf.numOfOnes(f);0!=f&&(i.pos=e.GPOS.readValueRecord(r,a,f));}else if(2==t&&i.fmt>=1&&i.fmt<=2){f=o.readUshort(r,a);a+=2;var u=o.readUshort(r,a);a+=2;d=e._lctf.numOfOnes(f);var l=e._lctf.numOfOnes(u);if(1==i.fmt){i.pairsets=[];var v=o.readUshort(r,a);a+=2;for(var c=0;c<v;c++){var p=s+o.readUshort(r,a);a+=2;var U=o.readUshort(r,p);p+=2;for(var g=[],S=0;S<U;S++){var m=o.readUshort(r,p);p+=2,0!=f&&(x=e.GPOS.readValueRecord(r,p,f),p+=2*d),0!=u&&(P=e.GPOS.readValueRecord(r,p,u),p+=2*l),g.push({gid2:m,val1:x,val2:P});}i.pairsets.push(g);}}if(2==i.fmt){var b=o.readUshort(r,a);a+=2;var y=o.readUshort(r,a);a+=2;var F=o.readUshort(r,a);a+=2;var _=o.readUshort(r,a);a+=2,i.classDef1=e._lctf.readClassDef(r,s+b),i.classDef2=e._lctf.readClassDef(r,s+y),i.matrix=[];for(c=0;c<F;c++){var C=[];for(S=0;S<_;S++){var x=null,P=null;0!=f&&(x=e.GPOS.readValueRecord(r,a,f),a+=2*d),0!=u&&(P=e.GPOS.readValueRecord(r,a,u),a+=2*l),C.push({val1:x,val2:P});}i.matrix.push(C);}}}else {if(9==t&&1==i.fmt){var I=o.readUshort(r,a);a+=2;var w=o.readUint(r,a);if(a+=4,9==n.ltype)n.ltype=I;else if(n.ltype!=I)throw \\\"invalid extension substitution\\\";return e.GPOS.subt(r,n.ltype,s+w)}console.debug(\\\"unsupported GPOS table LookupType\\\",t,\\\"format\\\",i.fmt);}return i},e.GPOS.readValueRecord=function(r,t,a){var n=e._bin,o=[];return o.push(1&a?n.readShort(r,t):0),t+=1&a?2:0,o.push(2&a?n.readShort(r,t):0),t+=2&a?2:0,o.push(4&a?n.readShort(r,t):0),t+=4&a?2:0,o.push(8&a?n.readShort(r,t):0),t+=8&a?2:0,o},e.GSUB={},e.GSUB.parse=function(r,t,a,n){return e._lctf.parse(r,t,a,n,e.GSUB.subt)},e.GSUB.subt=function(r,t,a,n){var o=e._bin,s=a,i={};if(i.fmt=o.readUshort(r,a),a+=2,1!=t&&4!=t&&5!=t&&6!=t)return null;if(1==t||4==t||5==t&&i.fmt<=2||6==t&&i.fmt<=2){var h=o.readUshort(r,a);a+=2,i.coverage=e._lctf.readCoverage(r,s+h);}if(1==t&&i.fmt>=1&&i.fmt<=2){if(1==i.fmt)i.delta=o.readShort(r,a),a+=2;else if(2==i.fmt){var f=o.readUshort(r,a);a+=2,i.newg=o.readUshorts(r,a,f),a+=2*i.newg.length;}}else if(4==t){i.vals=[];f=o.readUshort(r,a);a+=2;for(var d=0;d<f;d++){var u=o.readUshort(r,a);a+=2,i.vals.push(e.GSUB.readLigatureSet(r,s+u));}}else if(5==t&&2==i.fmt){if(2==i.fmt){var l=o.readUshort(r,a);a+=2,i.cDef=e._lctf.readClassDef(r,s+l),i.scset=[];var v=o.readUshort(r,a);a+=2;for(d=0;d<v;d++){var c=o.readUshort(r,a);a+=2,i.scset.push(0==c?null:e.GSUB.readSubClassSet(r,s+c));}}}else if(6==t&&3==i.fmt){if(3==i.fmt){for(d=0;d<3;d++){f=o.readUshort(r,a);a+=2;for(var p=[],U=0;U<f;U++)p.push(e._lctf.readCoverage(r,s+o.readUshort(r,a+2*U)));a+=2*f,0==d&&(i.backCvg=p),1==d&&(i.inptCvg=p),2==d&&(i.ahedCvg=p);}f=o.readUshort(r,a);a+=2,i.lookupRec=e.GSUB.readSubstLookupRecords(r,a,f);}}else {if(7==t&&1==i.fmt){var g=o.readUshort(r,a);a+=2;var S=o.readUint(r,a);if(a+=4,9==n.ltype)n.ltype=g;else if(n.ltype!=g)throw \\\"invalid extension substitution\\\";return e.GSUB.subt(r,n.ltype,s+S)}console.debug(\\\"unsupported GSUB table LookupType\\\",t,\\\"format\\\",i.fmt);}return i},e.GSUB.readSubClassSet=function(r,t){var a=e._bin.readUshort,n=t,o=[],s=a(r,t);t+=2;for(var i=0;i<s;i++){var h=a(r,t);t+=2,o.push(e.GSUB.readSubClassRule(r,n+h));}return o},e.GSUB.readSubClassRule=function(r,t){var a=e._bin.readUshort,n={},o=a(r,t),s=a(r,t+=2);t+=2,n.input=[];for(var i=0;i<o-1;i++)n.input.push(a(r,t)),t+=2;return n.substLookupRecords=e.GSUB.readSubstLookupRecords(r,t,s),n},e.GSUB.readSubstLookupRecords=function(r,t,a){for(var n=e._bin.readUshort,o=[],s=0;s<a;s++)o.push(n(r,t),n(r,t+2)),t+=4;return o},e.GSUB.readChainSubClassSet=function(r,t){var a=e._bin,n=t,o=[],s=a.readUshort(r,t);t+=2;for(var i=0;i<s;i++){var h=a.readUshort(r,t);t+=2,o.push(e.GSUB.readChainSubClassRule(r,n+h));}return o},e.GSUB.readChainSubClassRule=function(r,t){for(var a=e._bin,n={},o=[\\\"backtrack\\\",\\\"input\\\",\\\"lookahead\\\"],s=0;s<o.length;s++){var i=a.readUshort(r,t);t+=2,1==s&&i--,n[o[s]]=a.readUshorts(r,t,i),t+=2*n[o[s]].length;}i=a.readUshort(r,t);return t+=2,n.subst=a.readUshorts(r,t,2*i),t+=2*n.subst.length,n},e.GSUB.readLigatureSet=function(r,t){var a=e._bin,n=t,o=[],s=a.readUshort(r,t);t+=2;for(var i=0;i<s;i++){var h=a.readUshort(r,t);t+=2,o.push(e.GSUB.readLigature(r,n+h));}return o},e.GSUB.readLigature=function(r,t){var a=e._bin,n={chain:[]};n.nglyph=a.readUshort(r,t),t+=2;var o=a.readUshort(r,t);t+=2;for(var s=0;s<o-1;s++)n.chain.push(a.readUshort(r,t)),t+=2;return n},e.head={},e.head.parse=function(r,t,a){var n=e._bin,o={};return n.readFixed(r,t),t+=4,o.fontRevision=n.readFixed(r,t),t+=4,n.readUint(r,t),t+=4,n.readUint(r,t),t+=4,o.flags=n.readUshort(r,t),t+=2,o.unitsPerEm=n.readUshort(r,t),t+=2,o.created=n.readUint64(r,t),t+=8,o.modified=n.readUint64(r,t),t+=8,o.xMin=n.readShort(r,t),t+=2,o.yMin=n.readShort(r,t),t+=2,o.xMax=n.readShort(r,t),t+=2,o.yMax=n.readShort(r,t),t+=2,o.macStyle=n.readUshort(r,t),t+=2,o.lowestRecPPEM=n.readUshort(r,t),t+=2,o.fontDirectionHint=n.readShort(r,t),t+=2,o.indexToLocFormat=n.readShort(r,t),t+=2,o.glyphDataFormat=n.readShort(r,t),t+=2,o},e.hhea={},e.hhea.parse=function(r,t,a){var n=e._bin,o={};return n.readFixed(r,t),t+=4,o.ascender=n.readShort(r,t),t+=2,o.descender=n.readShort(r,t),t+=2,o.lineGap=n.readShort(r,t),t+=2,o.advanceWidthMax=n.readUshort(r,t),t+=2,o.minLeftSideBearing=n.readShort(r,t),t+=2,o.minRightSideBearing=n.readShort(r,t),t+=2,o.xMaxExtent=n.readShort(r,t),t+=2,o.caretSlopeRise=n.readShort(r,t),t+=2,o.caretSlopeRun=n.readShort(r,t),t+=2,o.caretOffset=n.readShort(r,t),t+=2,t+=8,o.metricDataFormat=n.readShort(r,t),t+=2,o.numberOfHMetrics=n.readUshort(r,t),t+=2,o},e.hmtx={},e.hmtx.parse=function(r,t,a,n){for(var o=e._bin,s={aWidth:[],lsBearing:[]},i=0,h=0,f=0;f<n.maxp.numGlyphs;f++)f<n.hhea.numberOfHMetrics&&(i=o.readUshort(r,t),t+=2,h=o.readShort(r,t),t+=2),s.aWidth.push(i),s.lsBearing.push(h);return s},e.kern={},e.kern.parse=function(r,t,a,n){var o=e._bin,s=o.readUshort(r,t);if(t+=2,1==s)return e.kern.parseV1(r,t-2,a,n);var i=o.readUshort(r,t);t+=2;for(var h={glyph1:[],rval:[]},f=0;f<i;f++){t+=2;a=o.readUshort(r,t);t+=2;var d=o.readUshort(r,t);t+=2;var u=d>>>8;if(0!=(u&=15))throw \\\"unknown kern table format: \\\"+u;t=e.kern.readFormat0(r,t,h);}return h},e.kern.parseV1=function(r,t,a,n){var o=e._bin;o.readFixed(r,t),t+=4;var s=o.readUint(r,t);t+=4;for(var i={glyph1:[],rval:[]},h=0;h<s;h++){o.readUint(r,t),t+=4;var f=o.readUshort(r,t);t+=2,o.readUshort(r,t),t+=2;var d=f>>>8;if(0!=(d&=15))throw \\\"unknown kern table format: \\\"+d;t=e.kern.readFormat0(r,t,i);}return i},e.kern.readFormat0=function(r,t,a){var n=e._bin,o=-1,s=n.readUshort(r,t);t+=2,n.readUshort(r,t),t+=2,n.readUshort(r,t),t+=2,n.readUshort(r,t),t+=2;for(var i=0;i<s;i++){var h=n.readUshort(r,t);t+=2;var f=n.readUshort(r,t);t+=2;var d=n.readShort(r,t);t+=2,h!=o&&(a.glyph1.push(h),a.rval.push({glyph2:[],vals:[]}));var u=a.rval[a.rval.length-1];u.glyph2.push(f),u.vals.push(d),o=h;}return t},e.loca={},e.loca.parse=function(r,t,a,n){var o=e._bin,s=[],i=n.head.indexToLocFormat,h=n.maxp.numGlyphs+1;if(0==i)for(var f=0;f<h;f++)s.push(o.readUshort(r,t+(f<<1))<<1);if(1==i)for(f=0;f<h;f++)s.push(o.readUint(r,t+(f<<2)));return s},e.maxp={},e.maxp.parse=function(r,t,a){var n=e._bin,o={},s=n.readUint(r,t);return t+=4,o.numGlyphs=n.readUshort(r,t),t+=2,65536==s&&(o.maxPoints=n.readUshort(r,t),t+=2,o.maxContours=n.readUshort(r,t),t+=2,o.maxCompositePoints=n.readUshort(r,t),t+=2,o.maxCompositeContours=n.readUshort(r,t),t+=2,o.maxZones=n.readUshort(r,t),t+=2,o.maxTwilightPoints=n.readUshort(r,t),t+=2,o.maxStorage=n.readUshort(r,t),t+=2,o.maxFunctionDefs=n.readUshort(r,t),t+=2,o.maxInstructionDefs=n.readUshort(r,t),t+=2,o.maxStackElements=n.readUshort(r,t),t+=2,o.maxSizeOfInstructions=n.readUshort(r,t),t+=2,o.maxComponentElements=n.readUshort(r,t),t+=2,o.maxComponentDepth=n.readUshort(r,t),t+=2),o},e.name={},e.name.parse=function(r,t,a){var n=e._bin,o={};n.readUshort(r,t),t+=2;var s=n.readUshort(r,t);t+=2,n.readUshort(r,t);for(var i,h=[\\\"copyright\\\",\\\"fontFamily\\\",\\\"fontSubfamily\\\",\\\"ID\\\",\\\"fullName\\\",\\\"version\\\",\\\"postScriptName\\\",\\\"trademark\\\",\\\"manufacturer\\\",\\\"designer\\\",\\\"description\\\",\\\"urlVendor\\\",\\\"urlDesigner\\\",\\\"licence\\\",\\\"licenceURL\\\",\\\"---\\\",\\\"typoFamilyName\\\",\\\"typoSubfamilyName\\\",\\\"compatibleFull\\\",\\\"sampleText\\\",\\\"postScriptCID\\\",\\\"wwsFamilyName\\\",\\\"wwsSubfamilyName\\\",\\\"lightPalette\\\",\\\"darkPalette\\\"],f=t+=2,d=0;d<s;d++){var u=n.readUshort(r,t);t+=2;var l=n.readUshort(r,t);t+=2;var v=n.readUshort(r,t);t+=2;var c=n.readUshort(r,t);t+=2;var p=n.readUshort(r,t);t+=2;var U=n.readUshort(r,t);t+=2;var g,S=h[c],m=f+12*s+U;if(0==u)g=n.readUnicode(r,m,p/2);else if(3==u&&0==l)g=n.readUnicode(r,m,p/2);else if(0==l)g=n.readASCII(r,m,p);else if(1==l)g=n.readUnicode(r,m,p/2);else if(3==l)g=n.readUnicode(r,m,p/2);else {if(1!=u)throw \\\"unknown encoding \\\"+l+\\\", platformID: \\\"+u;g=n.readASCII(r,m,p),console.debug(\\\"reading unknown MAC encoding \\\"+l+\\\" as ASCII\\\");}var b=\\\"p\\\"+u+\\\",\\\"+v.toString(16);null==o[b]&&(o[b]={}),o[b][void 0!==S?S:c]=g,o[b]._lang=v;}for(var y in o)if(null!=o[y].postScriptName&&1033==o[y]._lang)return o[y];for(var y in o)if(null!=o[y].postScriptName&&0==o[y]._lang)return o[y];for(var y in o)if(null!=o[y].postScriptName&&3084==o[y]._lang)return o[y];for(var y in o)if(null!=o[y].postScriptName)return o[y];for(var y in o){i=y;break}return console.debug(\\\"returning name table with languageID \\\"+o[i]._lang),o[i]},e[\\\"OS/2\\\"]={},e[\\\"OS/2\\\"].parse=function(r,t,a){var n=e._bin.readUshort(r,t);t+=2;var o={};if(0==n)e[\\\"OS/2\\\"].version0(r,t,o);else if(1==n)e[\\\"OS/2\\\"].version1(r,t,o);else if(2==n||3==n||4==n)e[\\\"OS/2\\\"].version2(r,t,o);else {if(5!=n)throw \\\"unknown OS/2 table version: \\\"+n;e[\\\"OS/2\\\"].version5(r,t,o);}return o},e[\\\"OS/2\\\"].version0=function(r,t,a){var n=e._bin;return a.xAvgCharWidth=n.readShort(r,t),t+=2,a.usWeightClass=n.readUshort(r,t),t+=2,a.usWidthClass=n.readUshort(r,t),t+=2,a.fsType=n.readUshort(r,t),t+=2,a.ySubscriptXSize=n.readShort(r,t),t+=2,a.ySubscriptYSize=n.readShort(r,t),t+=2,a.ySubscriptXOffset=n.readShort(r,t),t+=2,a.ySubscriptYOffset=n.readShort(r,t),t+=2,a.ySuperscriptXSize=n.readShort(r,t),t+=2,a.ySuperscriptYSize=n.readShort(r,t),t+=2,a.ySuperscriptXOffset=n.readShort(r,t),t+=2,a.ySuperscriptYOffset=n.readShort(r,t),t+=2,a.yStrikeoutSize=n.readShort(r,t),t+=2,a.yStrikeoutPosition=n.readShort(r,t),t+=2,a.sFamilyClass=n.readShort(r,t),t+=2,a.panose=n.readBytes(r,t,10),t+=10,a.ulUnicodeRange1=n.readUint(r,t),t+=4,a.ulUnicodeRange2=n.readUint(r,t),t+=4,a.ulUnicodeRange3=n.readUint(r,t),t+=4,a.ulUnicodeRange4=n.readUint(r,t),t+=4,a.achVendID=[n.readInt8(r,t),n.readInt8(r,t+1),n.readInt8(r,t+2),n.readInt8(r,t+3)],t+=4,a.fsSelection=n.readUshort(r,t),t+=2,a.usFirstCharIndex=n.readUshort(r,t),t+=2,a.usLastCharIndex=n.readUshort(r,t),t+=2,a.sTypoAscender=n.readShort(r,t),t+=2,a.sTypoDescender=n.readShort(r,t),t+=2,a.sTypoLineGap=n.readShort(r,t),t+=2,a.usWinAscent=n.readUshort(r,t),t+=2,a.usWinDescent=n.readUshort(r,t),t+=2},e[\\\"OS/2\\\"].version1=function(r,t,a){var n=e._bin;return t=e[\\\"OS/2\\\"].version0(r,t,a),a.ulCodePageRange1=n.readUint(r,t),t+=4,a.ulCodePageRange2=n.readUint(r,t),t+=4},e[\\\"OS/2\\\"].version2=function(r,t,a){var n=e._bin;return t=e[\\\"OS/2\\\"].version1(r,t,a),a.sxHeight=n.readShort(r,t),t+=2,a.sCapHeight=n.readShort(r,t),t+=2,a.usDefault=n.readUshort(r,t),t+=2,a.usBreak=n.readUshort(r,t),t+=2,a.usMaxContext=n.readUshort(r,t),t+=2},e[\\\"OS/2\\\"].version5=function(r,t,a){var n=e._bin;return t=e[\\\"OS/2\\\"].version2(r,t,a),a.usLowerOpticalPointSize=n.readUshort(r,t),t+=2,a.usUpperOpticalPointSize=n.readUshort(r,t),t+=2},e.post={},e.post.parse=function(r,t,a){var n=e._bin,o={};return o.version=n.readFixed(r,t),t+=4,o.italicAngle=n.readFixed(r,t),t+=4,o.underlinePosition=n.readShort(r,t),t+=2,o.underlineThickness=n.readShort(r,t),t+=2,o},null==e&&(e={}),null==e.U&&(e.U={}),e.U.codeToGlyph=function(r,e){var t=r.cmap,a=-1;if(null!=t.p0e4?a=t.p0e4:null!=t.p3e1?a=t.p3e1:null!=t.p1e0?a=t.p1e0:null!=t.p0e3&&(a=t.p0e3),-1==a)throw \\\"no familiar platform and encoding!\\\";var n=t.tables[a];if(0==n.format)return e>=n.map.length?0:n.map[e];if(4==n.format){for(var o=-1,s=0;s<n.endCount.length;s++)if(e<=n.endCount[s]){o=s;break}if(-1==o)return 0;if(n.startCount[o]>e)return 0;return 65535&(0!=n.idRangeOffset[o]?n.glyphIdArray[e-n.startCount[o]+(n.idRangeOffset[o]>>1)-(n.idRangeOffset.length-o)]:e+n.idDelta[o])}if(12==n.format){if(e>n.groups[n.groups.length-1][1])return 0;for(s=0;s<n.groups.length;s++){var i=n.groups[s];if(i[0]<=e&&e<=i[1])return i[2]+(e-i[0])}return 0}throw \\\"unknown cmap table format \\\"+n.format},e.U.glyphToPath=function(r,t){var a={cmds:[],crds:[]};if(r.SVG&&r.SVG.entries[t]){var n=r.SVG.entries[t];return null==n?a:(\\\"string\\\"==typeof n&&(n=e.SVG.toPath(n),r.SVG.entries[t]=n),n)}if(r.CFF){var o={x:0,y:0,stack:[],nStems:0,haveWidth:!1,width:r.CFF.Private?r.CFF.Private.defaultWidthX:0,open:!1},s=r.CFF,i=r.CFF.Private;if(s.ROS){for(var h=0;s.FDSelect[h+2]<=t;)h+=2;i=s.FDArray[s.FDSelect[h+1]].Private;}e.U._drawCFF(r.CFF.CharStrings[t],o,s,i,a);}else r.glyf&&e.U._drawGlyf(t,r,a);return a},e.U._drawGlyf=function(r,t,a){var n=t.glyf[r];null==n&&(n=t.glyf[r]=e.glyf._parseGlyf(t,r)),null!=n&&(n.noc>-1?e.U._simpleGlyph(n,a):e.U._compoGlyph(n,t,a));},e.U._simpleGlyph=function(r,t){for(var a=0;a<r.noc;a++){for(var n=0==a?0:r.endPts[a-1]+1,o=r.endPts[a],s=n;s<=o;s++){var i=s==n?o:s-1,h=s==o?n:s+1,f=1&r.flags[s],d=1&r.flags[i],u=1&r.flags[h],l=r.xs[s],v=r.ys[s];if(s==n)if(f){if(!d){e.U.P.moveTo(t,l,v);continue}e.U.P.moveTo(t,r.xs[i],r.ys[i]);}else d?e.U.P.moveTo(t,r.xs[i],r.ys[i]):e.U.P.moveTo(t,(r.xs[i]+l)/2,(r.ys[i]+v)/2);f?d&&e.U.P.lineTo(t,l,v):u?e.U.P.qcurveTo(t,l,v,r.xs[h],r.ys[h]):e.U.P.qcurveTo(t,l,v,(l+r.xs[h])/2,(v+r.ys[h])/2);}e.U.P.closePath(t);}},e.U._compoGlyph=function(r,t,a){for(var n=0;n<r.parts.length;n++){var o={cmds:[],crds:[]},s=r.parts[n];e.U._drawGlyf(s.glyphIndex,t,o);for(var i=s.m,h=0;h<o.crds.length;h+=2){var f=o.crds[h],d=o.crds[h+1];a.crds.push(f*i.a+d*i.b+i.tx),a.crds.push(f*i.c+d*i.d+i.ty);}for(h=0;h<o.cmds.length;h++)a.cmds.push(o.cmds[h]);}},e.U._getGlyphClass=function(r,t){var a=e._lctf.getInterval(t,r);return -1==a?0:t[a+2]},e.U.getPairAdjustment=function(r,t,a){var n=!1;if(r.GPOS)for(var o=r.GPOS,s=o.lookupList,i=o.featureList,h=[],f=0;f<i.length;f++){var d=i[f];if(\\\"kern\\\"==d.tag){n=!0;for(var u=0;u<d.tab.length;u++)if(!h[d.tab[u]]){h[d.tab[u]]=!0;for(var l=s[d.tab[u]],v=0;v<l.tabs.length;v++)if(null!=l.tabs[v]){var c,p=l.tabs[v];if(!p.coverage||-1!=(c=e._lctf.coverageIndex(p.coverage,t)))if(1==l.ltype);else if(2==l.ltype){var U=null;if(1==p.fmt){var g=p.pairsets[c];for(f=0;f<g.length;f++)g[f].gid2==a&&(U=g[f]);}else if(2==p.fmt){var S=e.U._getGlyphClass(t,p.classDef1),m=e.U._getGlyphClass(a,p.classDef2);U=p.matrix[S][m];}if(U){var b=0;return U.val1&&U.val1[2]&&(b+=U.val1[2]),U.val2&&U.val2[0]&&(b+=U.val2[0]),b}}}}}}if(r.kern&&!n){var y=r.kern.glyph1.indexOf(t);if(-1!=y){var F=r.kern.rval[y].glyph2.indexOf(a);if(-1!=F)return r.kern.rval[y].vals[F]}}return 0},e.U._applySubs=function(r,t,a,n){for(var o=r.length-t-1,s=0;s<a.tabs.length;s++)if(null!=a.tabs[s]){var i,h=a.tabs[s];if(!h.coverage||-1!=(i=e._lctf.coverageIndex(h.coverage,r[t])))if(1==a.ltype)r[t],1==h.fmt?r[t]=r[t]+h.delta:r[t]=h.newg[i];else if(4==a.ltype)for(var f=h.vals[i],d=0;d<f.length;d++){var u=f[d],l=u.chain.length;if(!(l>o)){for(var v=!0,c=0,p=0;p<l;p++){for(;-1==r[t+c+(1+p)];)c++;u.chain[p]!=r[t+c+(1+p)]&&(v=!1);}if(v){r[t]=u.nglyph;for(p=0;p<l+c;p++)r[t+p+1]=-1;break}}}else if(5==a.ltype&&2==h.fmt)for(var U=e._lctf.getInterval(h.cDef,r[t]),g=h.cDef[U+2],S=h.scset[g],m=0;m<S.length;m++){var b=S[m],y=b.input;if(!(y.length>o)){for(v=!0,p=0;p<y.length;p++){var F=e._lctf.getInterval(h.cDef,r[t+1+p]);if(-1==U&&h.cDef[F+2]!=y[p]){v=!1;break}}if(v){var _=b.substLookupRecords;for(d=0;d<_.length;d+=2)_[d],_[d+1];}}}else if(6==a.ltype&&3==h.fmt){if(!e.U._glsCovered(r,h.backCvg,t-h.backCvg.length))continue;if(!e.U._glsCovered(r,h.inptCvg,t))continue;if(!e.U._glsCovered(r,h.ahedCvg,t+h.inptCvg.length))continue;var C=h.lookupRec;for(m=0;m<C.length;m+=2){U=C[m];var x=n[C[m+1]];e.U._applySubs(r,t+U,x,n);}}}},e.U._glsCovered=function(r,t,a){for(var n=0;n<t.length;n++){if(-1==e._lctf.coverageIndex(t[n],r[a+n]))return !1}return !0},e.U.glyphsToPath=function(r,t,a){for(var n={cmds:[],crds:[]},o=0,s=0;s<t.length;s++){var i=t[s];if(-1!=i){for(var h=s<t.length-1&&-1!=t[s+1]?t[s+1]:0,f=e.U.glyphToPath(r,i),d=0;d<f.crds.length;d+=2)n.crds.push(f.crds[d]+o),n.crds.push(f.crds[d+1]);a&&n.cmds.push(a);for(d=0;d<f.cmds.length;d++)n.cmds.push(f.cmds[d]);a&&n.cmds.push(\\\"X\\\"),o+=r.hmtx.aWidth[i],s<t.length-1&&(o+=e.U.getPairAdjustment(r,i,h));}}return n},e.U.P={},e.U.P.moveTo=function(r,e,t){r.cmds.push(\\\"M\\\"),r.crds.push(e,t);},e.U.P.lineTo=function(r,e,t){r.cmds.push(\\\"L\\\"),r.crds.push(e,t);},e.U.P.curveTo=function(r,e,t,a,n,o,s){r.cmds.push(\\\"C\\\"),r.crds.push(e,t,a,n,o,s);},e.U.P.qcurveTo=function(r,e,t,a,n){r.cmds.push(\\\"Q\\\"),r.crds.push(e,t,a,n);},e.U.P.closePath=function(r){r.cmds.push(\\\"Z\\\");},e.U._drawCFF=function(r,t,a,n,o){for(var s=t.stack,i=t.nStems,h=t.haveWidth,f=t.width,d=t.open,u=0,l=t.x,v=t.y,c=0,p=0,U=0,g=0,S=0,m=0,b=0,y=0,F=0,_=0,C={val:0,size:0};u<r.length;){e.CFF.getCharString(r,u,C);var x=C.val;if(u+=C.size,\\\"o1\\\"==x||\\\"o18\\\"==x)s.length%2!=0&&!h&&(f=s.shift()+n.nominalWidthX),i+=s.length>>1,s.length=0,h=!0;else if(\\\"o3\\\"==x||\\\"o23\\\"==x){s.length%2!=0&&!h&&(f=s.shift()+n.nominalWidthX),i+=s.length>>1,s.length=0,h=!0;}else if(\\\"o4\\\"==x)s.length>1&&!h&&(f=s.shift()+n.nominalWidthX,h=!0),d&&e.U.P.closePath(o),v+=s.pop(),e.U.P.moveTo(o,l,v),d=!0;else if(\\\"o5\\\"==x)for(;s.length>0;)l+=s.shift(),v+=s.shift(),e.U.P.lineTo(o,l,v);else if(\\\"o6\\\"==x||\\\"o7\\\"==x)for(var P=s.length,I=\\\"o6\\\"==x,w=0;w<P;w++){var O=s.shift();I?l+=O:v+=O,I=!I,e.U.P.lineTo(o,l,v);}else if(\\\"o8\\\"==x||\\\"o24\\\"==x){P=s.length;for(var T=0;T+6<=P;)c=l+s.shift(),p=v+s.shift(),U=c+s.shift(),g=p+s.shift(),l=U+s.shift(),v=g+s.shift(),e.U.P.curveTo(o,c,p,U,g,l,v),T+=6;\\\"o24\\\"==x&&(l+=s.shift(),v+=s.shift(),e.U.P.lineTo(o,l,v));}else 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console.debug(\\\"Unknown operation: \\\"+x,r),x;s.push(x);}}}t.x=l,t.y=v,t.nStems=i,t.haveWidth=h,t.width=f,t.open=d;};var t=e,a={Typr:t};return r.Typr=t,r.default=a,Object.defineProperty(r,\\\"__esModule\\\",{value:!0}),r}({}).Typr}\\n\\n/*!\\nCustom bundle of woff2otf (https://github.com/arty-name/woff2otf) with fflate\\n(https://github.com/101arrowz/fflate) for use in Troika text rendering. \\nOriginal licenses apply: \\n- fflate: https://github.com/101arrowz/fflate/blob/master/LICENSE (MIT)\\n- woff2otf.js: https://github.com/arty-name/woff2otf/blob/master/woff2otf.js (Apache2)\\n*/\\nfunction woff2otfFactory(){return function(r){var e=Uint8Array,n=Uint16Array,t=Uint32Array,a=new e([0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0,0]),i=new e([0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13,0,0]),o=new e([16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15]),f=function(r,e){for(var a=new n(31),i=0;i<31;++i)a[i]=e+=1<<r[i-1];var o=new t(a[30]);for(i=1;i<30;++i)for(var f=a[i];f<a[i+1];++f)o[f]=f-a[i]<<5|i;return [a,o]},u=f(a,2),v=u[0],s=u[1];v[28]=258,s[258]=28;for(var l=f(i,0)[0],c=new n(32768),g=0;g<32768;++g){var h=(43690&g)>>>1|(21845&g)<<1;h=(61680&(h=(52428&h)>>>2|(13107&h)<<2))>>>4|(3855&h)<<4,c[g]=((65280&h)>>>8|(255&h)<<8)>>>1;}var w=function(r,e,t){for(var a=r.length,i=0,o=new n(e);i<a;++i)++o[r[i]-1];var f,u=new n(e);for(i=0;i<e;++i)u[i]=u[i-1]+o[i-1]<<1;if(t){f=new n(1<<e);var v=15-e;for(i=0;i<a;++i)if(r[i])for(var s=i<<4|r[i],l=e-r[i],g=u[r[i]-1]++<<l,h=g|(1<<l)-1;g<=h;++g)f[c[g]>>>v]=s;}else for(f=new n(a),i=0;i<a;++i)r[i]&&(f[i]=c[u[r[i]-1]++]>>>15-r[i]);return f},d=new e(288);for(g=0;g<144;++g)d[g]=8;for(g=144;g<256;++g)d[g]=9;for(g=256;g<280;++g)d[g]=7;for(g=280;g<288;++g)d[g]=8;var m=new e(32);for(g=0;g<32;++g)m[g]=5;var b=w(d,9,1),p=w(m,5,1),y=function(r){for(var e=r[0],n=1;n<r.length;++n)r[n]>e&&(e=r[n]);return e},L=function(r,e,n){var t=e/8|0;return (r[t]|r[t+1]<<8)>>(7&e)&n},U=function(r,e){var n=e/8|0;return (r[n]|r[n+1]<<8|r[n+2]<<16)>>(7&e)},k=[\\\"unexpected EOF\\\",\\\"invalid block type\\\",\\\"invalid length/literal\\\",\\\"invalid distance\\\",\\\"stream finished\\\",\\\"no stream handler\\\",,\\\"no callback\\\",\\\"invalid UTF-8 data\\\",\\\"extra field too long\\\",\\\"date not in range 1980-2099\\\",\\\"filename too long\\\",\\\"stream finishing\\\",\\\"invalid zip data\\\"],T=function(r,e,n){var t=new Error(e||k[r]);if(t.code=r,Error.captureStackTrace&&Error.captureStackTrace(t,T),!n)throw t;return t},O=function(r,f,u){var s=r.length;if(!s||u&&!u.l&&s<5)return f||new e(0);var c=!f||u,g=!u||u.i;u||(u={}),f||(f=new e(3*s));var h,d=function(r){var n=f.length;if(r>n){var t=new e(Math.max(2*n,r));t.set(f),f=t;}},m=u.f||0,k=u.p||0,O=u.b||0,A=u.l,x=u.d,E=u.m,D=u.n,M=8*s;do{if(!A){u.f=m=L(r,k,1);var S=L(r,k+1,3);if(k+=3,!S){var V=r[(I=((h=k)/8|0)+(7&h&&1)+4)-4]|r[I-3]<<8,_=I+V;if(_>s){g&&T(0);break}c&&d(O+V),f.set(r.subarray(I,_),O),u.b=O+=V,u.p=k=8*_;continue}if(1==S)A=b,x=p,E=9,D=5;else if(2==S){var j=L(r,k,31)+257,z=L(r,k+10,15)+4,C=j+L(r,k+5,31)+1;k+=14;for(var F=new e(C),P=new e(19),q=0;q<z;++q)P[o[q]]=L(r,k+3*q,7);k+=3*z;var B=y(P),G=(1<<B)-1,H=w(P,B,1);for(q=0;q<C;){var I,J=H[L(r,k,G)];if(k+=15&J,(I=J>>>4)<16)F[q++]=I;else {var K=0,N=0;for(16==I?(N=3+L(r,k,3),k+=2,K=F[q-1]):17==I?(N=3+L(r,k,7),k+=3):18==I&&(N=11+L(r,k,127),k+=7);N--;)F[q++]=K;}}var Q=F.subarray(0,j),R=F.subarray(j);E=y(Q),D=y(R),A=w(Q,E,1),x=w(R,D,1);}else T(1);if(k>M){g&&T(0);break}}c&&d(O+131072);for(var W=(1<<E)-1,X=(1<<D)-1,Y=k;;Y=k){var Z=(K=A[U(r,k)&W])>>>4;if((k+=15&K)>M){g&&T(0);break}if(K||T(2),Z<256)f[O++]=Z;else {if(256==Z){Y=k,A=null;break}var $=Z-254;if(Z>264){var rr=a[q=Z-257];$=L(r,k,(1<<rr)-1)+v[q],k+=rr;}var er=x[U(r,k)&X],nr=er>>>4;er||T(3),k+=15&er;R=l[nr];if(nr>3){rr=i[nr];R+=U(r,k)&(1<<rr)-1,k+=rr;}if(k>M){g&&T(0);break}c&&d(O+131072);for(var tr=O+$;O<tr;O+=4)f[O]=f[O-R],f[O+1]=f[O+1-R],f[O+2]=f[O+2-R],f[O+3]=f[O+3-R];O=tr;}}u.l=A,u.p=Y,u.b=O,A&&(m=1,u.m=E,u.d=x,u.n=D);}while(!m);return O==f.length?f:function(r,a,i){(null==a||a<0)&&(a=0),(null==i||i>r.length)&&(i=r.length);var o=new(r instanceof n?n:r instanceof t?t:e)(i-a);return o.set(r.subarray(a,i)),o}(f,0,O)},A=new e(0);var x=\\\"undefined\\\"!=typeof TextDecoder&&new TextDecoder;try{x.decode(A,{stream:!0}),1;}catch(r){}return r.convert_streams=function(r){var e=new DataView(r),n=0;function t(){var r=e.getUint16(n);return n+=2,r}function a(){var r=e.getUint32(n);return n+=4,r}function i(r){m.setUint16(b,r),b+=2;}function o(r){m.setUint32(b,r),b+=4;}for(var f={signature:a(),flavor:a(),length:a(),numTables:t(),reserved:t(),totalSfntSize:a(),majorVersion:t(),minorVersion:t(),metaOffset:a(),metaLength:a(),metaOrigLength:a(),privOffset:a(),privLength:a()},u=0;Math.pow(2,u)<=f.numTables;)u++;u--;for(var v=16*Math.pow(2,u),s=16*f.numTables-v,l=12,c=[],g=0;g<f.numTables;g++)c.push({tag:a(),offset:a(),compLength:a(),origLength:a(),origChecksum:a()}),l+=16;var h,w=new Uint8Array(12+16*c.length+c.reduce((function(r,e){return r+e.origLength+4}),0)),d=w.buffer,m=new DataView(d),b=0;return o(f.flavor),i(f.numTables),i(v),i(u),i(s),c.forEach((function(r){o(r.tag),o(r.origChecksum),o(l),o(r.origLength),r.outOffset=l,(l+=r.origLength)%4!=0&&(l+=4-l%4);})),c.forEach((function(e){var n,t=r.slice(e.offset,e.offset+e.compLength);if(e.compLength!=e.origLength){var a=new Uint8Array(e.origLength);n=new Uint8Array(t,2),O(n,a);}else a=new Uint8Array(t);w.set(a,e.outOffset);var i=0;(l=e.outOffset+e.origLength)%4!=0&&(i=4-l%4),w.set(new Uint8Array(i).buffer,e.outOffset+e.origLength),h=l+i;})),d.slice(0,h)},Object.defineProperty(r,\\\"__esModule\\\",{value:!0}),r}({}).convert_streams}\\n\\n/**\\n * A factory wrapper parsing a font file using Typr.\\n * Also adds support for WOFF files (not WOFF2).\\n */\\n\\n/**\\n * @typedef ParsedFont\\n * @property {number} ascender\\n * @property {number} descender\\n * @property {number} xHeight\\n * @property {(number) => boolean} supportsCodePoint\\n * @property {(text:string, fontSize:number, letterSpacing:number, callback) => number} forEachGlyph\\n * @property {number} lineGap\\n * @property {number} capHeight\\n * @property {number} unitsPerEm\\n */\\n\\n/**\\n * @typedef {(buffer: ArrayBuffer) => ParsedFont} FontParser\\n */\\n\\n/**\\n * @returns {FontParser}\\n */\\nfunction parserFactory(Typr, woff2otf) {\\n  const cmdArgLengths = {\\n    M: 2,\\n    L: 2,\\n    Q: 4,\\n    C: 6,\\n    Z: 0\\n  };\\n\\n  // {joinType: \\\"skip+step,...\\\"}\\n  const joiningTypeRawData = {\\\"C\\\":\\\"18g,ca,368,1kz\\\",\\\"D\\\":\\\"17k,6,2,2+4,5+c,2+6,2+1,10+1,9+f,j+11,2+1,a,2,2+1,15+2,3,j+2,6+3,2+8,2,2,2+1,w+a,4+e,3+3,2,3+2,3+5,23+w,2f+4,3,2+9,2,b,2+3,3,1k+9,6+1,3+1,2+2,2+d,30g,p+y,1,1+1g,f+x,2,sd2+1d,jf3+4,f+3,2+4,2+2,b+3,42,2,4+2,2+1,2,3,t+1,9f+w,2,el+2,2+g,d+2,2l,2+1,5,3+1,2+1,2,3,6,16wm+1v\\\",\\\"R\\\":\\\"17m+3,2,2,6+3,m,15+2,2+2,h+h,13,3+8,2,2,3+1,2,p+1,x,5+4,5,a,2,2,3,u,c+2,g+1,5,2+1,4+1,5j,6+1,2,b,2+2,f,2+1,1s+2,2,3+1,7,1ez0,2,2+1,4+4,b,4,3,b,42,2+2,4,3,2+1,2,o+3,ae,ep,x,2o+2,3+1,3,5+1,6\\\",\\\"L\\\":\\\"x9u,jff,a,fd,jv\\\",\\\"T\\\":\\\"4t,gj+33,7o+4,1+1,7c+18,2,2+1,2+1,2,21+a,2,1b+k,h,2u+6,3+5,3+1,2+3,y,2,v+q,2k+a,1n+8,a,p+3,2+8,2+2,2+4,18+2,3c+e,2+v,1k,2,5+7,5,4+6,b+1,u,1n,5+3,9,l+1,r,3+1,1m,5+1,5+1,3+2,4,v+1,4,c+1,1m,5+4,2+1,5,l+1,n+5,2,1n,3,2+3,9,8+1,c+1,v,1q,d,1f,4,1m+2,6+2,2+3,8+1,c+1,u,1n,3,7,6+1,l+1,t+1,1m+1,5+3,9,l+1,u,21,8+2,2,2j,3+6,d+7,2r,3+8,c+5,23+1,s,2,2,1k+d,2+4,2+1,6+a,2+z,a,2v+3,2+5,2+1,3+1,q+1,5+2,h+3,e,3+1,7,g,jk+2,qb+2,u+2,u+1,v+1,1t+1,2+6,9,3+a,a,1a+2,3c+1,z,3b+2,5+1,a,7+2,64+1,3,1n,2+6,2,2,3+7,7+9,3,1d+d,1,1+1,1s+3,1d,2+4,2,6,15+8,d+1,x+3,3+1,2+2,1l,2+1,4,2+2,1n+7,3+1,49+2,2+c,2+6,5,7,4+1,5j+1l,2+4,ek,3+1,r+4,1e+4,6+5,2p+c,1+3,1,1+2,1+b,2db+2,3y,2p+v,ff+3,30+1,n9x,1+2,2+9,x+1,29+1,7l,4,5,q+1,6,48+1,r+h,e,13+7,q+a,1b+2,1d,3+3,3+1,14,1w+5,3+1,3+1,d,9,1c,1g,2+2,3+1,6+1,2,17+1,9,6n,3,5,fn5,ki+f,h+f,5s,6y+2,ea,6b,46+4,1af+2,2+1,6+3,15+2,5,4m+1,fy+3,as+1,4a+a,4x,1j+e,1l+2,1e+3,3+1,1y+2,11+4,2+7,1r,d+1,1h+8,b+3,3,2o+2,3,2+1,7,4h,4+7,m+1,1m+1,4,12+6,4+4,5g+7,3+2,2,o,2d+5,2,5+1,2+1,6n+3,7+1,2+1,s+1,2e+7,3,2+1,2z,2,3+5,2,2u+2,3+3,2+4,78+8,2+1,75+1,2,5,41+3,3+1,5,x+9,15+5,3+3,9,a+5,3+2,1b+c,2+1,bb+6,2+5,2,2b+l,3+6,2+1,2+1,3f+5,4,2+1,2+6,2,21+1,4,2,9o+1,470+8,at4+4,1o+6,t5,1s+3,2a,f5l+1,2+3,43o+2,a+7,1+7,3+6,v+3,45+2,1j0+1i,5+1d,9,f,n+4,2+e,11t+6,2+g,3+6,2+1,2+4,7a+6,c6+3,15t+6,32+6,1,gzau,v+2n,3l+6n\\\"};\\n\\n  const JT_LEFT = 1, //indicates that a character joins with the subsequent character, but does not join with the preceding character.\\n    JT_RIGHT = 2, //indicates that a character joins with the preceding character, but does not join with the subsequent character.\\n    JT_DUAL = 4, //indicates that a character joins with the preceding character and joins with the subsequent character.\\n    JT_TRANSPARENT = 8, //indicates that the character does not join with adjacent characters and that the character must be skipped over when the shaping engine is evaluating the joining positions in a sequence of characters. When a JT_TRANSPARENT character is encountered in a sequence, the JOINING_TYPE of the preceding character passes through. Diacritical marks are frequently assigned this value.\\n    JT_JOIN_CAUSING = 16, //indicates that the character forces the use of joining forms with the preceding and subsequent characters. Kashidas and the Zero Width Joiner (U+200D) are both JOIN_CAUSING characters.\\n    JT_NON_JOINING = 32; //indicates that a character does not join with the preceding or with the subsequent character.,\\n\\n  let joiningTypeMap;\\n  function getCharJoiningType(ch) {\\n    if (!joiningTypeMap) {\\n      const m = {\\n        R: JT_RIGHT,\\n        L: JT_LEFT,\\n        D: JT_DUAL,\\n        C: JT_JOIN_CAUSING,\\n        U: JT_NON_JOINING,\\n        T: JT_TRANSPARENT\\n      };\\n      joiningTypeMap = new Map();\\n      for (let type in joiningTypeRawData) {\\n        let lastCode = 0;\\n        joiningTypeRawData[type].split(',').forEach(range => {\\n          let [skip, step] = range.split('+');\\n          skip = parseInt(skip,36);\\n          step = step ? parseInt(step, 36) : 0;\\n          joiningTypeMap.set(lastCode += skip, m[type]);\\n          for (let i = step; i--;) {\\n            joiningTypeMap.set(++lastCode, m[type]);\\n          }\\n        });\\n      }\\n    }\\n    return joiningTypeMap.get(ch) || JT_NON_JOINING\\n  }\\n\\n  const ISOL = 1, INIT = 2, FINA = 3, MEDI = 4;\\n  const formsToFeatures = [null, 'isol', 'init', 'fina', 'medi'];\\n\\n  function detectJoiningForms(str) {\\n    // This implements the algorithm described here:\\n    // https://github.com/n8willis/opentype-shaping-documents/blob/master/opentype-shaping-arabic-general.md\\n    const joiningForms = new Uint8Array(str.length);\\n    let prevJoiningType = JT_NON_JOINING;\\n    let prevForm = ISOL;\\n    let prevIndex = -1;\\n    for (let i = 0; i < str.length; i++) {\\n      const code = str.codePointAt(i);\\n      let joiningType = getCharJoiningType(code) | 0;\\n      let form = ISOL;\\n      if (joiningType & JT_TRANSPARENT) {\\n        continue\\n      }\\n      if (prevJoiningType & (JT_LEFT | JT_DUAL | JT_JOIN_CAUSING)) {\\n        if (joiningType & (JT_RIGHT | JT_DUAL | JT_JOIN_CAUSING)) {\\n          form = FINA;\\n          // isol->init, fina->medi\\n          if (prevForm === ISOL || prevForm === FINA) {\\n            joiningForms[prevIndex]++;\\n          }\\n        }\\n        else if (joiningType & (JT_LEFT | JT_NON_JOINING)) {\\n          // medi->fina, init->isol\\n          if (prevForm === INIT || prevForm === MEDI) {\\n            joiningForms[prevIndex]--;\\n          }\\n        }\\n      }\\n      else if (prevJoiningType & (JT_RIGHT | JT_NON_JOINING)) {\\n        // medi->fina, init->isol\\n        if (prevForm === INIT || prevForm === MEDI) {\\n          joiningForms[prevIndex]--;\\n        }\\n      }\\n      prevForm = joiningForms[i] = form;\\n      prevJoiningType = joiningType;\\n      prevIndex = i;\\n      if (code > 0xffff) i++;\\n    }\\n    // console.log(str.split('').map(ch => ch.codePointAt(0).toString(16)))\\n    // console.log(str.split('').map(ch => getCharJoiningType(ch.codePointAt(0))))\\n    // console.log(Array.from(joiningForms).map(f => formsToFeatures[f] || 'none'))\\n    return joiningForms\\n  }\\n\\n  function stringToGlyphs (font, str) {\\n    const glyphIds = [];\\n    for (let i = 0; i < str.length; i++) {\\n      const cc = str.codePointAt(i);\\n      if (cc > 0xffff) i++;\\n      glyphIds.push(Typr.U.codeToGlyph(font, cc));\\n    }\\n\\n    const gsub = font['GSUB'];\\n    if (gsub) {\\n      const {lookupList, featureList} = gsub;\\n      let joiningForms;\\n      const supportedFeatures = /^(rlig|liga|mset|isol|init|fina|medi|half|pres|blws)$/;\\n      const usedLookups = [];\\n      featureList.forEach(feature => {\\n        if (supportedFeatures.test(feature.tag)) {\\n          for (let ti = 0; ti < feature.tab.length; ti++) {\\n            if (usedLookups[feature.tab[ti]]) continue\\n            usedLookups[feature.tab[ti]] = true;\\n            const tab = lookupList[feature.tab[ti]];\\n            const isJoiningFeature = /^(isol|init|fina|medi)$/.test(feature.tag);\\n            if (isJoiningFeature && !joiningForms) { //lazy\\n              joiningForms = detectJoiningForms(str);\\n            }\\n            for (let ci = 0; ci < glyphIds.length; ci++) {\\n              if (!joiningForms || !isJoiningFeature || formsToFeatures[joiningForms[ci]] === feature.tag) {\\n                Typr.U._applySubs(glyphIds, ci, tab, lookupList);\\n              }\\n            }\\n          }\\n        }\\n      });\\n    }\\n\\n    return glyphIds\\n  }\\n\\n  function firstNum(...args) {\\n    for (let i = 0; i < args.length; i++) {\\n      if (typeof args[i] === 'number') {\\n        return args[i]\\n      }\\n    }\\n  }\\n\\n  /**\\n   * @returns ParsedFont\\n   */\\n  function wrapFontObj(typrFont) {\\n    const glyphMap = Object.create(null);\\n\\n    const os2 = typrFont['OS/2'];\\n    const hhea = typrFont.hhea;\\n    const unitsPerEm = typrFont.head.unitsPerEm;\\n    const ascender = firstNum(os2 && os2.sTypoAscender, hhea && hhea.ascender, unitsPerEm);\\n\\n    /** @type ParsedFont */\\n    const fontObj = {\\n      unitsPerEm,\\n      ascender,\\n      descender: firstNum(os2 && os2.sTypoDescender, hhea && hhea.descender, 0),\\n      capHeight: firstNum(os2 && os2.sCapHeight, ascender),\\n      xHeight: firstNum(os2 && os2.sxHeight, ascender),\\n      lineGap: firstNum(os2 && os2.sTypoLineGap, hhea && hhea.lineGap),\\n      supportsCodePoint(code) {\\n        return Typr.U.codeToGlyph(typrFont, code) > 0\\n      },\\n      forEachGlyph(text, fontSize, letterSpacing, callback) {\\n        let glyphX = 0;\\n        const fontScale = 1 / fontObj.unitsPerEm * fontSize;\\n\\n        const glyphIndices = stringToGlyphs(typrFont, text);\\n        let charIndex = 0;\\n        let prevGlyphIndex = -1;\\n        glyphIndices.forEach((glyphIndex, i) => {\\n          // Typr returns a glyph index per string codepoint, with -1s in place of those that\\n          // were omitted due to ligature substitution. So we can track original index in the\\n          // string via simple increment, and skip everything else when seeing a -1.\\n          if (glyphIndex !== -1) {\\n            let glyphObj = glyphMap[glyphIndex];\\n            if (!glyphObj) {\\n              const {cmds, crds} = Typr.U.glyphToPath(typrFont, glyphIndex);\\n\\n              // Build path string\\n              let path = '';\\n              let crdsIdx = 0;\\n              for (let i = 0, len = cmds.length; i < len; i++) {\\n                const numArgs = cmdArgLengths[cmds[i]];\\n                path += cmds[i];\\n                for (let j = 1; j <= numArgs; j++) {\\n                  path += (j > 1 ? ',' : '') + crds[crdsIdx++];\\n                }\\n              }\\n\\n              // Find extents - Glyf gives this in metadata but not CFF, and Typr doesn't\\n              // normalize the two, so it's simplest just to iterate ourselves.\\n              let xMin, yMin, xMax, yMax;\\n              if (crds.length) {\\n                xMin = yMin = Infinity;\\n                xMax = yMax = -Infinity;\\n                for (let i = 0, len = crds.length; i < len; i += 2) {\\n                  let x = crds[i];\\n                  let y = crds[i + 1];\\n                  if (x < xMin) xMin = x;\\n                  if (y < yMin) yMin = y;\\n                  if (x > xMax) xMax = x;\\n                  if (y > yMax) yMax = y;\\n                }\\n              } else {\\n                xMin = xMax = yMin = yMax = 0;\\n              }\\n\\n              glyphObj = glyphMap[glyphIndex] = {\\n                index: glyphIndex,\\n                advanceWidth: typrFont.hmtx.aWidth[glyphIndex],\\n                xMin,\\n                yMin,\\n                xMax,\\n                yMax,\\n                path,\\n                pathCommandCount: cmds.length,\\n                // forEachPathCommand(callback) {\\n                //   let argsIndex = 0\\n                //   const argsArray = []\\n                //   for (let i = 0, len = cmds.length; i < len; i++) {\\n                //     const numArgs = cmdArgLengths[cmds[i]]\\n                //     argsArray.length = 1 + numArgs\\n                //     argsArray[0] = cmds[i]\\n                //     for (let j = 1; j <= numArgs; j++) {\\n                //       argsArray[j] = crds[argsIndex++]\\n                //     }\\n                //     callback.apply(null, argsArray)\\n                //   }\\n                // }\\n              };\\n            }\\n\\n            // Kerning\\n            if (prevGlyphIndex !== -1) {\\n              glyphX += Typr.U.getPairAdjustment(typrFont, prevGlyphIndex, glyphIndex) * fontScale;\\n            }\\n\\n            callback.call(null, glyphObj, glyphX, charIndex);\\n\\n            if (glyphObj.advanceWidth) {\\n              glyphX += glyphObj.advanceWidth * fontScale;\\n            }\\n            if (letterSpacing) {\\n              glyphX += letterSpacing * fontSize;\\n            }\\n\\n            prevGlyphIndex = glyphIndex;\\n          }\\n          charIndex += (text.codePointAt(charIndex) > 0xffff ? 2 : 1);\\n        });\\n        return glyphX\\n      }\\n    };\\n\\n    return fontObj\\n  }\\n\\n  /**\\n   * @type FontParser\\n   */\\n  return function parse(buffer) {\\n    // Look to see if we have a WOFF file and convert it if so:\\n    const peek = new Uint8Array(buffer, 0, 4);\\n    const tag = Typr._bin.readASCII(peek, 0, 4);\\n    if (tag === 'wOFF') {\\n      buffer = woff2otf(buffer);\\n    } else if (tag === 'wOF2') {\\n      throw new Error('woff2 fonts not supported')\\n    }\\n    return wrapFontObj(Typr.parse(buffer)[0])\\n  }\\n}\\n\\n\\nconst workerModule = /*#__PURE__*/(0,troika_worker_utils__WEBPACK_IMPORTED_MODULE_2__.defineWorkerModule)({\\n  name: 'Typr Font Parser',\\n  dependencies: [typrFactory, woff2otfFactory, parserFactory],\\n  init(typrFactory, woff2otfFactory, parserFactory) {\\n    const Typr = typrFactory();\\n    const woff2otf = woff2otfFactory();\\n    return parserFactory(Typr, woff2otf)\\n  }\\n});\\n\\n/*!\\nCustom bundle of @unicode-font-resolver/client v1.0.2 (https://github.com/lojjic/unicode-font-resolver)\\nfor use in Troika text rendering. \\nOriginal MIT license applies\\n*/\\nfunction unicodeFontResolverClientFactory(){return function(t){var n=function(){this.buckets=new Map;};n.prototype.add=function(t){var n=t>>5;this.buckets.set(n,(this.buckets.get(n)||0)|1<<(31&t));},n.prototype.has=function(t){var n=this.buckets.get(t>>5);return void 0!==n&&0!=(n&1<<(31&t))},n.prototype.serialize=function(){var t=[];return this.buckets.forEach((function(n,r){t.push((+r).toString(36)+\\\":\\\"+n.toString(36));})),t.join(\\\",\\\")},n.prototype.deserialize=function(t){var n=this;this.buckets.clear(),t.split(\\\",\\\").forEach((function(t){var r=t.split(\\\":\\\");n.buckets.set(parseInt(r[0],36),parseInt(r[1],36));}));};var r=Math.pow(2,8),e=r-1,o=~e;function a(t){var n=function(t){return t&o}(t).toString(16),e=function(t){return (t&o)+r-1}(t).toString(16);return \\\"codepoint-index/plane\\\"+(t>>16)+\\\"/\\\"+n+\\\"-\\\"+e+\\\".json\\\"}function i(t,n){var r=t&e,o=n.codePointAt(r/6|0);return 0!=((o=(o||48)-48)&1<<r%6)}function u(t,n){var r;(r=t,r.replace(/U\\\\+/gi,\\\"\\\").replace(/^,+|,+$/g,\\\"\\\").split(/,+/).map((function(t){return t.split(\\\"-\\\").map((function(t){return parseInt(t.trim(),16)}))}))).forEach((function(t){var r=t[0],e=t[1];void 0===e&&(e=r),n(r,e);}));}function c(t,n){u(t,(function(t,r){for(var e=t;e<=r;e++)n(e);}));}var s={},f={},l=new WeakMap,v=\\\"https://cdn.jsdelivr.net/gh/lojjic/unicode-font-resolver@v1.0.1/packages/data\\\";function d(t){var r=l.get(t);return r||(r=new n,c(t.ranges,(function(t){return r.add(t)})),l.set(t,r)),r}var h,p=new Map;function g(t,n,r){return t[n]?n:t[r]?r:function(t){for(var n in t)return n}(t)}function w(t,n){var r=n;if(!t.includes(r)){r=1/0;for(var e=0;e<t.length;e++)Math.abs(t[e]-n)<Math.abs(r-n)&&(r=t[e]);}return r}function k(t){return h||(h=new Set,c(\\\"9-D,20,85,A0,1680,2000-200A,2028-202F,205F,3000\\\",(function(t){h.add(t);}))),h.has(t)}return t.CodePointSet=n,t.clearCache=function(){s={},f={};},t.getFontsForString=function(t,n){void 0===n&&(n={});var r,e=n.lang;void 0===e&&(e=/\\\\p{Script=Hangul}/u.test(r=t)?\\\"ko\\\":/\\\\p{Script=Hiragana}|\\\\p{Script=Katakana}/u.test(r)?\\\"ja\\\":\\\"en\\\");var o=n.category;void 0===o&&(o=\\\"sans-serif\\\");var u=n.style;void 0===u&&(u=\\\"normal\\\");var c=n.weight;void 0===c&&(c=400);var l=(n.dataUrl||v).replace(/\\\\/$/g,\\\"\\\"),h=new Map,y=new Uint8Array(t.length),b={},m={},A=new Array(t.length),S=new Map,j=!1;function M(t){var n=p.get(t);return n||(n=fetch(l+\\\"/\\\"+t).then((function(t){if(!t.ok)throw new Error(t.statusText);return t.json().then((function(t){if(!Array.isArray(t)||1!==t[0])throw new Error(\\\"Incorrect schema version; need 1, got \\\"+t[0]);return t[1]}))})).catch((function(n){if(l!==v)return j||(console.error('unicode-font-resolver: Failed loading from dataUrl \\\"'+l+'\\\", trying default CDN. '+n.message),j=!0),l=v,p.delete(t),M(t);throw n})),p.set(t,n)),n}for(var P=function(n){var r=t.codePointAt(n),e=a(r);A[n]=e,s[e]||S.has(e)||S.set(e,M(e).then((function(t){s[e]=t;}))),r>65535&&(n++,E=n);},E=0;E<t.length;E++)P(E);return Promise.all(S.values()).then((function(){S.clear();for(var n=function(n){var o=t.codePointAt(n),a=null,u=s[A[n]],c=void 0;for(var l in u){var v=m[l];if(void 0===v&&(v=m[l]=new RegExp(l).test(e||\\\"en\\\")),v){for(var d in c=l,u[l])if(i(o,u[l][d])){a=d;break}break}}if(!a)t:for(var h in u)if(h!==c)for(var p in u[h])if(i(o,u[h][p])){a=p;break t}a||(console.debug(\\\"No font coverage for U+\\\"+o.toString(16)),a=\\\"latin\\\"),A[n]=a,f[a]||S.has(a)||S.set(a,M(\\\"font-meta/\\\"+a+\\\".json\\\").then((function(t){f[a]=t;}))),o>65535&&(n++,r=n);},r=0;r<t.length;r++)n(r);return Promise.all(S.values())})).then((function(){for(var n,r=null,e=0;e<t.length;e++){var a=t.codePointAt(e);if(r&&(k(a)||d(r).has(a)))y[e]=y[e-1];else {r=f[A[e]];var i=b[r.id];if(!i){var s=r.typeforms,v=g(s,o,\\\"sans-serif\\\"),p=g(s[v],u,\\\"normal\\\"),m=w(null===(n=s[v])||void 0===n?void 0:n[p],c);i=b[r.id]=l+\\\"/font-files/\\\"+r.id+\\\"/\\\"+v+\\\".\\\"+p+\\\".\\\"+m+\\\".woff\\\";}var S=h.get(i);null==S&&(S=h.size,h.set(i,S)),y[e]=S;}a>65535&&(e++,y[e]=y[e-1]);}return {fontUrls:Array.from(h.keys()),chars:y}}))},Object.defineProperty(t,\\\"__esModule\\\",{value:!0}),t}({})}\\n\\n/**\\n * @typedef {string | {src:string, label?:string, unicodeRange?:string, lang?:string}} UserFont\\n */\\n\\n/**\\n * @typedef {ClientOptions} FontResolverOptions\\n * @property {Array<UserFont>|UserFont} [fonts]\\n * @property {'normal'|'italic'} [style]\\n * @property {'normal'|'bold'|number} [style]\\n * @property {string} [unicodeFontsURL]\\n */\\n\\n/**\\n * @typedef {Object} FontResolverResult\\n * @property {Uint8Array} chars\\n * @property {Array<ParsedFont & {src:string}>} fonts\\n */\\n\\n/**\\n * @typedef {function} FontResolver\\n * @param {string} text\\n * @param {(FontResolverResult) => void} callback\\n * @param {FontResolverOptions} [options]\\n */\\n\\n/**\\n * Factory for the FontResolver function.\\n * @param {FontParser} fontParser\\n * @param {{getFontsForString: function, CodePointSet: function}} unicodeFontResolverClient\\n * @return {FontResolver}\\n */\\nfunction createFontResolver(fontParser, unicodeFontResolverClient) {\\n  /**\\n   * @type {Record<string, ParsedFont>}\\n   */\\n  const parsedFonts = Object.create(null);\\n\\n  /**\\n   * @type {Record<string, Array<(ParsedFont) => void>>}\\n   */\\n  const loadingFonts = Object.create(null);\\n\\n  /**\\n   * Load a given font url\\n   */\\n  function doLoadFont(url, callback) {\\n    const onError = err => {\\n      console.error(`Failure loading font ${url}`, err);\\n    };\\n    try {\\n      const request = new XMLHttpRequest();\\n      request.open('get', url, true);\\n      request.responseType = 'arraybuffer';\\n      request.onload = function () {\\n        if (request.status >= 400) {\\n          onError(new Error(request.statusText));\\n        }\\n        else if (request.status > 0) {\\n          try {\\n            const fontObj = fontParser(request.response);\\n            fontObj.src = url;\\n            callback(fontObj);\\n          } catch (e) {\\n            onError(e);\\n          }\\n        }\\n      };\\n      request.onerror = onError;\\n      request.send();\\n    } catch(err) {\\n      onError(err);\\n    }\\n  }\\n\\n\\n  /**\\n   * Load a given font url if needed, invoking a callback when it's loaded. If already\\n   * loaded, the callback will be called synchronously.\\n   * @param {string} fontUrl\\n   * @param {(font: ParsedFont) => void} callback\\n   */\\n  function loadFont(fontUrl, callback) {\\n    let font = parsedFonts[fontUrl];\\n    if (font) {\\n      callback(font);\\n    } else if (loadingFonts[fontUrl]) {\\n      loadingFonts[fontUrl].push(callback);\\n    } else {\\n      loadingFonts[fontUrl] = [callback];\\n      doLoadFont(fontUrl, fontObj => {\\n        fontObj.src = fontUrl;\\n        parsedFonts[fontUrl] = fontObj;\\n        loadingFonts[fontUrl].forEach(cb => cb(fontObj));\\n        delete loadingFonts[fontUrl];\\n      });\\n    }\\n  }\\n\\n  /**\\n   * For a given string of text, determine which fonts are required to fully render it and\\n   * ensure those fonts are loaded.\\n   */\\n  return function (text, callback, {\\n    lang,\\n    fonts: userFonts = [],\\n    style = 'normal',\\n    weight = 'normal',\\n    unicodeFontsURL\\n  } = {}) {\\n    const charResolutions = new Uint8Array(text.length);\\n    const fontResolutions = [];\\n    if (!text.length) {\\n      allDone();\\n    }\\n\\n    const fontIndices = new Map();\\n    const fallbackRanges = []; // [[start, end], ...]\\n\\n    if (style !== 'italic') style = 'normal';\\n    if (typeof weight !== 'number') {\\n      weight = weight === 'bold' ? 700 : 400;\\n    }\\n\\n    if (userFonts && !Array.isArray(userFonts)) {\\n      userFonts = [userFonts];\\n    }\\n    userFonts = userFonts.slice()\\n      // filter by language\\n      .filter(def => !def.lang || def.lang.test(lang))\\n      // switch order for easier iteration\\n      .reverse();\\n    if (userFonts.length) {\\n      const UNKNOWN = 0;\\n      const RESOLVED = 1;\\n      const NEEDS_FALLBACK = 2;\\n      let prevCharResult = UNKNOWN\\n\\n      ;(function resolveUserFonts (startIndex = 0) {\\n        for (let i = startIndex, iLen = text.length; i < iLen; i++) {\\n          const codePoint = text.codePointAt(i);\\n          // Carry previous character's result forward if:\\n          // - it resolved to a font that also covers this character\\n          // - this character is whitespace\\n          if (\\n            (prevCharResult === RESOLVED && fontResolutions[charResolutions[i - 1]].supportsCodePoint(codePoint)) ||\\n            /\\\\s/.test(text[i])\\n          ) {\\n            charResolutions[i] = charResolutions[i - 1];\\n            if (prevCharResult === NEEDS_FALLBACK) {\\n              fallbackRanges[fallbackRanges.length - 1][1] = i;\\n            }\\n          }  else {\\n            for (let j = charResolutions[i], jLen = userFonts.length; j <= jLen; j++) {\\n              if (j === jLen) {\\n                // none of the user fonts matched; needs fallback\\n                const range = prevCharResult === NEEDS_FALLBACK ?\\n                  fallbackRanges[fallbackRanges.length - 1] :\\n                  (fallbackRanges[fallbackRanges.length] = [i, i]);\\n                range[1] = i;\\n                prevCharResult = NEEDS_FALLBACK;\\n              } else {\\n                charResolutions[i] = j;\\n                const { src, unicodeRange } = userFonts[j];\\n                // filter by optional explicit unicode ranges\\n                if (!unicodeRange || isCodeInRanges(codePoint, unicodeRange)) {\\n                  const fontObj = parsedFonts[src];\\n                  // font not yet loaded, load it and resume\\n                  if (!fontObj) {\\n                    loadFont(src, () => {\\n                      resolveUserFonts(i);\\n                    });\\n                    return;\\n                  }\\n                  // if the font actually contains a glyph for this char, lock it in\\n                  if (fontObj.supportsCodePoint(codePoint)) {\\n                    let fontIndex = fontIndices.get(fontObj);\\n                    if (typeof fontIndex !== 'number') {\\n                      fontIndex = fontResolutions.length;\\n                      fontResolutions.push(fontObj);\\n                      fontIndices.set(fontObj, fontIndex);\\n                    }\\n                    charResolutions[i] = fontIndex;\\n                    prevCharResult = RESOLVED;\\n                    break;\\n                  }\\n                }\\n              }\\n            }\\n          }\\n\\n          if (codePoint > 0xffff && i + 1 < iLen) {\\n            charResolutions[i + 1] = charResolutions[i];\\n            i++;\\n            if (prevCharResult === NEEDS_FALLBACK) {\\n              fallbackRanges[fallbackRanges.length - 1][1] = i;\\n            }\\n          }\\n        }\\n        resolveFallbacks();\\n      })();\\n    } else {\\n      fallbackRanges.push([0, text.length - 1]);\\n      resolveFallbacks();\\n    }\\n\\n    function resolveFallbacks() {\\n      if (fallbackRanges.length) {\\n        // Combine all fallback substrings into a single string for querying\\n        const fallbackString = fallbackRanges.map(range => text.substring(range[0], range[1] + 1)).join('\\\\n');\\n        unicodeFontResolverClient.getFontsForString(fallbackString, {\\n          lang: lang || undefined,\\n          style,\\n          weight,\\n          dataUrl: unicodeFontsURL\\n        }).then(({fontUrls, chars}) => {\\n          // Extract results and put them back in the main array\\n          const fontIndexOffset = fontResolutions.length;\\n          let charIdx = 0;\\n          fallbackRanges.forEach(range => {\\n            for (let i = 0, endIdx = range[1] - range[0]; i <= endIdx; i++) {\\n              charResolutions[range[0] + i] = chars[charIdx++] + fontIndexOffset;\\n            }\\n            charIdx++; //skip segment separator\\n          });\\n\\n          // Load and parse the fallback fonts - avoiding Promise here to prevent polyfills in the worker\\n          let loadedCount = 0;\\n          fontUrls.forEach((url, i) => {\\n            loadFont(url, fontObj => {\\n              fontResolutions[i + fontIndexOffset] = fontObj;\\n              if (++loadedCount === fontUrls.length) {\\n                allDone();\\n              }\\n            });\\n          });\\n        });\\n      } else {\\n        allDone();\\n      }\\n    }\\n\\n    function allDone() {\\n      callback({\\n        chars: charResolutions,\\n        fonts: fontResolutions\\n      });\\n    }\\n\\n    function isCodeInRanges(code, ranges) {\\n      // todo optimize search - CodePointSet from unicode-font-resolver?\\n      for (let k = 0; k < ranges.length; k++) {\\n        const [start, end = start] = ranges[k];\\n        if (start <= code && code <= end) {\\n          return true\\n        }\\n      }\\n      return false\\n    }\\n  }\\n}\\n\\nconst fontResolverWorkerModule = /*#__PURE__*/(0,troika_worker_utils__WEBPACK_IMPORTED_MODULE_2__.defineWorkerModule)({\\n  name: 'FontResolver',\\n  dependencies: [\\n    createFontResolver,\\n    workerModule,\\n    unicodeFontResolverClientFactory,\\n  ],\\n  init(createFontResolver, fontParser, unicodeFontResolverClientFactory) {\\n    return createFontResolver(fontParser, unicodeFontResolverClientFactory());\\n  }\\n});\\n\\n/**\\n * @typedef {number|'left'|'center'|'right'} AnchorXValue\\n */\\n/**\\n * @typedef {number|'top'|'top-baseline'|'top-cap'|'top-ex'|'middle'|'bottom-baseline'|'bottom'} AnchorYValue\\n */\\n\\n/**\\n * @typedef {object} TypesetParams\\n * @property {string} text\\n * @property {UserFont|UserFont[]} [font]\\n * @property {string} [lang]\\n * @property {number} [sdfGlyphSize=64]\\n * @property {number} [fontSize=1]\\n * @property {number|'normal'|'bold'} [fontWeight='normal']\\n * @property {'normal'|'italic'} [fontStyle='normal']\\n * @property {number} [letterSpacing=0]\\n * @property {'normal'|number} [lineHeight='normal']\\n * @property {number} [maxWidth]\\n * @property {'ltr'|'rtl'} [direction='ltr']\\n * @property {string} [textAlign='left']\\n * @property {number} [textIndent=0]\\n * @property {'normal'|'nowrap'} [whiteSpace='normal']\\n * @property {'normal'|'break-word'} [overflowWrap='normal']\\n * @property {AnchorXValue} [anchorX=0]\\n * @property {AnchorYValue} [anchorY=0]\\n * @property {boolean} [metricsOnly=false]\\n * @property {string} [unicodeFontsURL]\\n * @property {FontResolverResult} [preResolvedFonts]\\n * @property {boolean} [includeCaretPositions=false]\\n * @property {number} [chunkedBoundsSize=8192]\\n * @property {{[rangeStartIndex]: number}} [colorRanges]\\n */\\n\\n/**\\n * @typedef {object} TypesetResult\\n * @property {Uint16Array} glyphIds id for each glyph, specific to that glyph's font\\n * @property {Uint8Array} glyphFontIndices index into fontData for each glyph\\n * @property {Float32Array} glyphPositions x,y of each glyph's origin in layout\\n * @property {{[font]: {[glyphId]: {path: string, pathBounds: number[]}}}} glyphData data about each glyph appearing in the text\\n * @property {TypesetFontData[]} fontData data about each font used in the text\\n * @property {Float32Array} [caretPositions] startX,endX,bottomY caret positions for each char\\n * @property {Uint8Array} [glyphColors] color for each glyph, if color ranges supplied\\n *         chunkedBounds, //total rects per (n=chunkedBoundsSize) consecutive glyphs\\n *         fontSize, //calculated em height\\n *         topBaseline: anchorYOffset + lines[0].baseline, //y coordinate of the top line's baseline\\n *         blockBounds: [ //bounds for the whole block of text, including vertical padding for lineHeight\\n *           anchorXOffset,\\n *           anchorYOffset - totalHeight,\\n *           anchorXOffset + maxLineWidth,\\n *           anchorYOffset\\n *         ],\\n *         visibleBounds, //total bounds of visible text paths, may be larger or smaller than blockBounds\\n *         timings\\n */\\n\\n/**\\n * @typedef {object} TypesetFontData\\n * @property src\\n * @property unitsPerEm\\n * @property ascender\\n * @property descender\\n * @property lineHeight\\n * @property capHeight\\n * @property xHeight\\n */\\n\\n/**\\n * @typedef {function} TypesetterTypesetFunction - compute fonts and layout for some text.\\n * @param {TypesetParams} params\\n * @param {(TypesetResult) => void} callback - function called when typesetting is complete.\\n *    If the params included `preResolvedFonts`, this will be called synchronously.\\n */\\n\\n/**\\n * @typedef {function} TypesetterMeasureFunction - compute width/height for some text.\\n * @param {TypesetParams} params\\n * @param {(width:number, height:number) => void} callback - function called when measurement is complete.\\n *    If the params included `preResolvedFonts`, this will be called synchronously.\\n */\\n\\n\\n/**\\n * Factory function that creates a self-contained environment for processing text typesetting requests.\\n *\\n * It is important that this function has no closure dependencies, so that it can be easily injected\\n * into the source for a Worker without requiring a build step or complex dependency loading. All its\\n * dependencies must be passed in at initialization.\\n *\\n * @param {FontResolver} resolveFonts - function to resolve a string to parsed fonts\\n * @param {object} bidi - the bidi.js implementation object\\n * @return {{typeset: TypesetterTypesetFunction, measure: TypesetterMeasureFunction}}\\n */\\nfunction createTypesetter(resolveFonts, bidi) {\\n  const INF = Infinity;\\n\\n  // Set of Unicode Default_Ignorable_Code_Point characters, these will not produce visible glyphs\\n  // eslint-disable-next-line no-misleading-character-class\\n  const DEFAULT_IGNORABLE_CHARS = /[\\\\u00AD\\\\u034F\\\\u061C\\\\u115F-\\\\u1160\\\\u17B4-\\\\u17B5\\\\u180B-\\\\u180E\\\\u200B-\\\\u200F\\\\u202A-\\\\u202E\\\\u2060-\\\\u206F\\\\u3164\\\\uFE00-\\\\uFE0F\\\\uFEFF\\\\uFFA0\\\\uFFF0-\\\\uFFF8]/;\\n\\n  // This regex (instead of /\\\\s/) allows us to select all whitespace EXCEPT for non-breaking white spaces\\n  const lineBreakingWhiteSpace = `[^\\\\\\\\S\\\\\\\\u00A0]`;\\n\\n  // Incomplete set of characters that allow line breaking after them\\n  // In the future we may consider a full Unicode line breaking algorithm impl: https://www.unicode.org/reports/tr14\\n  const BREAK_AFTER_CHARS = new RegExp(`${lineBreakingWhiteSpace}|[\\\\\\\\-\\\\\\\\u007C\\\\\\\\u00AD\\\\\\\\u2010\\\\\\\\u2012-\\\\\\\\u2014\\\\\\\\u2027\\\\\\\\u2056\\\\\\\\u2E17\\\\\\\\u2E40]`);\\n\\n  /**\\n   * Load and parse all the necessary fonts to render a given string of text, then group\\n   * them into consecutive runs of characters sharing a font.\\n   */\\n  function calculateFontRuns({text, lang, fonts, style, weight, preResolvedFonts, unicodeFontsURL}, onDone) {\\n    const onResolved = ({chars, fonts: parsedFonts}) => {\\n      let curRun, prevVal;\\n      const runs = [];\\n      for (let i = 0; i < chars.length; i++) {\\n        if (chars[i] !== prevVal) {\\n          prevVal = chars[i];\\n          runs.push(curRun = { start: i, end: i, fontObj: parsedFonts[chars[i]]});\\n        } else {\\n          curRun.end = i;\\n        }\\n      }\\n      onDone(runs);\\n    };\\n    if (preResolvedFonts) {\\n      onResolved(preResolvedFonts);\\n    } else {\\n      resolveFonts(\\n        text,\\n        onResolved,\\n        { lang, fonts, style, weight, unicodeFontsURL }\\n      );\\n    }\\n  }\\n\\n  /**\\n   * Main entry point.\\n   * Process a text string with given font and formatting parameters, and return all info\\n   * necessary to render all its glyphs.\\n   * @type TypesetterTypesetFunction\\n   */\\n  function typeset(\\n    {\\n      text='',\\n      font,\\n      lang,\\n      sdfGlyphSize=64,\\n      fontSize=400,\\n      fontWeight=1,\\n      fontStyle='normal',\\n      letterSpacing=0,\\n      lineHeight='normal',\\n      maxWidth=INF,\\n      direction,\\n      textAlign='left',\\n      textIndent=0,\\n      whiteSpace='normal',\\n      overflowWrap='normal',\\n      anchorX = 0,\\n      anchorY = 0,\\n      metricsOnly=false,\\n      unicodeFontsURL,\\n      preResolvedFonts=null,\\n      includeCaretPositions=false,\\n      chunkedBoundsSize=8192,\\n      colorRanges=null\\n    },\\n    callback\\n  ) {\\n    const mainStart = now();\\n    const timings = {fontLoad: 0, typesetting: 0};\\n\\n    // Ensure newlines are normalized\\n    if (text.indexOf('\\\\r') > -1) {\\n      console.info('Typesetter: got text with \\\\\\\\r chars; normalizing to \\\\\\\\n');\\n      text = text.replace(/\\\\r\\\\n/g, '\\\\n').replace(/\\\\r/g, '\\\\n');\\n    }\\n\\n    // Ensure we've got numbers not strings\\n    fontSize = +fontSize;\\n    letterSpacing = +letterSpacing;\\n    maxWidth = +maxWidth;\\n    lineHeight = lineHeight || 'normal';\\n    textIndent = +textIndent;\\n\\n    calculateFontRuns({\\n      text,\\n      lang,\\n      style: fontStyle,\\n      weight: fontWeight,\\n      fonts: typeof font === 'string' ? [{src: font}] : font,\\n      unicodeFontsURL,\\n      preResolvedFonts\\n    }, runs => {\\n      timings.fontLoad = now() - mainStart;\\n      const hasMaxWidth = isFinite(maxWidth);\\n      let glyphIds = null;\\n      let glyphFontIndices = null;\\n      let glyphPositions = null;\\n      let glyphData = null;\\n      let glyphColors = null;\\n      let caretPositions = null;\\n      let visibleBounds = null;\\n      let chunkedBounds = null;\\n      let maxLineWidth = 0;\\n      let renderableGlyphCount = 0;\\n      let canWrap = whiteSpace !== 'nowrap';\\n      const metricsByFont = new Map(); // fontObj -> metrics\\n      const typesetStart = now();\\n\\n      // Distribute glyphs into lines based on wrapping\\n      let lineXOffset = textIndent;\\n      let prevRunEndX = 0;\\n      let currentLine = new TextLine();\\n      const lines = [currentLine];\\n      runs.forEach(run => {\\n        const { fontObj } = run;\\n        const { ascender, descender, unitsPerEm, lineGap, capHeight, xHeight } = fontObj;\\n\\n        // Calculate metrics for each font used\\n        let fontData = metricsByFont.get(fontObj);\\n        if (!fontData) {\\n          // Find conversion between native font units and fontSize units\\n          const fontSizeMult = fontSize / unitsPerEm;\\n\\n          // Determine appropriate value for 'normal' line height based on the font's actual metrics\\n          // This does not guarantee individual glyphs won't exceed the line height, e.g. Roboto; should we use yMin/Max instead?\\n          const calcLineHeight = lineHeight === 'normal' ?\\n            (ascender - descender + lineGap) * fontSizeMult : lineHeight * fontSize;\\n\\n          // Determine line height and leading adjustments\\n          const halfLeading = (calcLineHeight - (ascender - descender) * fontSizeMult) / 2;\\n          const caretHeight = Math.min(calcLineHeight, (ascender - descender) * fontSizeMult);\\n          const caretTop = (ascender + descender) / 2 * fontSizeMult + caretHeight / 2;\\n          fontData = {\\n            index: metricsByFont.size,\\n            src: fontObj.src,\\n            fontObj,\\n            fontSizeMult,\\n            unitsPerEm,\\n            ascender: ascender * fontSizeMult,\\n            descender: descender * fontSizeMult,\\n            capHeight: capHeight * fontSizeMult,\\n            xHeight: xHeight * fontSizeMult,\\n            lineHeight: calcLineHeight,\\n            baseline: -halfLeading - ascender * fontSizeMult, // baseline offset from top of line height\\n            // cap: -halfLeading - capHeight * fontSizeMult, // cap from top of line height\\n            // ex: -halfLeading - xHeight * fontSizeMult, // ex from top of line height\\n            caretTop: (ascender + descender) / 2 * fontSizeMult + caretHeight / 2,\\n            caretBottom: caretTop - caretHeight\\n          };\\n          metricsByFont.set(fontObj, fontData);\\n        }\\n        const { fontSizeMult } = fontData;\\n\\n        const runText = text.slice(run.start, run.end + 1);\\n        let prevGlyphX, prevGlyphObj;\\n        fontObj.forEachGlyph(runText, fontSize, letterSpacing, (glyphObj, glyphX, charIndex) => {\\n          glyphX += prevRunEndX;\\n          charIndex += run.start;\\n          prevGlyphX = glyphX;\\n          prevGlyphObj = glyphObj;\\n          const char = text.charAt(charIndex);\\n          const glyphWidth = glyphObj.advanceWidth * fontSizeMult;\\n          const curLineCount = currentLine.count;\\n          let nextLine;\\n\\n          // Calc isWhitespace and isEmpty once per glyphObj\\n          if (!('isEmpty' in glyphObj)) {\\n            glyphObj.isWhitespace = !!char && new RegExp(lineBreakingWhiteSpace).test(char);\\n            glyphObj.canBreakAfter = !!char && BREAK_AFTER_CHARS.test(char);\\n            glyphObj.isEmpty = glyphObj.xMin === glyphObj.xMax || glyphObj.yMin === glyphObj.yMax || DEFAULT_IGNORABLE_CHARS.test(char);\\n          }\\n          if (!glyphObj.isWhitespace && !glyphObj.isEmpty) {\\n            renderableGlyphCount++;\\n          }\\n\\n          // If a non-whitespace character overflows the max width, we need to soft-wrap\\n          if (canWrap && hasMaxWidth && !glyphObj.isWhitespace && glyphX + glyphWidth + lineXOffset > maxWidth && curLineCount) {\\n            // If it's the first char after a whitespace, start a new line\\n            if (currentLine.glyphAt(curLineCount - 1).glyphObj.canBreakAfter) {\\n              nextLine = new TextLine();\\n              lineXOffset = -glyphX;\\n            } else {\\n              // Back up looking for a whitespace character to wrap at\\n              for (let i = curLineCount; i--;) {\\n                // If we got the start of the line there's no soft break point; make hard break if overflowWrap='break-word'\\n                if (i === 0 && overflowWrap === 'break-word') {\\n                  nextLine = new TextLine();\\n                  lineXOffset = -glyphX;\\n                  break\\n                }\\n                // Found a soft break point; move all chars since it to a new line\\n                else if (currentLine.glyphAt(i).glyphObj.canBreakAfter) {\\n                  nextLine = currentLine.splitAt(i + 1);\\n                  const adjustX = nextLine.glyphAt(0).x;\\n                  lineXOffset -= adjustX;\\n                  for (let j = nextLine.count; j--;) {\\n                    nextLine.glyphAt(j).x -= adjustX;\\n                  }\\n                  break\\n                }\\n              }\\n            }\\n            if (nextLine) {\\n              currentLine.isSoftWrapped = true;\\n              currentLine = nextLine;\\n              lines.push(currentLine);\\n              maxLineWidth = maxWidth; //after soft wrapping use maxWidth as calculated width\\n            }\\n          }\\n\\n          let fly = currentLine.glyphAt(currentLine.count);\\n          fly.glyphObj = glyphObj;\\n          fly.x = glyphX + lineXOffset;\\n          fly.width = glyphWidth;\\n          fly.charIndex = charIndex;\\n          fly.fontData = fontData;\\n\\n          // Handle hard line breaks\\n          if (char === '\\\\n') {\\n            currentLine = new TextLine();\\n            lines.push(currentLine);\\n            lineXOffset = -(glyphX + glyphWidth + (letterSpacing * fontSize)) + textIndent;\\n          }\\n        });\\n        // At the end of a run we must capture the x position as the starting point for the next run\\n        prevRunEndX = prevGlyphX + prevGlyphObj.advanceWidth * fontSizeMult + letterSpacing * fontSize;\\n      });\\n\\n      // Calculate width/height/baseline of each line (excluding trailing whitespace) and maximum block width\\n      let totalHeight = 0;\\n      lines.forEach(line => {\\n        let isTrailingWhitespace = true;\\n        for (let i = line.count; i--;) {\\n          const glyphInfo = line.glyphAt(i);\\n          // omit trailing whitespace from width calculation\\n          if (isTrailingWhitespace && !glyphInfo.glyphObj.isWhitespace) {\\n            line.width = glyphInfo.x + glyphInfo.width;\\n            if (line.width > maxLineWidth) {\\n              maxLineWidth = line.width;\\n            }\\n            isTrailingWhitespace = false;\\n          }\\n          // use the tallest line height, lowest baseline, and highest cap/ex\\n          let {lineHeight, capHeight, xHeight, baseline} = glyphInfo.fontData;\\n          if (lineHeight > line.lineHeight) line.lineHeight = lineHeight;\\n          const baselineDiff = baseline - line.baseline;\\n          if (baselineDiff < 0) { //shift all metrics down\\n            line.baseline += baselineDiff;\\n            line.cap += baselineDiff;\\n            line.ex += baselineDiff;\\n          }\\n          // compare cap/ex based on new lowest baseline\\n          line.cap = Math.max(line.cap, line.baseline + capHeight);\\n          line.ex = Math.max(line.ex, line.baseline + xHeight);\\n        }\\n        line.baseline -= totalHeight;\\n        line.cap -= totalHeight;\\n        line.ex -= totalHeight;\\n        totalHeight += line.lineHeight;\\n      });\\n\\n      // Find overall position adjustments for anchoring\\n      let anchorXOffset = 0;\\n      let anchorYOffset = 0;\\n      if (anchorX) {\\n        if (typeof anchorX === 'number') {\\n          anchorXOffset = -anchorX;\\n        }\\n        else if (typeof anchorX === 'string') {\\n          anchorXOffset = -maxLineWidth * (\\n            anchorX === 'left' ? 0 :\\n            anchorX === 'center' ? 0.5 :\\n            anchorX === 'right' ? 1 :\\n            parsePercent(anchorX)\\n          );\\n        }\\n      }\\n      if (anchorY) {\\n        if (typeof anchorY === 'number') {\\n          anchorYOffset = -anchorY;\\n        }\\n        else if (typeof anchorY === 'string') {\\n          anchorYOffset = anchorY === 'top' ? 0 :\\n            anchorY === 'top-baseline' ? -lines[0].baseline :\\n            anchorY === 'top-cap' ? -lines[0].cap :\\n            anchorY === 'top-ex' ? -lines[0].ex :\\n            anchorY === 'middle' ? totalHeight / 2 :\\n            anchorY === 'bottom' ? totalHeight :\\n            anchorY === 'bottom-baseline' ? lines[lines.length - 1].baseline :\\n            parsePercent(anchorY) * totalHeight;\\n        }\\n      }\\n\\n      if (!metricsOnly) {\\n        // Resolve bidi levels\\n        const bidiLevelsResult = bidi.getEmbeddingLevels(text, direction);\\n\\n        // Process each line, applying alignment offsets, adding each glyph to the atlas, and\\n        // collecting all renderable glyphs into a single collection.\\n        glyphIds = new Uint16Array(renderableGlyphCount);\\n        glyphFontIndices = new Uint8Array(renderableGlyphCount);\\n        glyphPositions = new Float32Array(renderableGlyphCount * 2);\\n        glyphData = {};\\n        visibleBounds = [INF, INF, -INF, -INF];\\n        chunkedBounds = [];\\n        if (includeCaretPositions) {\\n          caretPositions = new Float32Array(text.length * 4);\\n        }\\n        if (colorRanges) {\\n          glyphColors = new Uint8Array(renderableGlyphCount * 3);\\n        }\\n        let renderableGlyphIndex = 0;\\n        let prevCharIndex = -1;\\n        let colorCharIndex = -1;\\n        let chunk;\\n        let currentColor;\\n        lines.forEach((line, lineIndex) => {\\n          let {count:lineGlyphCount, width:lineWidth} = line;\\n\\n          // Ignore empty lines\\n          if (lineGlyphCount > 0) {\\n            // Count trailing whitespaces, we want to ignore these for certain things\\n            let trailingWhitespaceCount = 0;\\n            for (let i = lineGlyphCount; i-- && line.glyphAt(i).glyphObj.isWhitespace;) {\\n              trailingWhitespaceCount++;\\n            }\\n\\n            // Apply horizontal alignment adjustments\\n            let lineXOffset = 0;\\n            let justifyAdjust = 0;\\n            if (textAlign === 'center') {\\n              lineXOffset = (maxLineWidth - lineWidth) / 2;\\n            } else if (textAlign === 'right') {\\n              lineXOffset = maxLineWidth - lineWidth;\\n            } else if (textAlign === 'justify' && line.isSoftWrapped) {\\n              // count non-trailing whitespace characters, and we'll adjust the offsets per character in the next loop\\n              let whitespaceCount = 0;\\n              for (let i = lineGlyphCount - trailingWhitespaceCount; i--;) {\\n                if (line.glyphAt(i).glyphObj.isWhitespace) {\\n                  whitespaceCount++;\\n                }\\n              }\\n              justifyAdjust = (maxLineWidth - lineWidth) / whitespaceCount;\\n            }\\n            if (justifyAdjust || lineXOffset) {\\n              let justifyOffset = 0;\\n              for (let i = 0; i < lineGlyphCount; i++) {\\n                let glyphInfo = line.glyphAt(i);\\n                const glyphObj = glyphInfo.glyphObj;\\n                glyphInfo.x += lineXOffset + justifyOffset;\\n                // Expand non-trailing whitespaces for justify alignment\\n                if (justifyAdjust !== 0 && glyphObj.isWhitespace && i < lineGlyphCount - trailingWhitespaceCount) {\\n                  justifyOffset += justifyAdjust;\\n                  glyphInfo.width += justifyAdjust;\\n                }\\n              }\\n            }\\n\\n            // Perform bidi range flipping\\n            const flips = bidi.getReorderSegments(\\n              text, bidiLevelsResult, line.glyphAt(0).charIndex, line.glyphAt(line.count - 1).charIndex\\n            );\\n            for (let fi = 0; fi < flips.length; fi++) {\\n              const [start, end] = flips[fi];\\n              // Map start/end string indices to indices in the line\\n              let left = Infinity, right = -Infinity;\\n              for (let i = 0; i < lineGlyphCount; i++) {\\n                if (line.glyphAt(i).charIndex >= start) { // gte to handle removed characters\\n                  let startInLine = i, endInLine = i;\\n                  for (; endInLine < lineGlyphCount; endInLine++) {\\n                    let info = line.glyphAt(endInLine);\\n                    if (info.charIndex > end) {\\n                      break\\n                    }\\n                    if (endInLine < lineGlyphCount - trailingWhitespaceCount) { //don't include trailing ws in flip width\\n                      left = Math.min(left, info.x);\\n                      right = Math.max(right, info.x + info.width);\\n                    }\\n                  }\\n                  for (let j = startInLine; j < endInLine; j++) {\\n                    const glyphInfo = line.glyphAt(j);\\n                    glyphInfo.x = right - (glyphInfo.x + glyphInfo.width - left);\\n                  }\\n                  break\\n                }\\n              }\\n            }\\n\\n            // Assemble final data arrays\\n            let glyphObj;\\n            const setGlyphObj = g => glyphObj = g;\\n            for (let i = 0; i < lineGlyphCount; i++) {\\n              const glyphInfo = line.glyphAt(i);\\n              glyphObj = glyphInfo.glyphObj;\\n              const glyphId = glyphObj.index;\\n\\n              // Replace mirrored characters in rtl\\n              const rtl = bidiLevelsResult.levels[glyphInfo.charIndex] & 1; //odd level means rtl\\n              if (rtl) {\\n                const mirrored = bidi.getMirroredCharacter(text[glyphInfo.charIndex]);\\n                if (mirrored) {\\n                  glyphInfo.fontData.fontObj.forEachGlyph(mirrored, 0, 0, setGlyphObj);\\n                }\\n              }\\n\\n              // Add caret positions\\n              if (includeCaretPositions) {\\n                const {charIndex, fontData} = glyphInfo;\\n                const caretLeft = glyphInfo.x + anchorXOffset;\\n                const caretRight = glyphInfo.x + glyphInfo.width + anchorXOffset;\\n                caretPositions[charIndex * 4] = rtl ? caretRight : caretLeft; //start edge x\\n                caretPositions[charIndex * 4 + 1] = rtl ? caretLeft : caretRight; //end edge x\\n                caretPositions[charIndex * 4 + 2] = line.baseline + fontData.caretBottom + anchorYOffset; //common bottom y\\n                caretPositions[charIndex * 4 + 3] = line.baseline + fontData.caretTop + anchorYOffset; //common top y\\n\\n                // If we skipped any chars from the previous glyph (due to ligature subs), fill in caret\\n                // positions for those missing char indices; currently this uses a best-guess by dividing\\n                // the ligature's width evenly. In the future we may try to use the font's LigatureCaretList\\n                // table to get better interior caret positions.\\n                const ligCount = charIndex - prevCharIndex;\\n                if (ligCount > 1) {\\n                  fillLigatureCaretPositions(caretPositions, prevCharIndex, ligCount);\\n                }\\n                prevCharIndex = charIndex;\\n              }\\n\\n              // Track current color range\\n              if (colorRanges) {\\n                const {charIndex} = glyphInfo;\\n                while(charIndex > colorCharIndex) {\\n                  colorCharIndex++;\\n                  if (colorRanges.hasOwnProperty(colorCharIndex)) {\\n                    currentColor = colorRanges[colorCharIndex];\\n                  }\\n                }\\n              }\\n\\n              // Get atlas data for renderable glyphs\\n              if (!glyphObj.isWhitespace && !glyphObj.isEmpty) {\\n                const idx = renderableGlyphIndex++;\\n                const {fontSizeMult, src: fontSrc, index: fontIndex} = glyphInfo.fontData;\\n\\n                // Add this glyph's path data\\n                const fontGlyphData = glyphData[fontSrc] || (glyphData[fontSrc] = {});\\n                if (!fontGlyphData[glyphId]) {\\n                  fontGlyphData[glyphId] = {\\n                    path: glyphObj.path,\\n                    pathBounds: [glyphObj.xMin, glyphObj.yMin, glyphObj.xMax, glyphObj.yMax]\\n                  };\\n                }\\n\\n                // Determine final glyph position and add to glyphPositions array\\n                const glyphX = glyphInfo.x + anchorXOffset;\\n                const glyphY = line.baseline + anchorYOffset;\\n                glyphPositions[idx * 2] = glyphX;\\n                glyphPositions[idx * 2 + 1] = glyphY;\\n\\n                // Track total visible bounds\\n                const visX0 = glyphX + glyphObj.xMin * fontSizeMult;\\n                const visY0 = glyphY + glyphObj.yMin * fontSizeMult;\\n                const visX1 = glyphX + glyphObj.xMax * fontSizeMult;\\n                const visY1 = glyphY + glyphObj.yMax * fontSizeMult;\\n                if (visX0 < visibleBounds[0]) visibleBounds[0] = visX0;\\n                if (visY0 < visibleBounds[1]) visibleBounds[1] = visY0;\\n                if (visX1 > visibleBounds[2]) visibleBounds[2] = visX1;\\n                if (visY1 > visibleBounds[3]) visibleBounds[3] = visY1;\\n\\n                // Track bounding rects for each chunk of N glyphs\\n                if (idx % chunkedBoundsSize === 0) {\\n                  chunk = {start: idx, end: idx, rect: [INF, INF, -INF, -INF]};\\n                  chunkedBounds.push(chunk);\\n                }\\n                chunk.end++;\\n                const chunkRect = chunk.rect;\\n                if (visX0 < chunkRect[0]) chunkRect[0] = visX0;\\n                if (visY0 < chunkRect[1]) chunkRect[1] = visY0;\\n                if (visX1 > chunkRect[2]) chunkRect[2] = visX1;\\n                if (visY1 > chunkRect[3]) chunkRect[3] = visY1;\\n\\n                // Add to glyph ids and font indices arrays\\n                glyphIds[idx] = glyphId;\\n                glyphFontIndices[idx] = fontIndex;\\n\\n                // Add colors\\n                if (colorRanges) {\\n                  const start = idx * 3;\\n                  glyphColors[start] = currentColor >> 16 & 255;\\n                  glyphColors[start + 1] = currentColor >> 8 & 255;\\n                  glyphColors[start + 2] = currentColor & 255;\\n                }\\n              }\\n            }\\n          }\\n        });\\n\\n        // Fill in remaining caret positions in case the final character was a ligature\\n        if (caretPositions) {\\n          const ligCount = text.length - prevCharIndex;\\n          if (ligCount > 1) {\\n            fillLigatureCaretPositions(caretPositions, prevCharIndex, ligCount);\\n          }\\n        }\\n      }\\n\\n      // Assemble final data about each font used\\n      const fontData = [];\\n      metricsByFont.forEach(({index, src, unitsPerEm, ascender, descender, lineHeight, capHeight, xHeight}) => {\\n        fontData[index] = {src, unitsPerEm, ascender, descender, lineHeight, capHeight, xHeight};\\n      });\\n\\n      // Timing stats\\n      timings.typesetting = now() - typesetStart;\\n\\n      callback({\\n        glyphIds, //id for each glyph, specific to that glyph's font\\n        glyphFontIndices, //index into fontData for each glyph\\n        glyphPositions, //x,y of each glyph's origin in layout\\n        glyphData, //dict holding data about each glyph appearing in the text\\n        fontData, //data about each font used in the text\\n        caretPositions, //startX,endX,bottomY caret positions for each char\\n        // caretHeight, //height of cursor from bottom to top - todo per glyph?\\n        glyphColors, //color for each glyph, if color ranges supplied\\n        chunkedBounds, //total rects per (n=chunkedBoundsSize) consecutive glyphs\\n        fontSize, //calculated em height\\n        topBaseline: anchorYOffset + lines[0].baseline, //y coordinate of the top line's baseline\\n        blockBounds: [ //bounds for the whole block of text, including vertical padding for lineHeight\\n          anchorXOffset,\\n          anchorYOffset - totalHeight,\\n          anchorXOffset + maxLineWidth,\\n          anchorYOffset\\n        ],\\n        visibleBounds, //total bounds of visible text paths, may be larger or smaller than blockBounds\\n        timings\\n      });\\n    });\\n  }\\n\\n\\n  /**\\n   * For a given text string and font parameters, determine the resulting block dimensions\\n   * after wrapping for the given maxWidth.\\n   * @param args\\n   * @param callback\\n   */\\n  function measure(args, callback) {\\n    typeset({...args, metricsOnly: true}, (result) => {\\n      const [x0, y0, x1, y1] = result.blockBounds;\\n      callback({\\n        width: x1 - x0,\\n        height: y1 - y0\\n      });\\n    });\\n  }\\n\\n  function parsePercent(str) {\\n    let match = str.match(/^([\\\\d.]+)%$/);\\n    let pct = match ? parseFloat(match[1]) : NaN;\\n    return isNaN(pct) ? 0 : pct / 100\\n  }\\n\\n  function fillLigatureCaretPositions(caretPositions, ligStartIndex, ligCount) {\\n    const ligStartX = caretPositions[ligStartIndex * 4];\\n    const ligEndX = caretPositions[ligStartIndex * 4 + 1];\\n    const ligBottom = caretPositions[ligStartIndex * 4 + 2];\\n    const ligTop = caretPositions[ligStartIndex * 4 + 3];\\n    const guessedAdvanceX = (ligEndX - ligStartX) / ligCount;\\n    for (let i = 0; i < ligCount; i++) {\\n      const startIndex = (ligStartIndex + i) * 4;\\n      caretPositions[startIndex] = ligStartX + guessedAdvanceX * i;\\n      caretPositions[startIndex + 1] = ligStartX + guessedAdvanceX * (i + 1);\\n      caretPositions[startIndex + 2] = ligBottom;\\n      caretPositions[startIndex + 3] = ligTop;\\n    }\\n  }\\n\\n  function now() {\\n    return (self.performance || Date).now()\\n  }\\n\\n  // Array-backed structure for a single line's glyphs data\\n  function TextLine() {\\n    this.data = [];\\n  }\\n  const textLineProps = ['glyphObj', 'x', 'width', 'charIndex', 'fontData'];\\n  TextLine.prototype = {\\n    width: 0,\\n    lineHeight: 0,\\n    baseline: 0,\\n    cap: 0,\\n    ex: 0,\\n    isSoftWrapped: false,\\n    get count() {\\n      return Math.ceil(this.data.length / textLineProps.length)\\n    },\\n    glyphAt(i) {\\n      let fly = TextLine.flyweight;\\n      fly.data = this.data;\\n      fly.index = i;\\n      return fly\\n    },\\n    splitAt(i) {\\n      let newLine = new TextLine();\\n      newLine.data = this.data.splice(i * textLineProps.length);\\n      return newLine\\n    }\\n  };\\n  TextLine.flyweight = textLineProps.reduce((obj, prop, i, all) => {\\n    Object.defineProperty(obj, prop, {\\n      get() {\\n        return this.data[this.index * textLineProps.length + i]\\n      },\\n      set(val) {\\n        this.data[this.index * textLineProps.length + i] = val;\\n      }\\n    });\\n    return obj\\n  }, {data: null, index: 0});\\n\\n\\n  return {\\n    typeset,\\n    measure,\\n  }\\n}\\n\\nconst now = () => (self.performance || Date).now();\\n\\nconst mainThreadGenerator = /*#__PURE__*/ (0,webgl_sdf_generator__WEBPACK_IMPORTED_MODULE_0__[\\\"default\\\"])();\\n\\nlet warned;\\n\\n/**\\n * Generate an SDF texture image for a single glyph path, placing the result into a webgl canvas at a\\n * given location and channel. Utilizes the webgl-sdf-generator external package for GPU-accelerated SDF\\n * generation when supported.\\n */\\nfunction generateSDF(width, height, path, viewBox, distance, exponent, canvas, x, y, channel, useWebGL = true) {\\n  // Allow opt-out\\n  if (!useWebGL) {\\n    return generateSDF_JS_Worker(width, height, path, viewBox, distance, exponent, canvas, x, y, channel)\\n  }\\n\\n  // Attempt GPU-accelerated generation first\\n  return generateSDF_GL(width, height, path, viewBox, distance, exponent, canvas, x, y, channel).then(\\n    null,\\n    err => {\\n      // WebGL failed either due to a hard error or unexpected results; fall back to JS in workers\\n      if (!warned) {\\n        console.warn(`WebGL SDF generation failed, falling back to JS`, err);\\n        warned = true;\\n      }\\n      return generateSDF_JS_Worker(width, height, path, viewBox, distance, exponent, canvas, x, y, channel)\\n    }\\n  )\\n}\\n\\nconst queue = [];\\nconst chunkTimeBudget = 5; // ms\\nlet timer = 0;\\n\\nfunction nextChunk() {\\n  const start = now();\\n  while (queue.length && now() - start < chunkTimeBudget) {\\n    queue.shift()();\\n  }\\n  timer = queue.length ? setTimeout(nextChunk, 0) : 0;\\n}\\n\\n/**\\n * WebGL-based implementation executed on the main thread. Requests are executed in time-bounded\\n * macrotask chunks to allow render frames to execute in between.\\n */\\nconst generateSDF_GL = (...args) => {\\n  return new Promise((resolve, reject) => {\\n    queue.push(() => {\\n      const start = now();\\n      try {\\n        mainThreadGenerator.webgl.generateIntoCanvas(...args);\\n        resolve({ timing: now() - start });\\n      } catch (err) {\\n        reject(err);\\n      }\\n    });\\n    if (!timer) {\\n      timer = setTimeout(nextChunk, 0);\\n    }\\n  })\\n};\\n\\nconst threadCount = 4; // how many workers to spawn\\nconst idleTimeout = 2000; // workers will be terminated after being idle this many milliseconds\\nconst threads = {};\\nlet callNum = 0;\\n\\n/**\\n * Fallback JS-based implementation, fanned out to a number of worker threads for parallelism\\n */\\nfunction generateSDF_JS_Worker(width, height, path, viewBox, distance, exponent, canvas, x, y, channel) {\\n  const workerId = 'TroikaTextSDFGenerator_JS_' + ((callNum++) % threadCount);\\n  let thread = threads[workerId];\\n  if (!thread) {\\n    thread = threads[workerId] = {\\n      workerModule: (0,troika_worker_utils__WEBPACK_IMPORTED_MODULE_2__.defineWorkerModule)({\\n        name: workerId,\\n        workerId,\\n        dependencies: [\\n          webgl_sdf_generator__WEBPACK_IMPORTED_MODULE_0__[\\\"default\\\"],\\n          now\\n        ],\\n        init(_createSDFGenerator, now) {\\n          const generate = _createSDFGenerator().javascript.generate;\\n          return function (...args) {\\n            const start = now();\\n            const textureData = generate(...args);\\n            return {\\n              textureData,\\n              timing: now() - start\\n            }\\n          }\\n        },\\n        getTransferables(result) {\\n          return [result.textureData.buffer]\\n        }\\n      }),\\n      requests: 0,\\n      idleTimer: null\\n    };\\n  }\\n\\n  thread.requests++;\\n  clearTimeout(thread.idleTimer);\\n  return thread.workerModule(width, height, path, viewBox, distance, exponent)\\n    .then(({ textureData, timing }) => {\\n      // copy result data into the canvas\\n      const start = now();\\n      // expand single-channel data into rgba\\n      const imageData = new Uint8Array(textureData.length * 4);\\n      for (let i = 0; i < textureData.length; i++) {\\n        imageData[i * 4 + channel] = textureData[i];\\n      }\\n      mainThreadGenerator.webglUtils.renderImageData(canvas, imageData, x, y, width, height, 1 << (3 - channel));\\n      timing += now() - start;\\n\\n      // clean up workers after a while\\n      if (--thread.requests === 0) {\\n        thread.idleTimer = setTimeout(() => { (0,troika_worker_utils__WEBPACK_IMPORTED_MODULE_2__.terminateWorker)(workerId); }, idleTimeout);\\n      }\\n      return { timing }\\n    })\\n}\\n\\nfunction warmUpSDFCanvas(canvas) {\\n  if (!canvas._warm) {\\n    mainThreadGenerator.webgl.isSupported(canvas);\\n    canvas._warm = true;\\n  }\\n}\\n\\nconst resizeWebGLCanvasWithoutClearing = mainThreadGenerator.webglUtils.resizeWebGLCanvasWithoutClearing;\\n\\nconst CONFIG = {\\n  defaultFontURL: null,\\n  unicodeFontsURL: null,\\n  sdfGlyphSize: 64,\\n  sdfMargin: 1 / 16,\\n  sdfExponent: 9,\\n  textureWidth: 2048,\\n};\\nconst tempColor = /*#__PURE__*/new three__WEBPACK_IMPORTED_MODULE_3__.Color();\\nlet hasRequested = false;\\n\\nfunction now$1() {\\n  return (self.performance || Date).now()\\n}\\n\\n/**\\n * Customizes the text builder configuration. This must be called prior to the first font processing\\n * request, and applies to all fonts.\\n *\\n * @param {String} config.defaultFontURL - The URL of the default font to use for text processing\\n *                 requests, in case none is specified or the specifiede font fails to load or parse.\\n *                 Defaults to \\\"Roboto Regular\\\" from Google Fonts.\\n * @param {String} config.unicodeFontsURL - A custom location for the fallback unicode-font-resolver\\n *                 data and font files, if you don't want to use the default CDN. See\\n *                 https://github.com/lojjic/unicode-font-resolver for details. It can also be\\n *                 configured per text instance, but this lets you do it once globally.\\n * @param {Number} config.sdfGlyphSize - The default size of each glyph's SDF (signed distance field)\\n *                 texture used for rendering. Must be a power-of-two number, and applies to all fonts,\\n *                 but note that this can also be overridden per call to `getTextRenderInfo()`.\\n *                 Larger sizes can improve the quality of glyph rendering by increasing the sharpness\\n *                 of corners and preventing loss of very thin lines, at the expense of memory. Defaults\\n *                 to 64 which is generally a good balance of size and quality.\\n * @param {Number} config.sdfExponent - The exponent used when encoding the SDF values. A higher exponent\\n *                 shifts the encoded 8-bit values to achieve higher precision/accuracy at texels nearer\\n *                 the glyph's path, with lower precision further away. Defaults to 9.\\n * @param {Number} config.sdfMargin - How much space to reserve in the SDF as margin outside the glyph's\\n *                 path, as a percentage of the SDF width. A larger margin increases the quality of\\n *                 extruded glyph outlines, but decreases the precision available for the glyph itself.\\n *                 Defaults to 1/16th of the glyph size.\\n * @param {Number} config.textureWidth - The width of the SDF texture; must be a power of 2. Defaults to\\n *                 2048 which is a safe maximum texture dimension according to the stats at\\n *                 https://webglstats.com/webgl/parameter/MAX_TEXTURE_SIZE and should allow for a\\n *                 reasonably large number of glyphs (default glyph size of 64^2 and safe texture size of\\n *                 2048^2, times 4 channels, allows for 4096 glyphs.) This can be increased if you need to\\n *                 increase the glyph size and/or have an extraordinary number of glyphs.\\n */\\nfunction configureTextBuilder(config) {\\n  if (hasRequested) {\\n    console.warn('configureTextBuilder called after first font request; will be ignored.');\\n  } else {\\n    assign(CONFIG, config);\\n  }\\n}\\n\\n/**\\n * Repository for all font SDF atlas textures and their glyph mappings. There is a separate atlas for\\n * each sdfGlyphSize. Each atlas has a single Texture that holds all glyphs for all fonts.\\n *\\n *   {\\n *     [sdfGlyphSize]: {\\n *       glyphCount: number,\\n *       sdfGlyphSize: number,\\n *       sdfTexture: Texture,\\n *       sdfCanvas: HTMLCanvasElement,\\n *       contextLost: boolean,\\n *       glyphsByFont: Map<fontURL, Map<glyphID, {path, atlasIndex, sdfViewBox}>>\\n *     }\\n *   }\\n */\\nconst atlases = Object.create(null);\\n\\n/**\\n * @typedef {object} TroikaTextRenderInfo - Format of the result from `getTextRenderInfo`.\\n * @property {TypesetParams} parameters - The normalized input arguments to the render call.\\n * @property {Texture} sdfTexture - The SDF atlas texture.\\n * @property {number} sdfGlyphSize - The size of each glyph's SDF; see `configureTextBuilder`.\\n * @property {number} sdfExponent - The exponent used in encoding the SDF's values; see `configureTextBuilder`.\\n * @property {Float32Array} glyphBounds - List of [minX, minY, maxX, maxY] quad bounds for each glyph.\\n * @property {Float32Array} glyphAtlasIndices - List holding each glyph's index in the SDF atlas.\\n * @property {Uint8Array} [glyphColors] - List holding each glyph's [r, g, b] color, if `colorRanges` was supplied.\\n * @property {Float32Array} [caretPositions] - A list of caret positions for all characters in the string; each is\\n *           four elements: the starting X, the ending X, the bottom Y, and the top Y for the caret.\\n * @property {number} [caretHeight] - An appropriate height for all selection carets.\\n * @property {number} ascender - The font's ascender metric.\\n * @property {number} descender - The font's descender metric.\\n * @property {number} capHeight - The font's cap height metric, based on the height of Latin capital letters.\\n * @property {number} xHeight - The font's x height metric, based on the height of Latin lowercase letters.\\n * @property {number} lineHeight - The final computed lineHeight measurement.\\n * @property {number} topBaseline - The y position of the top line's baseline.\\n * @property {Array<number>} blockBounds - The total [minX, minY, maxX, maxY] rect of the whole text block;\\n *           this can include extra vertical space beyond the visible glyphs due to lineHeight, and is\\n *           equivalent to the dimensions of a block-level text element in CSS.\\n * @property {Array<number>} visibleBounds - The total [minX, minY, maxX, maxY] rect of the whole text block;\\n *           unlike `blockBounds` this is tightly wrapped to the visible glyph paths.\\n * @property {Array<object>} chunkedBounds - List of bounding rects for each consecutive set of N glyphs,\\n *           in the format `{start:N, end:N, rect:[minX, minY, maxX, maxY]}`.\\n * @property {object} timings - Timing info for various parts of the rendering logic including SDF\\n *           generation, typesetting, etc.\\n * @frozen\\n */\\n\\n/**\\n * @callback getTextRenderInfo~callback\\n * @param {TroikaTextRenderInfo} textRenderInfo\\n */\\n\\n/**\\n * Main entry point for requesting the data needed to render a text string with given font parameters.\\n * This is an asynchronous call, performing most of the logic in a web worker thread.\\n * @param {TypesetParams} args\\n * @param {getTextRenderInfo~callback} callback\\n */\\nfunction getTextRenderInfo(args, callback) {\\n  hasRequested = true;\\n  args = assign({}, args);\\n  const totalStart = now$1();\\n\\n  // Convert relative URL to absolute so it can be resolved in the worker, and add fallbacks.\\n  // In the future we'll allow args.font to be a list with unicode ranges too.\\n  const { defaultFontURL } = CONFIG;\\n  const fonts = [];\\n  if (defaultFontURL) {\\n    fonts.push({label: 'default', src: toAbsoluteURL(defaultFontURL)});\\n  }\\n  if (args.font) {\\n    fonts.push({label: 'user', src: toAbsoluteURL(args.font)});\\n  }\\n  args.font = fonts;\\n\\n  // Normalize text to a string\\n  args.text = '' + args.text;\\n\\n  args.sdfGlyphSize = args.sdfGlyphSize || CONFIG.sdfGlyphSize;\\n  args.unicodeFontsURL = args.unicodeFontsURL || CONFIG.unicodeFontsURL;\\n\\n  // Normalize colors\\n  if (args.colorRanges != null) {\\n    let colors = {};\\n    for (let key in args.colorRanges) {\\n      if (args.colorRanges.hasOwnProperty(key)) {\\n        let val = args.colorRanges[key];\\n        if (typeof val !== 'number') {\\n          val = tempColor.set(val).getHex();\\n        }\\n        colors[key] = val;\\n      }\\n    }\\n    args.colorRanges = colors;\\n  }\\n\\n  Object.freeze(args);\\n\\n  // Init the atlas if needed\\n  const {textureWidth, sdfExponent} = CONFIG;\\n  const {sdfGlyphSize} = args;\\n  const glyphsPerRow = (textureWidth / sdfGlyphSize * 4);\\n  let atlas = atlases[sdfGlyphSize];\\n  if (!atlas) {\\n    const canvas = document.createElement('canvas');\\n    canvas.width = textureWidth;\\n    canvas.height = sdfGlyphSize * 256 / glyphsPerRow; // start tall enough to fit 256 glyphs\\n    atlas = atlases[sdfGlyphSize] = {\\n      glyphCount: 0,\\n      sdfGlyphSize,\\n      sdfCanvas: canvas,\\n      sdfTexture: new three__WEBPACK_IMPORTED_MODULE_3__.Texture(\\n        canvas,\\n        undefined,\\n        undefined,\\n        undefined,\\n        three__WEBPACK_IMPORTED_MODULE_3__.LinearFilter,\\n        three__WEBPACK_IMPORTED_MODULE_3__.LinearFilter\\n      ),\\n      contextLost: false,\\n      glyphsByFont: new Map()\\n    };\\n    atlas.sdfTexture.generateMipmaps = false;\\n    initContextLossHandling(atlas);\\n  }\\n\\n  const {sdfTexture, sdfCanvas} = atlas;\\n\\n  // Issue request to the typesetting engine in the worker\\n  typesetInWorker(args).then(result => {\\n    const {glyphIds, glyphFontIndices, fontData, glyphPositions, fontSize, timings} = result;\\n    const neededSDFs = [];\\n    const glyphBounds = new Float32Array(glyphIds.length * 4);\\n    let boundsIdx = 0;\\n    let positionsIdx = 0;\\n    const quadsStart = now$1();\\n\\n    const fontGlyphMaps = fontData.map(font => {\\n      let map = atlas.glyphsByFont.get(font.src);\\n      if (!map) {\\n        atlas.glyphsByFont.set(font.src, map = new Map());\\n      }\\n      return map\\n    });\\n\\n    glyphIds.forEach((glyphId, i) => {\\n      const fontIndex = glyphFontIndices[i];\\n      const {src: fontSrc, unitsPerEm} = fontData[fontIndex];\\n      let glyphInfo = fontGlyphMaps[fontIndex].get(glyphId);\\n\\n      // If this is a glyphId not seen before, add it to the atlas\\n      if (!glyphInfo) {\\n        const {path, pathBounds} = result.glyphData[fontSrc][glyphId];\\n\\n        // Margin around path edges in SDF, based on a percentage of the glyph's max dimension.\\n        // Note we add an extra 0.5 px over the configured value because the outer 0.5 doesn't contain\\n        // useful interpolated values and will be ignored anyway.\\n        const fontUnitsMargin = Math.max(pathBounds[2] - pathBounds[0], pathBounds[3] - pathBounds[1])\\n          / sdfGlyphSize * (CONFIG.sdfMargin * sdfGlyphSize + 0.5);\\n\\n        const atlasIndex = atlas.glyphCount++;\\n        const sdfViewBox = [\\n          pathBounds[0] - fontUnitsMargin,\\n          pathBounds[1] - fontUnitsMargin,\\n          pathBounds[2] + fontUnitsMargin,\\n          pathBounds[3] + fontUnitsMargin,\\n        ];\\n        fontGlyphMaps[fontIndex].set(glyphId, (glyphInfo = { path, atlasIndex, sdfViewBox }));\\n\\n        // Collect those that need SDF generation\\n        neededSDFs.push(glyphInfo);\\n      }\\n\\n      // Calculate bounds for renderable quads\\n      // TODO can we get this back off the main thread?\\n      const {sdfViewBox} = glyphInfo;\\n      const posX = glyphPositions[positionsIdx++];\\n      const posY = glyphPositions[positionsIdx++];\\n      const fontSizeMult = fontSize / unitsPerEm;\\n      glyphBounds[boundsIdx++] = posX + sdfViewBox[0] * fontSizeMult;\\n      glyphBounds[boundsIdx++] = posY + sdfViewBox[1] * fontSizeMult;\\n      glyphBounds[boundsIdx++] = posX + sdfViewBox[2] * fontSizeMult;\\n      glyphBounds[boundsIdx++] = posY + sdfViewBox[3] * fontSizeMult;\\n\\n      // Convert glyphId to SDF index for the shader\\n      glyphIds[i] = glyphInfo.atlasIndex;\\n    });\\n    timings.quads = (timings.quads || 0) + (now$1() - quadsStart);\\n\\n    const sdfStart = now$1();\\n    timings.sdf = {};\\n\\n    // Grow the texture height by power of 2 if needed\\n    const currentHeight = sdfCanvas.height;\\n    const neededRows = Math.ceil(atlas.glyphCount / glyphsPerRow);\\n    const neededHeight = Math.pow(2, Math.ceil(Math.log2(neededRows * sdfGlyphSize)));\\n    if (neededHeight > currentHeight) {\\n      // Since resizing the canvas clears its render buffer, it needs special handling to copy the old contents over\\n      console.info(`Increasing SDF texture size ${currentHeight}->${neededHeight}`);\\n      resizeWebGLCanvasWithoutClearing(sdfCanvas, textureWidth, neededHeight);\\n      // As of Three r136 textures cannot be resized once they're allocated on the GPU, we must dispose to reallocate it\\n      sdfTexture.dispose();\\n    }\\n\\n    Promise.all(neededSDFs.map(glyphInfo =>\\n      generateGlyphSDF(glyphInfo, atlas, args.gpuAccelerateSDF).then(({timing}) => {\\n        timings.sdf[glyphInfo.atlasIndex] = timing;\\n      })\\n    )).then(() => {\\n      if (neededSDFs.length && !atlas.contextLost) {\\n        safariPre15Workaround(atlas);\\n        sdfTexture.needsUpdate = true;\\n      }\\n      timings.sdfTotal = now$1() - sdfStart;\\n      timings.total = now$1() - totalStart;\\n      // console.log(`SDF - ${timings.sdfTotal}, Total - ${timings.total - timings.fontLoad}`)\\n\\n      // Invoke callback with the text layout arrays and updated texture\\n      callback(Object.freeze({\\n        parameters: args,\\n        sdfTexture,\\n        sdfGlyphSize,\\n        sdfExponent,\\n        glyphBounds,\\n        glyphAtlasIndices: glyphIds,\\n        glyphColors: result.glyphColors,\\n        caretPositions: result.caretPositions,\\n        chunkedBounds: result.chunkedBounds,\\n        ascender: result.ascender,\\n        descender: result.descender,\\n        lineHeight: result.lineHeight,\\n        capHeight: result.capHeight,\\n        xHeight: result.xHeight,\\n        topBaseline: result.topBaseline,\\n        blockBounds: result.blockBounds,\\n        visibleBounds: result.visibleBounds,\\n        timings: result.timings,\\n      }));\\n    });\\n  });\\n\\n  // While the typesetting request is being handled, go ahead and make sure the atlas canvas context is\\n  // \\\"warmed up\\\"; the first request will be the longest due to shader program compilation so this gets\\n  // a head start on that process before SDFs actually start getting processed.\\n  Promise.resolve().then(() => {\\n    if (!atlas.contextLost) {\\n      warmUpSDFCanvas(sdfCanvas);\\n    }\\n  });\\n}\\n\\nfunction generateGlyphSDF({path, atlasIndex, sdfViewBox}, {sdfGlyphSize, sdfCanvas, contextLost}, useGPU) {\\n  if (contextLost) {\\n    // If the context is lost there's nothing we can do, just quit silently and let it\\n    // get regenerated when the context is restored\\n    return Promise.resolve({timing: -1})\\n  }\\n  const {textureWidth, sdfExponent} = CONFIG;\\n  const maxDist = Math.max(sdfViewBox[2] - sdfViewBox[0], sdfViewBox[3] - sdfViewBox[1]);\\n  const squareIndex = Math.floor(atlasIndex / 4);\\n  const x = squareIndex % (textureWidth / sdfGlyphSize) * sdfGlyphSize;\\n  const y = Math.floor(squareIndex / (textureWidth / sdfGlyphSize)) * sdfGlyphSize;\\n  const channel = atlasIndex % 4;\\n  return generateSDF(sdfGlyphSize, sdfGlyphSize, path, sdfViewBox, maxDist, sdfExponent, sdfCanvas, x, y, channel, useGPU)\\n}\\n\\nfunction initContextLossHandling(atlas) {\\n  const canvas = atlas.sdfCanvas;\\n\\n  /*\\n  // Begin context loss simulation\\n  if (!window.WebGLDebugUtils) {\\n    let script = document.getElementById('WebGLDebugUtilsScript')\\n    if (!script) {\\n      script = document.createElement('script')\\n      script.id = 'WebGLDebugUtils'\\n      document.head.appendChild(script)\\n      script.src = 'https://cdn.jsdelivr.net/gh/KhronosGroup/WebGLDeveloperTools@b42e702/src/debug/webgl-debug.js'\\n    }\\n    script.addEventListener('load', () => {\\n      initContextLossHandling(atlas)\\n    })\\n    return\\n  }\\n  window.WebGLDebugUtils.makeLostContextSimulatingCanvas(canvas)\\n  canvas.loseContextInNCalls(500)\\n  canvas.addEventListener('webglcontextrestored', (event) => {\\n    canvas.loseContextInNCalls(5000)\\n  })\\n  // End context loss simulation\\n  */\\n\\n  canvas.addEventListener('webglcontextlost', (event) => {\\n    console.log('Context Lost', event);\\n    event.preventDefault();\\n    atlas.contextLost = true;\\n  });\\n  canvas.addEventListener('webglcontextrestored', (event) => {\\n    console.log('Context Restored', event);\\n    atlas.contextLost = false;\\n    // Regenerate all glyphs into the restored canvas:\\n    const promises = [];\\n    atlas.glyphsByFont.forEach(glyphMap => {\\n      glyphMap.forEach(glyph => {\\n        promises.push(generateGlyphSDF(glyph, atlas, true));\\n      });\\n    });\\n    Promise.all(promises).then(() => {\\n      safariPre15Workaround(atlas);\\n      atlas.sdfTexture.needsUpdate = true;\\n    });\\n  });\\n}\\n\\n/**\\n * Preload a given font and optionally pre-generate glyph SDFs for one or more character sequences.\\n * This can be useful to avoid long pauses when first showing text in a scene, by preloading the\\n * needed fonts and glyphs up front along with other assets.\\n *\\n * @param {object} options\\n * @param {string} options.font - URL of the font file to preload. If not given, the default font will\\n *        be loaded.\\n * @param {string|string[]} options.characters - One or more character sequences for which to pre-\\n *        generate glyph SDFs. Note that this will honor ligature substitution, so you may need\\n *        to specify ligature sequences in addition to their individual characters to get all\\n *        possible glyphs, e.g. `[\\\"t\\\", \\\"h\\\", \\\"th\\\"]` to get the \\\"t\\\" and \\\"h\\\" glyphs plus the \\\"th\\\" ligature.\\n * @param {number} options.sdfGlyphSize - The size at which to prerender the SDF textures for the\\n *        specified `characters`.\\n * @param {function} callback - A function that will be called when the preloading is complete.\\n */\\nfunction preloadFont({font, characters, sdfGlyphSize}, callback) {\\n  let text = Array.isArray(characters) ? characters.join('\\\\n') : '' + characters;\\n  getTextRenderInfo({ font, sdfGlyphSize, text }, callback);\\n}\\n\\n\\n// Local assign impl so we don't have to import troika-core\\nfunction assign(toObj, fromObj) {\\n  for (let key in fromObj) {\\n    if (fromObj.hasOwnProperty(key)) {\\n      toObj[key] = fromObj[key];\\n    }\\n  }\\n  return toObj\\n}\\n\\n// Utility for making URLs absolute\\nlet linkEl;\\nfunction toAbsoluteURL(path) {\\n  if (!linkEl) {\\n    linkEl = typeof document === 'undefined' ? {} : document.createElement('a');\\n  }\\n  linkEl.href = path;\\n  return linkEl.href\\n}\\n\\n/**\\n * Safari < v15 seems unable to use the SDF webgl canvas as a texture. This applies a workaround\\n * where it reads the pixels out of that canvas and uploads them as a data texture instead, at\\n * a slight performance cost.\\n */\\nfunction safariPre15Workaround(atlas) {\\n  // Use createImageBitmap support as a proxy for Safari<15, all other mainstream browsers\\n  // have supported it for a long while so any false positives should be minimal.\\n  if (typeof createImageBitmap !== 'function') {\\n    console.info('Safari<15: applying SDF canvas workaround');\\n    const {sdfCanvas, sdfTexture} = atlas;\\n    const {width, height} = sdfCanvas;\\n    const gl = atlas.sdfCanvas.getContext('webgl');\\n    let pixels = sdfTexture.image.data;\\n    if (!pixels || pixels.length !== width * height * 4) {\\n      pixels = new Uint8Array(width * height * 4);\\n      sdfTexture.image = {width, height, data: pixels};\\n      sdfTexture.flipY = false;\\n      sdfTexture.isDataTexture = true;\\n    }\\n    gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);\\n  }\\n}\\n\\nconst typesetterWorkerModule = /*#__PURE__*/(0,troika_worker_utils__WEBPACK_IMPORTED_MODULE_2__.defineWorkerModule)({\\n  name: 'Typesetter',\\n  dependencies: [\\n    createTypesetter,\\n    fontResolverWorkerModule,\\n    bidi_js__WEBPACK_IMPORTED_MODULE_1__[\\\"default\\\"],\\n  ],\\n  init(createTypesetter, fontResolver, bidiFactory) {\\n    return createTypesetter(fontResolver, bidiFactory())\\n  }\\n});\\n\\nconst typesetInWorker = /*#__PURE__*/(0,troika_worker_utils__WEBPACK_IMPORTED_MODULE_2__.defineWorkerModule)({\\n  name: 'Typesetter',\\n  dependencies: [\\n    typesetterWorkerModule,\\n  ],\\n  init(typesetter) {\\n    return function(args) {\\n      return new Promise(resolve => {\\n        typesetter.typeset(args, resolve);\\n      })\\n    }\\n  },\\n  getTransferables(result) {\\n    // Mark array buffers as transferable to avoid cloning during postMessage\\n    const transferables = [];\\n    for (let p in result) {\\n      if (result[p] && result[p].buffer) {\\n        transferables.push(result[p].buffer);\\n      }\\n    }\\n    return transferables\\n  }\\n});\\n\\nfunction dumpSDFTextures() {\\n  Object.keys(atlases).forEach(size => {\\n    const canvas = atlases[size].sdfCanvas;\\n    const {width, height} = canvas;\\n    console.log(\\\"%c.\\\", `\\n      background: url(${canvas.toDataURL()});\\n      background-size: ${width}px ${height}px;\\n      color: transparent;\\n      font-size: 0;\\n      line-height: ${height}px;\\n      padding-left: ${width}px;\\n    `);\\n  });\\n}\\n\\nconst templateGeometries = {};\\n\\nfunction getTemplateGeometry(detail) {\\n  let geom = templateGeometries[detail];\\n  if (!geom) {\\n    // Geometry is two planes back-to-back, which will always be rendered FrontSide only but\\n    // appear as DoubleSide by default. FrontSide/BackSide are emulated using drawRange.\\n    // We do it this way to avoid the performance hit of two draw calls for DoubleSide materials\\n    // introduced by Three.js in r130 - see https://github.com/mrdoob/three.js/pull/21967\\n    const front = new three__WEBPACK_IMPORTED_MODULE_3__.PlaneGeometry(1, 1, detail, detail);\\n    const back = front.clone();\\n    const frontAttrs = front.attributes;\\n    const backAttrs = back.attributes;\\n    const combined = new three__WEBPACK_IMPORTED_MODULE_3__.BufferGeometry();\\n    const vertCount = frontAttrs.uv.count;\\n    for (let i = 0; i < vertCount; i++) {\\n      backAttrs.position.array[i * 3] *= -1; // flip position x\\n      backAttrs.normal.array[i * 3 + 2] *= -1; // flip normal z\\n    }\\n    ['position', 'normal', 'uv'].forEach(name => {\\n      combined.setAttribute(name, new three__WEBPACK_IMPORTED_MODULE_3__.Float32BufferAttribute(\\n        [...frontAttrs[name].array, ...backAttrs[name].array],\\n        frontAttrs[name].itemSize)\\n      );\\n    });\\n    combined.setIndex([...front.index.array, ...back.index.array.map(n => n + vertCount)]);\\n    combined.translate(0.5, 0.5, 0);\\n    geom = templateGeometries[detail] = combined;\\n  }\\n  return geom\\n}\\n\\nconst glyphBoundsAttrName = 'aTroikaGlyphBounds';\\nconst glyphIndexAttrName = 'aTroikaGlyphIndex';\\nconst glyphColorAttrName = 'aTroikaGlyphColor';\\n\\n/**\\n@class GlyphsGeometry\\n\\nA specialized Geometry for rendering a set of text glyphs. Uses InstancedBufferGeometry to\\nrender the glyphs using GPU instancing of a single quad, rather than constructing a whole\\ngeometry with vertices, for much smaller attribute arraybuffers according to this math:\\n\\n  Where N = number of glyphs...\\n\\n  Instanced:\\n  - position: 4 * 3\\n  - index: 2 * 3\\n  - normal: 4 * 3\\n  - uv: 4 * 2\\n  - glyph x/y bounds: N * 4\\n  - glyph indices: N * 1\\n  = 5N + 38\\n\\n  Non-instanced:\\n  - position: N * 4 * 3\\n  - index: N * 2 * 3\\n  - normal: N * 4 * 3\\n  - uv: N * 4 * 2\\n  - glyph indices: N * 1\\n  = 39N\\n\\nA downside of this is the rare-but-possible lack of the instanced arrays extension,\\nwhich we could potentially work around with a fallback non-instanced implementation.\\n\\n*/\\nclass GlyphsGeometry extends three__WEBPACK_IMPORTED_MODULE_3__.InstancedBufferGeometry {\\n  constructor() {\\n    super();\\n\\n    this.detail = 1;\\n    this.curveRadius = 0;\\n\\n    // Define groups for rendering text outline as a separate pass; these will only\\n    // be used when the `material` getter returns an array, i.e. outlineWidth > 0.\\n    this.groups = [\\n      {start: 0, count: Infinity, materialIndex: 0},\\n      {start: 0, count: Infinity, materialIndex: 1}\\n    ];\\n\\n    // Preallocate empty bounding objects\\n    this.boundingSphere = new three__WEBPACK_IMPORTED_MODULE_3__.Sphere();\\n    this.boundingBox = new three__WEBPACK_IMPORTED_MODULE_3__.Box3();\\n  }\\n\\n  computeBoundingSphere () {\\n    // No-op; we'll sync the boundingSphere proactively when needed.\\n  }\\n\\n  computeBoundingBox() {\\n    // No-op; we'll sync the boundingBox proactively when needed.\\n  }\\n\\n  // Since our base geometry contains triangles for both front and back sides, we can emulate\\n  // the \\\"side\\\" by restricting the draw range.\\n  setSide(side) {\\n    const verts = this.getIndex().count;\\n    this.setDrawRange(side === three__WEBPACK_IMPORTED_MODULE_3__.BackSide ? verts / 2 : 0, side === three__WEBPACK_IMPORTED_MODULE_3__.DoubleSide ? verts : verts / 2);\\n  }\\n\\n  set detail(detail) {\\n    if (detail !== this._detail) {\\n      this._detail = detail;\\n      if (typeof detail !== 'number' || detail < 1) {\\n        detail = 1;\\n      }\\n      let tpl = getTemplateGeometry(detail)\\n      ;['position', 'normal', 'uv'].forEach(attr => {\\n        this.attributes[attr] = tpl.attributes[attr].clone();\\n      });\\n      this.setIndex(tpl.getIndex().clone());\\n    }\\n  }\\n  get detail() {\\n    return this._detail\\n  }\\n\\n  set curveRadius(r) {\\n    if (r !== this._curveRadius) {\\n      this._curveRadius = r;\\n      this._updateBounds();\\n    }\\n  }\\n  get curveRadius() {\\n    return this._curveRadius\\n  }\\n\\n  /**\\n   * Update the geometry for a new set of glyphs.\\n   * @param {Float32Array} glyphBounds - An array holding the planar bounds for all glyphs\\n   *        to be rendered, 4 entries for each glyph: x1,x2,y1,y1\\n   * @param {Float32Array} glyphAtlasIndices - An array holding the index of each glyph within\\n   *        the SDF atlas texture.\\n   * @param {Array} blockBounds - An array holding the [minX, minY, maxX, maxY] across all glyphs\\n   * @param {Array} [chunkedBounds] - An array of objects describing bounds for each chunk of N\\n   *        consecutive glyphs: `{start:N, end:N, rect:[minX, minY, maxX, maxY]}`. This can be\\n   *        used with `applyClipRect` to choose an optimized `instanceCount`.\\n   * @param {Uint8Array} [glyphColors] - An array holding r,g,b values for each glyph.\\n   */\\n  updateGlyphs(glyphBounds, glyphAtlasIndices, blockBounds, chunkedBounds, glyphColors) {\\n    // Update the instance attributes\\n    updateBufferAttr(this, glyphBoundsAttrName, glyphBounds, 4);\\n    updateBufferAttr(this, glyphIndexAttrName, glyphAtlasIndices, 1);\\n    updateBufferAttr(this, glyphColorAttrName, glyphColors, 3);\\n    this._blockBounds = blockBounds;\\n    this._chunkedBounds = chunkedBounds;\\n    this.instanceCount = glyphAtlasIndices.length;\\n    this._updateBounds();\\n  }\\n\\n  _updateBounds() {\\n    const bounds = this._blockBounds;\\n    if (bounds) {\\n      const { curveRadius, boundingBox: bbox } = this;\\n      if (curveRadius) {\\n        const { PI, floor, min, max, sin, cos } = Math;\\n        const halfPi = PI / 2;\\n        const twoPi = PI * 2;\\n        const absR = Math.abs(curveRadius);\\n        const leftAngle = bounds[0] / absR;\\n        const rightAngle = bounds[2] / absR;\\n        const minX = floor((leftAngle + halfPi) / twoPi) !== floor((rightAngle + halfPi) / twoPi)\\n          ? -absR : min(sin(leftAngle) * absR, sin(rightAngle) * absR);\\n        const maxX = floor((leftAngle - halfPi) / twoPi) !== floor((rightAngle - halfPi) / twoPi)\\n          ? absR : max(sin(leftAngle) * absR, sin(rightAngle) * absR);\\n        const maxZ = floor((leftAngle + PI) / twoPi) !== floor((rightAngle + PI) / twoPi)\\n          ? absR * 2 : max(absR - cos(leftAngle) * absR, absR - cos(rightAngle) * absR);\\n        bbox.min.set(minX, bounds[1], curveRadius < 0 ? -maxZ : 0);\\n        bbox.max.set(maxX, bounds[3], curveRadius < 0 ? 0 : maxZ);\\n      } else {\\n        bbox.min.set(bounds[0], bounds[1], 0);\\n        bbox.max.set(bounds[2], bounds[3], 0);\\n      }\\n      bbox.getBoundingSphere(this.boundingSphere);\\n    }\\n  }\\n\\n  /**\\n   * Given a clipping rect, and the chunkedBounds from the last updateGlyphs call, choose the lowest\\n   * `instanceCount` that will show all glyphs within the clipped view. This is an optimization\\n   * for long blocks of text that are clipped, to skip vertex shader evaluation for glyphs that would\\n   * be clipped anyway.\\n   *\\n   * Note that since `drawElementsInstanced[ANGLE]` only accepts an instance count and not a starting\\n   * offset, this optimization becomes less effective as the clipRect moves closer to the end of the\\n   * text block. We could fix that by switching from instancing to a full geometry with a drawRange,\\n   * but at the expense of much larger attribute buffers (see classdoc above.)\\n   *\\n   * @param {Vector4} clipRect\\n   */\\n  applyClipRect(clipRect) {\\n    let count = this.getAttribute(glyphIndexAttrName).count;\\n    let chunks = this._chunkedBounds;\\n    if (chunks) {\\n      for (let i = chunks.length; i--;) {\\n        count = chunks[i].end;\\n        let rect = chunks[i].rect;\\n        // note: both rects are l-b-r-t\\n        if (rect[1] < clipRect.w && rect[3] > clipRect.y && rect[0] < clipRect.z && rect[2] > clipRect.x) {\\n          break\\n        }\\n      }\\n    }\\n    this.instanceCount = count;\\n  }\\n}\\n\\n\\nfunction updateBufferAttr(geom, attrName, newArray, itemSize) {\\n  const attr = geom.getAttribute(attrName);\\n  if (newArray) {\\n    // If length isn't changing, just update the attribute's array data\\n    if (attr && attr.array.length === newArray.length) {\\n      attr.array.set(newArray);\\n      attr.needsUpdate = true;\\n    } else {\\n      geom.setAttribute(attrName, new three__WEBPACK_IMPORTED_MODULE_3__.InstancedBufferAttribute(newArray, itemSize));\\n      // If the new attribute has a different size, we also have to (as of r117) manually clear the\\n      // internal cached max instance count. See https://github.com/mrdoob/three.js/issues/19706\\n      // It's unclear if this is a threejs bug or a truly unsupported scenario; discussion in\\n      // that ticket is ambiguous as to whether replacing a BufferAttribute with one of a\\n      // different size is supported, but https://github.com/mrdoob/three.js/pull/17418 strongly\\n      // implies it should be supported. It's possible we need to\\n      delete geom._maxInstanceCount; //for r117+, could be fragile\\n      geom.dispose(); //for r118+, more robust feeling, but more heavy-handed than I'd like\\n    }\\n  } else if (attr) {\\n    geom.deleteAttribute(attrName);\\n  }\\n}\\n\\n// language=GLSL\\nconst VERTEX_DEFS = `\\nuniform vec2 uTroikaSDFTextureSize;\\nuniform float uTroikaSDFGlyphSize;\\nuniform vec4 uTroikaTotalBounds;\\nuniform vec4 uTroikaClipRect;\\nuniform mat3 uTroikaOrient;\\nuniform bool uTroikaUseGlyphColors;\\nuniform float uTroikaDistanceOffset;\\nuniform float uTroikaBlurRadius;\\nuniform vec2 uTroikaPositionOffset;\\nuniform float uTroikaCurveRadius;\\nattribute vec4 aTroikaGlyphBounds;\\nattribute float aTroikaGlyphIndex;\\nattribute vec3 aTroikaGlyphColor;\\nvarying vec2 vTroikaGlyphUV;\\nvarying vec4 vTroikaTextureUVBounds;\\nvarying float vTroikaTextureChannel;\\nvarying vec3 vTroikaGlyphColor;\\nvarying vec2 vTroikaGlyphDimensions;\\n`;\\n\\n// language=GLSL prefix=\\\"void main() {\\\" suffix=\\\"}\\\"\\nconst VERTEX_TRANSFORM = `\\nvec4 bounds = aTroikaGlyphBounds;\\nbounds.xz += uTroikaPositionOffset.x;\\nbounds.yw -= uTroikaPositionOffset.y;\\n\\nvec4 outlineBounds = vec4(\\n  bounds.xy - uTroikaDistanceOffset - uTroikaBlurRadius,\\n  bounds.zw + uTroikaDistanceOffset + uTroikaBlurRadius\\n);\\nvec4 clippedBounds = vec4(\\n  clamp(outlineBounds.xy, uTroikaClipRect.xy, uTroikaClipRect.zw),\\n  clamp(outlineBounds.zw, uTroikaClipRect.xy, uTroikaClipRect.zw)\\n);\\n\\nvec2 clippedXY = (mix(clippedBounds.xy, clippedBounds.zw, position.xy) - bounds.xy) / (bounds.zw - bounds.xy);\\n\\nposition.xy = mix(bounds.xy, bounds.zw, clippedXY);\\n\\nuv = (position.xy - uTroikaTotalBounds.xy) / (uTroikaTotalBounds.zw - uTroikaTotalBounds.xy);\\n\\nfloat rad = uTroikaCurveRadius;\\nif (rad != 0.0) {\\n  float angle = position.x / rad;\\n  position.xz = vec2(sin(angle) * rad, rad - cos(angle) * rad);\\n  normal.xz = vec2(sin(angle), cos(angle));\\n}\\n  \\nposition = uTroikaOrient * position;\\nnormal = uTroikaOrient * normal;\\n\\nvTroikaGlyphUV = clippedXY.xy;\\nvTroikaGlyphDimensions = vec2(bounds[2] - bounds[0], bounds[3] - bounds[1]);\\n\\n${''/* NOTE: it seems important to calculate the glyph's bounding texture UVs here in the\\n  vertex shader, rather than in the fragment shader, as the latter gives strange artifacts\\n  on some glyphs (those in the leftmost texture column) on some systems. The exact reason\\n  isn't understood but doing this here, then mix()-ing in the fragment shader, seems to work. */}\\nfloat txCols = uTroikaSDFTextureSize.x / uTroikaSDFGlyphSize;\\nvec2 txUvPerSquare = uTroikaSDFGlyphSize / uTroikaSDFTextureSize;\\nvec2 txStartUV = txUvPerSquare * vec2(\\n  mod(floor(aTroikaGlyphIndex / 4.0), txCols),\\n  floor(floor(aTroikaGlyphIndex / 4.0) / txCols)\\n);\\nvTroikaTextureUVBounds = vec4(txStartUV, vec2(txStartUV) + txUvPerSquare);\\nvTroikaTextureChannel = mod(aTroikaGlyphIndex, 4.0);\\n`;\\n\\n// language=GLSL\\nconst FRAGMENT_DEFS = `\\nuniform sampler2D uTroikaSDFTexture;\\nuniform vec2 uTroikaSDFTextureSize;\\nuniform float uTroikaSDFGlyphSize;\\nuniform float uTroikaSDFExponent;\\nuniform float uTroikaDistanceOffset;\\nuniform float uTroikaFillOpacity;\\nuniform float uTroikaOutlineOpacity;\\nuniform float uTroikaBlurRadius;\\nuniform vec3 uTroikaStrokeColor;\\nuniform float uTroikaStrokeWidth;\\nuniform float uTroikaStrokeOpacity;\\nuniform bool uTroikaSDFDebug;\\nvarying vec2 vTroikaGlyphUV;\\nvarying vec4 vTroikaTextureUVBounds;\\nvarying float vTroikaTextureChannel;\\nvarying vec2 vTroikaGlyphDimensions;\\n\\nfloat troikaSdfValueToSignedDistance(float alpha) {\\n  // Inverse of exponential encoding in webgl-sdf-generator\\n  ${''/* TODO - there's some slight inaccuracy here when dealing with interpolated alpha values; those\\n    are linearly interpolated where the encoding is exponential. Look into improving this by rounding\\n    to nearest 2 whole texels, decoding those exponential values, and linearly interpolating the result.\\n  */}\\n  float maxDimension = max(vTroikaGlyphDimensions.x, vTroikaGlyphDimensions.y);\\n  float absDist = (1.0 - pow(2.0 * (alpha > 0.5 ? 1.0 - alpha : alpha), 1.0 / uTroikaSDFExponent)) * maxDimension;\\n  float signedDist = absDist * (alpha > 0.5 ? -1.0 : 1.0);\\n  return signedDist;\\n}\\n\\nfloat troikaGlyphUvToSdfValue(vec2 glyphUV) {\\n  vec2 textureUV = mix(vTroikaTextureUVBounds.xy, vTroikaTextureUVBounds.zw, glyphUV);\\n  vec4 rgba = texture2D(uTroikaSDFTexture, textureUV);\\n  float ch = floor(vTroikaTextureChannel + 0.5); //NOTE: can't use round() in WebGL1\\n  return ch == 0.0 ? rgba.r : ch == 1.0 ? rgba.g : ch == 2.0 ? rgba.b : rgba.a;\\n}\\n\\nfloat troikaGlyphUvToDistance(vec2 uv) {\\n  return troikaSdfValueToSignedDistance(troikaGlyphUvToSdfValue(uv));\\n}\\n\\nfloat troikaGetAADist() {\\n  ${''/*\\n    When the standard derivatives extension is available, we choose an antialiasing alpha threshold based\\n    on the potential change in the SDF's alpha from this fragment to its neighbor. This strategy maximizes \\n    readability and edge crispness at all sizes and screen resolutions.\\n  */}\\n  #if defined(GL_OES_standard_derivatives) || __VERSION__ >= 300\\n  return length(fwidth(vTroikaGlyphUV * vTroikaGlyphDimensions)) * 0.5;\\n  #else\\n  return vTroikaGlyphDimensions.x / 64.0;\\n  #endif\\n}\\n\\nfloat troikaGetFragDistValue() {\\n  vec2 clampedGlyphUV = clamp(vTroikaGlyphUV, 0.5 / uTroikaSDFGlyphSize, 1.0 - 0.5 / uTroikaSDFGlyphSize);\\n  float distance = troikaGlyphUvToDistance(clampedGlyphUV);\\n \\n  // Extrapolate distance when outside bounds:\\n  distance += clampedGlyphUV == vTroikaGlyphUV ? 0.0 : \\n    length((vTroikaGlyphUV - clampedGlyphUV) * vTroikaGlyphDimensions);\\n\\n  ${''/* \\n  // TODO more refined extrapolated distance by adjusting for angle of gradient at edge...\\n  // This has potential but currently gives very jagged extensions, maybe due to precision issues?\\n  float uvStep = 1.0 / uTroikaSDFGlyphSize;\\n  vec2 neighbor1UV = clampedGlyphUV + (\\n    vTroikaGlyphUV.x != clampedGlyphUV.x ? vec2(0.0, uvStep * sign(0.5 - vTroikaGlyphUV.y)) :\\n    vTroikaGlyphUV.y != clampedGlyphUV.y ? vec2(uvStep * sign(0.5 - vTroikaGlyphUV.x), 0.0) :\\n    vec2(0.0)\\n  );\\n  vec2 neighbor2UV = clampedGlyphUV + (\\n    vTroikaGlyphUV.x != clampedGlyphUV.x ? vec2(0.0, uvStep * -sign(0.5 - vTroikaGlyphUV.y)) :\\n    vTroikaGlyphUV.y != clampedGlyphUV.y ? vec2(uvStep * -sign(0.5 - vTroikaGlyphUV.x), 0.0) :\\n    vec2(0.0)\\n  );\\n  float neighbor1Distance = troikaGlyphUvToDistance(neighbor1UV);\\n  float neighbor2Distance = troikaGlyphUvToDistance(neighbor2UV);\\n  float distToUnclamped = length((vTroikaGlyphUV - clampedGlyphUV) * vTroikaGlyphDimensions);\\n  float distToNeighbor = length((clampedGlyphUV - neighbor1UV) * vTroikaGlyphDimensions);\\n  float gradientAngle1 = min(asin(abs(neighbor1Distance - distance) / distToNeighbor), PI / 2.0);\\n  float gradientAngle2 = min(asin(abs(neighbor2Distance - distance) / distToNeighbor), PI / 2.0);\\n  distance += (cos(gradientAngle1) + cos(gradientAngle2)) / 2.0 * distToUnclamped;\\n  */}\\n\\n  return distance;\\n}\\n\\nfloat troikaGetEdgeAlpha(float distance, float distanceOffset, float aaDist) {\\n  #if defined(IS_DEPTH_MATERIAL) || defined(IS_DISTANCE_MATERIAL)\\n  float alpha = step(-distanceOffset, -distance);\\n  #else\\n\\n  float alpha = smoothstep(\\n    distanceOffset + aaDist,\\n    distanceOffset - aaDist,\\n    distance\\n  );\\n  #endif\\n\\n  return alpha;\\n}\\n`;\\n\\n// language=GLSL prefix=\\\"void main() {\\\" suffix=\\\"}\\\"\\nconst FRAGMENT_TRANSFORM = `\\nfloat aaDist = troikaGetAADist();\\nfloat fragDistance = troikaGetFragDistValue();\\nfloat edgeAlpha = uTroikaSDFDebug ?\\n  troikaGlyphUvToSdfValue(vTroikaGlyphUV) :\\n  troikaGetEdgeAlpha(fragDistance, uTroikaDistanceOffset, max(aaDist, uTroikaBlurRadius));\\n\\n#if !defined(IS_DEPTH_MATERIAL) && !defined(IS_DISTANCE_MATERIAL)\\nvec4 fillRGBA = gl_FragColor;\\nfillRGBA.a *= uTroikaFillOpacity;\\nvec4 strokeRGBA = uTroikaStrokeWidth == 0.0 ? fillRGBA : vec4(uTroikaStrokeColor, uTroikaStrokeOpacity);\\nif (fillRGBA.a == 0.0) fillRGBA.rgb = strokeRGBA.rgb;\\ngl_FragColor = mix(fillRGBA, strokeRGBA, smoothstep(\\n  -uTroikaStrokeWidth - aaDist,\\n  -uTroikaStrokeWidth + aaDist,\\n  fragDistance\\n));\\ngl_FragColor.a *= edgeAlpha;\\n#endif\\n\\nif (edgeAlpha == 0.0) {\\n  discard;\\n}\\n`;\\n\\n\\n/**\\n * Create a material for rendering text, derived from a baseMaterial\\n */\\nfunction createTextDerivedMaterial(baseMaterial) {\\n  const textMaterial = (0,troika_three_utils__WEBPACK_IMPORTED_MODULE_4__.createDerivedMaterial)(baseMaterial, {\\n    chained: true,\\n    extensions: {\\n      derivatives: true\\n    },\\n    uniforms: {\\n      uTroikaSDFTexture: {value: null},\\n      uTroikaSDFTextureSize: {value: new three__WEBPACK_IMPORTED_MODULE_3__.Vector2()},\\n      uTroikaSDFGlyphSize: {value: 0},\\n      uTroikaSDFExponent: {value: 0},\\n      uTroikaTotalBounds: {value: new three__WEBPACK_IMPORTED_MODULE_3__.Vector4(0,0,0,0)},\\n      uTroikaClipRect: {value: new three__WEBPACK_IMPORTED_MODULE_3__.Vector4(0,0,0,0)},\\n      uTroikaDistanceOffset: {value: 0},\\n      uTroikaOutlineOpacity: {value: 0},\\n      uTroikaFillOpacity: {value: 1},\\n      uTroikaPositionOffset: {value: new three__WEBPACK_IMPORTED_MODULE_3__.Vector2()},\\n      uTroikaCurveRadius: {value: 0},\\n      uTroikaBlurRadius: {value: 0},\\n      uTroikaStrokeWidth: {value: 0},\\n      uTroikaStrokeColor: {value: new three__WEBPACK_IMPORTED_MODULE_3__.Color()},\\n      uTroikaStrokeOpacity: {value: 1},\\n      uTroikaOrient: {value: new three__WEBPACK_IMPORTED_MODULE_3__.Matrix3()},\\n      uTroikaUseGlyphColors: {value: true},\\n      uTroikaSDFDebug: {value: false}\\n    },\\n    vertexDefs: VERTEX_DEFS,\\n    vertexTransform: VERTEX_TRANSFORM,\\n    fragmentDefs: FRAGMENT_DEFS,\\n    fragmentColorTransform: FRAGMENT_TRANSFORM,\\n    customRewriter({vertexShader, fragmentShader}) {\\n      let uDiffuseRE = /\\\\buniform\\\\s+vec3\\\\s+diffuse\\\\b/;\\n      if (uDiffuseRE.test(fragmentShader)) {\\n        // Replace all instances of `diffuse` with our varying\\n        fragmentShader = fragmentShader\\n          .replace(uDiffuseRE, 'varying vec3 vTroikaGlyphColor')\\n          .replace(/\\\\bdiffuse\\\\b/g, 'vTroikaGlyphColor');\\n        // Make sure the vertex shader declares the uniform so we can grab it as a fallback\\n        if (!uDiffuseRE.test(vertexShader)) {\\n          vertexShader = vertexShader.replace(\\n            troika_three_utils__WEBPACK_IMPORTED_MODULE_4__.voidMainRegExp,\\n            'uniform vec3 diffuse;\\\\n$&\\\\nvTroikaGlyphColor = uTroikaUseGlyphColors ? aTroikaGlyphColor / 255.0 : diffuse;\\\\n'\\n          );\\n        }\\n      }\\n      return { vertexShader, fragmentShader }\\n    }\\n  });\\n\\n  // Force transparency - TODO is this reasonable?\\n  textMaterial.transparent = true;\\n\\n  Object.defineProperties(textMaterial, {\\n    isTroikaTextMaterial: {value: true},\\n\\n    // WebGLShadowMap reverses the side of the shadow material by default, which fails\\n    // for planes, so here we force the `shadowSide` to always match the main side.\\n    shadowSide: {\\n      get() {\\n        return this.side\\n      },\\n      set() {\\n        //no-op\\n      }\\n    }\\n  });\\n\\n  return textMaterial\\n}\\n\\nconst defaultMaterial = /*#__PURE__*/ new three__WEBPACK_IMPORTED_MODULE_3__.MeshBasicMaterial({\\n  color: 0xffffff,\\n  side: three__WEBPACK_IMPORTED_MODULE_3__.DoubleSide,\\n  transparent: true\\n});\\nconst defaultStrokeColor = 0x808080;\\n\\nconst tempMat4 = /*#__PURE__*/ new three__WEBPACK_IMPORTED_MODULE_3__.Matrix4();\\nconst tempVec3a = /*#__PURE__*/ new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();\\nconst tempVec3b = /*#__PURE__*/ new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();\\nconst tempArray = [];\\nconst origin = /*#__PURE__*/ new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();\\nconst defaultOrient = '+x+y';\\n\\nfunction first(o) {\\n  return Array.isArray(o) ? o[0] : o\\n}\\n\\nlet getFlatRaycastMesh = () => {\\n  const mesh = new three__WEBPACK_IMPORTED_MODULE_3__.Mesh(\\n    new three__WEBPACK_IMPORTED_MODULE_3__.PlaneGeometry(1, 1),\\n    defaultMaterial\\n  );\\n  getFlatRaycastMesh = () => mesh;\\n  return mesh\\n};\\nlet getCurvedRaycastMesh = () => {\\n  const mesh = new three__WEBPACK_IMPORTED_MODULE_3__.Mesh(\\n    new three__WEBPACK_IMPORTED_MODULE_3__.PlaneGeometry(1, 1, 32, 1),\\n    defaultMaterial\\n  );\\n  getCurvedRaycastMesh = () => mesh;\\n  return mesh\\n};\\n\\nconst syncStartEvent = { type: 'syncstart' };\\nconst syncCompleteEvent = { type: 'synccomplete' };\\n\\nconst SYNCABLE_PROPS = [\\n  'font',\\n  'fontSize',\\n  'fontStyle',\\n  'fontWeight',\\n  'lang',\\n  'letterSpacing',\\n  'lineHeight',\\n  'maxWidth',\\n  'overflowWrap',\\n  'text',\\n  'direction',\\n  'textAlign',\\n  'textIndent',\\n  'whiteSpace',\\n  'anchorX',\\n  'anchorY',\\n  'colorRanges',\\n  'sdfGlyphSize'\\n];\\n\\nconst COPYABLE_PROPS = SYNCABLE_PROPS.concat(\\n  'material',\\n  'color',\\n  'depthOffset',\\n  'clipRect',\\n  'curveRadius',\\n  'orientation',\\n  'glyphGeometryDetail'\\n);\\n\\n/**\\n * @class Text\\n *\\n * A ThreeJS Mesh that renders a string of text on a plane in 3D space using signed distance\\n * fields (SDF).\\n */\\nclass Text extends three__WEBPACK_IMPORTED_MODULE_3__.Mesh {\\n  constructor() {\\n    const geometry = new GlyphsGeometry();\\n    super(geometry, null);\\n\\n    // === Text layout properties: === //\\n\\n    /**\\n     * @member {string} text\\n     * The string of text to be rendered.\\n     */\\n    this.text = '';\\n\\n    /**\\n     * @member {number|string} anchorX\\n     * Defines the horizontal position in the text block that should line up with the local origin.\\n     * Can be specified as a numeric x position in local units, a string percentage of the total\\n     * text block width e.g. `'25%'`, or one of the following keyword strings: 'left', 'center',\\n     * or 'right'.\\n     */\\n    this.anchorX = 0;\\n\\n    /**\\n     * @member {number|string} anchorY\\n     * Defines the vertical position in the text block that should line up with the local origin.\\n     * Can be specified as a numeric y position in local units (note: down is negative y), a string\\n     * percentage of the total text block height e.g. `'25%'`, or one of the following keyword strings:\\n     * 'top', 'top-baseline', 'top-cap', 'top-ex', 'middle', 'bottom-baseline', or 'bottom'.\\n     */\\n    this.anchorY = 0;\\n\\n    /**\\n     * @member {number} curveRadius\\n     * Defines a cylindrical radius along which the text's plane will be curved. Positive numbers put\\n     * the cylinder's centerline (oriented vertically) that distance in front of the text, for a concave\\n     * curvature, while negative numbers put it behind the text for a convex curvature. The centerline\\n     * will be aligned with the text's local origin; you can use `anchorX` to offset it.\\n     *\\n     * Since each glyph is by default rendered with a simple quad, each glyph remains a flat plane\\n     * internally. You can use `glyphGeometryDetail` to add more vertices for curvature inside glyphs.\\n     */\\n    this.curveRadius = 0;\\n\\n    /**\\n     * @member {string} direction\\n     * Sets the base direction for the text. The default value of \\\"auto\\\" will choose a direction based\\n     * on the text's content according to the bidi spec. A value of \\\"ltr\\\" or \\\"rtl\\\" will force the direction.\\n     */\\n    this.direction = 'auto';\\n\\n    /**\\n     * @member {string|null} font\\n     * URL of a custom font to be used. Font files can be in .ttf, .otf, or .woff (not .woff2) formats.\\n     * Defaults to Noto Sans.\\n     */\\n    this.font = null; //will use default from TextBuilder\\n\\n    this.unicodeFontsURL = null; //defaults to CDN\\n\\n    /**\\n     * @member {number} fontSize\\n     * The size at which to render the font in local units; corresponds to the em-box height\\n     * of the chosen `font`.\\n     */\\n    this.fontSize = 0.1;\\n\\n    /**\\n     * @member {number|'normal'|'bold'}\\n     * The weight of the font. Currently only used for fallback Noto fonts.\\n     */\\n    this.fontWeight = 'normal';\\n\\n    /**\\n     * @member {'normal'|'italic'}\\n     * The style of the font. Currently only used for fallback Noto fonts.\\n     */\\n    this.fontStyle = 'normal';\\n\\n    /**\\n     * @member {string|null} lang\\n     * The language code of this text; can be used for explicitly selecting certain CJK fonts.\\n     */\\n    this.lang = null;\\n\\n      /**\\n     * @member {number} letterSpacing\\n     * Sets a uniform adjustment to spacing between letters after kerning is applied. Positive\\n     * numbers increase spacing and negative numbers decrease it.\\n     */\\n    this.letterSpacing = 0;\\n\\n    /**\\n     * @member {number|string} lineHeight\\n     * Sets the height of each line of text, as a multiple of the `fontSize`. Defaults to 'normal'\\n     * which chooses a reasonable height based on the chosen font's ascender/descender metrics.\\n     */\\n    this.lineHeight = 'normal';\\n\\n    /**\\n     * @member {number} maxWidth\\n     * The maximum width of the text block, above which text may start wrapping according to the\\n     * `whiteSpace` and `overflowWrap` properties.\\n     */\\n    this.maxWidth = Infinity;\\n\\n    /**\\n     * @member {string} overflowWrap\\n     * Defines how text wraps if the `whiteSpace` property is `normal`. Can be either `'normal'`\\n     * to break at whitespace characters, or `'break-word'` to allow breaking within words.\\n     * Defaults to `'normal'`.\\n     */\\n    this.overflowWrap = 'normal';\\n\\n    /**\\n     * @member {string} textAlign\\n     * The horizontal alignment of each line of text within the overall text bounding box.\\n     */\\n    this.textAlign = 'left';\\n\\n    /**\\n     * @member {number} textIndent\\n     * Indentation for the first character of a line; see CSS `text-indent`.\\n     */\\n    this.textIndent = 0;\\n\\n    /**\\n     * @member {string} whiteSpace\\n     * Defines whether text should wrap when a line reaches the `maxWidth`. Can\\n     * be either `'normal'` (the default), to allow wrapping according to the `overflowWrap` property,\\n     * or `'nowrap'` to prevent wrapping. Note that `'normal'` here honors newline characters to\\n     * manually break lines, making it behave more like `'pre-wrap'` does in CSS.\\n     */\\n    this.whiteSpace = 'normal';\\n\\n\\n    // === Presentation properties: === //\\n\\n    /**\\n     * @member {THREE.Material} material\\n     * Defines a _base_ material to be used when rendering the text. This material will be\\n     * automatically replaced with a material derived from it, that adds shader code to\\n     * decrease the alpha for each fragment (pixel) outside the text glyphs, with antialiasing.\\n     * By default it will derive from a simple white MeshBasicMaterial, but you can use any\\n     * of the other mesh materials to gain other features like lighting, texture maps, etc.\\n     *\\n     * Also see the `color` shortcut property.\\n     */\\n    this.material = null;\\n\\n    /**\\n     * @member {string|number|THREE.Color} color\\n     * This is a shortcut for setting the `color` of the text's material. You can use this\\n     * if you don't want to specify a whole custom `material`. Also, if you do use a custom\\n     * `material`, this color will only be used for this particuar Text instance, even if\\n     * that same material instance is shared across multiple Text objects.\\n     */\\n    this.color = null;\\n\\n    /**\\n     * @member {object|null} colorRanges\\n     * WARNING: This API is experimental and may change.\\n     * This allows more fine-grained control of colors for individual or ranges of characters,\\n     * taking precedence over the material's `color`. Its format is an Object whose keys each\\n     * define a starting character index for a range, and whose values are the color for each\\n     * range. The color value can be a numeric hex color value, a `THREE.Color` object, or\\n     * any of the strings accepted by `THREE.Color`.\\n     */\\n    this.colorRanges = null;\\n\\n    /**\\n     * @member {number|string} outlineWidth\\n     * WARNING: This API is experimental and may change.\\n     * The width of an outline/halo to be drawn around each text glyph using the `outlineColor` and `outlineOpacity`.\\n     * Can be specified as either an absolute number in local units, or as a percentage string e.g.\\n     * `\\\"12%\\\"` which is treated as a percentage of the `fontSize`. Defaults to `0`, which means\\n     * no outline will be drawn unless an `outlineOffsetX/Y` or `outlineBlur` is set.\\n     */\\n    this.outlineWidth = 0;\\n\\n    /**\\n     * @member {string|number|THREE.Color} outlineColor\\n     * WARNING: This API is experimental and may change.\\n     * The color of the text outline, if `outlineWidth`/`outlineBlur`/`outlineOffsetX/Y` are set.\\n     * Defaults to black.\\n     */\\n    this.outlineColor = 0x000000;\\n\\n    /**\\n     * @member {number} outlineOpacity\\n     * WARNING: This API is experimental and may change.\\n     * The opacity of the outline, if `outlineWidth`/`outlineBlur`/`outlineOffsetX/Y` are set.\\n     * Defaults to `1`.\\n     */\\n    this.outlineOpacity = 1;\\n\\n    /**\\n     * @member {number|string} outlineBlur\\n     * WARNING: This API is experimental and may change.\\n     * A blur radius applied to the outer edge of the text's outline. If the `outlineWidth` is\\n     * zero, the blur will be applied at the glyph edge, like CSS's `text-shadow` blur radius.\\n     * Can be specified as either an absolute number in local units, or as a percentage string e.g.\\n     * `\\\"12%\\\"` which is treated as a percentage of the `fontSize`. Defaults to `0`.\\n     */\\n    this.outlineBlur = 0;\\n\\n    /**\\n     * @member {number|string} outlineOffsetX\\n     * WARNING: This API is experimental and may change.\\n     * A horizontal offset for the text outline.\\n     * Can be specified as either an absolute number in local units, or as a percentage string e.g. `\\\"12%\\\"`\\n     * which is treated as a percentage of the `fontSize`. Defaults to `0`.\\n     */\\n    this.outlineOffsetX = 0;\\n\\n    /**\\n     * @member {number|string} outlineOffsetY\\n     * WARNING: This API is experimental and may change.\\n     * A vertical offset for the text outline.\\n     * Can be specified as either an absolute number in local units, or as a percentage string e.g. `\\\"12%\\\"`\\n     * which is treated as a percentage of the `fontSize`. Defaults to `0`.\\n     */\\n    this.outlineOffsetY = 0;\\n\\n    /**\\n     * @member {number|string} strokeWidth\\n     * WARNING: This API is experimental and may change.\\n     * The width of an inner stroke drawn inside each text glyph using the `strokeColor` and `strokeOpacity`.\\n     * Can be specified as either an absolute number in local units, or as a percentage string e.g. `\\\"12%\\\"`\\n     * which is treated as a percentage of the `fontSize`. Defaults to `0`.\\n     */\\n    this.strokeWidth = 0;\\n\\n    /**\\n     * @member {string|number|THREE.Color} strokeColor\\n     * WARNING: This API is experimental and may change.\\n     * The color of the text stroke, if `strokeWidth` is greater than zero. Defaults to gray.\\n     */\\n    this.strokeColor = defaultStrokeColor;\\n\\n    /**\\n     * @member {number} strokeOpacity\\n     * WARNING: This API is experimental and may change.\\n     * The opacity of the stroke, if `strokeWidth` is greater than zero. Defaults to `1`.\\n     */\\n    this.strokeOpacity = 1;\\n\\n    /**\\n     * @member {number} fillOpacity\\n     * WARNING: This API is experimental and may change.\\n     * The opacity of the glyph's fill from 0 to 1. This behaves like the material's `opacity` but allows\\n     * giving the fill a different opacity than the `strokeOpacity`. A fillOpacity of `0` makes the\\n     * interior of the glyph invisible, leaving just the `strokeWidth`. Defaults to `1`.\\n     */\\n    this.fillOpacity = 1;\\n\\n    /**\\n     * @member {number} depthOffset\\n     * This is a shortcut for setting the material's `polygonOffset` and related properties,\\n     * which can be useful in preventing z-fighting when this text is laid on top of another\\n     * plane in the scene. Positive numbers are further from the camera, negatives closer.\\n     */\\n    this.depthOffset = 0;\\n\\n    /**\\n     * @member {Array<number>} clipRect\\n     * If specified, defines a `[minX, minY, maxX, maxY]` of a rectangle outside of which all\\n     * pixels will be discarded. This can be used for example to clip overflowing text when\\n     * `whiteSpace='nowrap'`.\\n     */\\n    this.clipRect = null;\\n\\n    /**\\n     * @member {string} orientation\\n     * Defines the axis plane on which the text should be laid out when the mesh has no extra\\n     * rotation transform. It is specified as a string with two axes: the horizontal axis with\\n     * positive pointing right, and the vertical axis with positive pointing up. By default this\\n     * is '+x+y', meaning the text sits on the xy plane with the text's top toward positive y\\n     * and facing positive z. A value of '+x-z' would place it on the xz plane with the text's\\n     * top toward negative z and facing positive y.\\n     */\\n    this.orientation = defaultOrient;\\n\\n    /**\\n     * @member {number} glyphGeometryDetail\\n     * Controls number of vertical/horizontal segments that make up each glyph's rectangular\\n     * plane. Defaults to 1. This can be increased to provide more geometrical detail for custom\\n     * vertex shader effects, for example.\\n     */\\n    this.glyphGeometryDetail = 1;\\n\\n    /**\\n     * @member {number|null} sdfGlyphSize\\n     * The size of each glyph's SDF (signed distance field) used for rendering. This must be a\\n     * power-of-two number. Defaults to 64 which is generally a good balance of size and quality\\n     * for most fonts. Larger sizes can improve the quality of glyph rendering by increasing\\n     * the sharpness of corners and preventing loss of very thin lines, at the expense of\\n     * increased memory footprint and longer SDF generation time.\\n     */\\n    this.sdfGlyphSize = null;\\n\\n    /**\\n     * @member {boolean} gpuAccelerateSDF\\n     * When `true`, the SDF generation process will be GPU-accelerated with WebGL when possible,\\n     * making it much faster especially for complex glyphs, and falling back to a JavaScript version\\n     * executed in web workers when support isn't available. It should automatically detect support,\\n     * but it's still somewhat experimental, so you can set it to `false` to force it to use the JS\\n     * version if you encounter issues with it.\\n     */\\n    this.gpuAccelerateSDF = true;\\n\\n    this.debugSDF = false;\\n  }\\n\\n  /**\\n   * Updates the text rendering according to the current text-related configuration properties.\\n   * This is an async process, so you can pass in a callback function to be executed when it\\n   * finishes.\\n   * @param {function} [callback]\\n   */\\n  sync(callback) {\\n    if (this._needsSync) {\\n      this._needsSync = false;\\n\\n      // If there's another sync still in progress, queue\\n      if (this._isSyncing) {\\n        (this._queuedSyncs || (this._queuedSyncs = [])).push(callback);\\n      } else {\\n        this._isSyncing = true;\\n        this.dispatchEvent(syncStartEvent);\\n\\n        getTextRenderInfo({\\n          text: this.text,\\n          font: this.font,\\n          lang: this.lang,\\n          fontSize: this.fontSize || 0.1,\\n          fontWeight: this.fontWeight || 'normal',\\n          fontStyle: this.fontStyle || 'normal',\\n          letterSpacing: this.letterSpacing || 0,\\n          lineHeight: this.lineHeight || 'normal',\\n          maxWidth: this.maxWidth,\\n          direction: this.direction || 'auto',\\n          textAlign: this.textAlign,\\n          textIndent: this.textIndent,\\n          whiteSpace: this.whiteSpace,\\n          overflowWrap: this.overflowWrap,\\n          anchorX: this.anchorX,\\n          anchorY: this.anchorY,\\n          colorRanges: this.colorRanges,\\n          includeCaretPositions: true, //TODO parameterize\\n          sdfGlyphSize: this.sdfGlyphSize,\\n          gpuAccelerateSDF: this.gpuAccelerateSDF,\\n          unicodeFontsURL: this.unicodeFontsURL,\\n        }, textRenderInfo => {\\n          this._isSyncing = false;\\n\\n          // Save result for later use in onBeforeRender\\n          this._textRenderInfo = textRenderInfo;\\n\\n          // Update the geometry attributes\\n          this.geometry.updateGlyphs(\\n            textRenderInfo.glyphBounds,\\n            textRenderInfo.glyphAtlasIndices,\\n            textRenderInfo.blockBounds,\\n            textRenderInfo.chunkedBounds,\\n            textRenderInfo.glyphColors\\n          );\\n\\n          // If we had extra sync requests queued up, kick it off\\n          const queued = this._queuedSyncs;\\n          if (queued) {\\n            this._queuedSyncs = null;\\n            this._needsSync = true;\\n            this.sync(() => {\\n              queued.forEach(fn => fn && fn());\\n            });\\n          }\\n\\n          this.dispatchEvent(syncCompleteEvent);\\n          if (callback) {\\n            callback();\\n          }\\n        });\\n      }\\n    }\\n  }\\n\\n  /**\\n   * Initiate a sync if needed - note it won't complete until next frame at the\\n   * earliest so if possible it's a good idea to call sync() manually as soon as\\n   * all the properties have been set.\\n   * @override\\n   */\\n  onBeforeRender(renderer, scene, camera, geometry, material, group) {\\n    this.sync();\\n\\n    // This may not always be a text material, e.g. if there's a scene.overrideMaterial present\\n    if (material.isTroikaTextMaterial) {\\n      this._prepareForRender(material);\\n    }\\n\\n    // We need to force the material to FrontSide to avoid the double-draw-call performance hit\\n    // introduced in Three.js r130: https://github.com/mrdoob/three.js/pull/21967 - The sidedness\\n    // is instead applied via drawRange in the GlyphsGeometry.\\n    material._hadOwnSide = material.hasOwnProperty('side');\\n    this.geometry.setSide(material._actualSide = material.side);\\n    material.side = three__WEBPACK_IMPORTED_MODULE_3__.FrontSide;\\n  }\\n\\n  onAfterRender(renderer, scene, camera, geometry, material, group) {\\n    // Restore original material side\\n    if (material._hadOwnSide) {\\n      material.side = material._actualSide;\\n    } else {\\n      delete material.side; // back to inheriting from base material\\n    }\\n  }\\n\\n  /**\\n   * Shortcut to dispose the geometry specific to this instance.\\n   * Note: we don't also dispose the derived material here because if anything else is\\n   * sharing the same base material it will result in a pause next frame as the program\\n   * is recompiled. Instead users can dispose the base material manually, like normal,\\n   * and we'll also dispose the derived material at that time.\\n   */\\n  dispose() {\\n    this.geometry.dispose();\\n  }\\n\\n  /**\\n   * @property {TroikaTextRenderInfo|null} textRenderInfo\\n   * @readonly\\n   * The current processed rendering data for this TextMesh, returned by the TextBuilder after\\n   * a `sync()` call. This will be `null` initially, and may be stale for a short period until\\n   * the asynchrous `sync()` process completes.\\n   */\\n  get textRenderInfo() {\\n    return this._textRenderInfo || null\\n  }\\n\\n  // Handler for automatically wrapping the base material with our upgrades. We do the wrapping\\n  // lazily on _read_ rather than write to avoid unnecessary wrapping on transient values.\\n  get material() {\\n    let derivedMaterial = this._derivedMaterial;\\n    const baseMaterial = this._baseMaterial || this._defaultMaterial || (this._defaultMaterial = defaultMaterial.clone());\\n    if (!derivedMaterial || derivedMaterial.baseMaterial !== baseMaterial) {\\n      derivedMaterial = this._derivedMaterial = createTextDerivedMaterial(baseMaterial);\\n      // dispose the derived material when its base material is disposed:\\n      baseMaterial.addEventListener('dispose', function onDispose() {\\n        baseMaterial.removeEventListener('dispose', onDispose);\\n        derivedMaterial.dispose();\\n      });\\n    }\\n    // If text outline is configured, render it as a preliminary draw using Three's multi-material\\n    // feature (see GlyphsGeometry which sets up `groups` for this purpose) Doing it with multi\\n    // materials ensures the layers are always rendered consecutively in a consistent order.\\n    // Each layer will trigger onBeforeRender with the appropriate material.\\n    if (this.outlineWidth || this.outlineBlur || this.outlineOffsetX || this.outlineOffsetY) {\\n      let outlineMaterial = derivedMaterial._outlineMtl;\\n      if (!outlineMaterial) {\\n        outlineMaterial = derivedMaterial._outlineMtl = Object.create(derivedMaterial, {\\n          id: {value: derivedMaterial.id + 0.1}\\n        });\\n        outlineMaterial.isTextOutlineMaterial = true;\\n        outlineMaterial.depthWrite = false;\\n        outlineMaterial.map = null; //???\\n        derivedMaterial.addEventListener('dispose', function onDispose() {\\n          derivedMaterial.removeEventListener('dispose', onDispose);\\n          outlineMaterial.dispose();\\n        });\\n      }\\n      return [\\n        outlineMaterial,\\n        derivedMaterial\\n      ]\\n    } else {\\n      return derivedMaterial\\n    }\\n  }\\n  set material(baseMaterial) {\\n    if (baseMaterial && baseMaterial.isTroikaTextMaterial) { //prevent double-derivation\\n      this._derivedMaterial = baseMaterial;\\n      this._baseMaterial = baseMaterial.baseMaterial;\\n    } else {\\n      this._baseMaterial = baseMaterial;\\n    }\\n  }\\n\\n  get glyphGeometryDetail() {\\n    return this.geometry.detail\\n  }\\n  set glyphGeometryDetail(detail) {\\n    this.geometry.detail = detail;\\n  }\\n\\n  get curveRadius() {\\n    return this.geometry.curveRadius\\n  }\\n  set curveRadius(r) {\\n    this.geometry.curveRadius = r;\\n  }\\n\\n  // Create and update material for shadows upon request:\\n  get customDepthMaterial() {\\n    return first(this.material).getDepthMaterial()\\n  }\\n  get customDistanceMaterial() {\\n    return first(this.material).getDistanceMaterial()\\n  }\\n\\n  _prepareForRender(material) {\\n    const isOutline = material.isTextOutlineMaterial;\\n    const uniforms = material.uniforms;\\n    const textInfo = this.textRenderInfo;\\n    if (textInfo) {\\n      const {sdfTexture, blockBounds} = textInfo;\\n      uniforms.uTroikaSDFTexture.value = sdfTexture;\\n      uniforms.uTroikaSDFTextureSize.value.set(sdfTexture.image.width, sdfTexture.image.height);\\n      uniforms.uTroikaSDFGlyphSize.value = textInfo.sdfGlyphSize;\\n      uniforms.uTroikaSDFExponent.value = textInfo.sdfExponent;\\n      uniforms.uTroikaTotalBounds.value.fromArray(blockBounds);\\n      uniforms.uTroikaUseGlyphColors.value = !isOutline && !!textInfo.glyphColors;\\n\\n      let distanceOffset = 0;\\n      let blurRadius = 0;\\n      let strokeWidth = 0;\\n      let fillOpacity;\\n      let strokeOpacity;\\n      let strokeColor;\\n      let offsetX = 0;\\n      let offsetY = 0;\\n\\n      if (isOutline) {\\n        let {outlineWidth, outlineOffsetX, outlineOffsetY, outlineBlur, outlineOpacity} = this;\\n        distanceOffset = this._parsePercent(outlineWidth) || 0;\\n        blurRadius = Math.max(0, this._parsePercent(outlineBlur) || 0);\\n        fillOpacity = outlineOpacity;\\n        offsetX = this._parsePercent(outlineOffsetX) || 0;\\n        offsetY = this._parsePercent(outlineOffsetY) || 0;\\n      } else {\\n        strokeWidth = Math.max(0, this._parsePercent(this.strokeWidth) || 0);\\n        if (strokeWidth) {\\n          strokeColor = this.strokeColor;\\n          uniforms.uTroikaStrokeColor.value.set(strokeColor == null ? defaultStrokeColor : strokeColor);\\n          strokeOpacity = this.strokeOpacity;\\n          if (strokeOpacity == null) strokeOpacity = 1;\\n        }\\n        fillOpacity = this.fillOpacity;\\n      }\\n\\n      uniforms.uTroikaDistanceOffset.value = distanceOffset;\\n      uniforms.uTroikaPositionOffset.value.set(offsetX, offsetY);\\n      uniforms.uTroikaBlurRadius.value = blurRadius;\\n      uniforms.uTroikaStrokeWidth.value = strokeWidth;\\n      uniforms.uTroikaStrokeOpacity.value = strokeOpacity;\\n      uniforms.uTroikaFillOpacity.value = fillOpacity == null ? 1 : fillOpacity;\\n      uniforms.uTroikaCurveRadius.value = this.curveRadius || 0;\\n\\n      let clipRect = this.clipRect;\\n      if (clipRect && Array.isArray(clipRect) && clipRect.length === 4) {\\n        uniforms.uTroikaClipRect.value.fromArray(clipRect);\\n      } else {\\n        // no clipping - choose a finite rect that shouldn't ever be reached by overflowing glyphs or outlines\\n        const pad = (this.fontSize || 0.1) * 100;\\n        uniforms.uTroikaClipRect.value.set(\\n          blockBounds[0] - pad,\\n          blockBounds[1] - pad,\\n          blockBounds[2] + pad,\\n          blockBounds[3] + pad\\n        );\\n      }\\n      this.geometry.applyClipRect(uniforms.uTroikaClipRect.value);\\n    }\\n    uniforms.uTroikaSDFDebug.value = !!this.debugSDF;\\n    material.polygonOffset = !!this.depthOffset;\\n    material.polygonOffsetFactor = material.polygonOffsetUnits = this.depthOffset || 0;\\n\\n    // Shortcut for setting material color via `color` prop on the mesh; this is\\n    // applied only to the derived material to avoid mutating a shared base material.\\n    const color = isOutline ? (this.outlineColor || 0) : this.color;\\n\\n    if (color == null) {\\n      delete material.color; //inherit from base\\n    } else {\\n      const colorObj = material.hasOwnProperty('color') ? material.color : (material.color = new three__WEBPACK_IMPORTED_MODULE_3__.Color());\\n      if (color !== colorObj._input || typeof color === 'object') {\\n        colorObj.set(colorObj._input = color);\\n      }\\n    }\\n\\n    // base orientation\\n    let orient = this.orientation || defaultOrient;\\n    if (orient !== material._orientation) {\\n      let rotMat = uniforms.uTroikaOrient.value;\\n      orient = orient.replace(/[^-+xyz]/g, '');\\n      let match = orient !== defaultOrient && orient.match(/^([-+])([xyz])([-+])([xyz])$/);\\n      if (match) {\\n        let [, hSign, hAxis, vSign, vAxis] = match;\\n        tempVec3a.set(0, 0, 0)[hAxis] = hSign === '-' ? 1 : -1;\\n        tempVec3b.set(0, 0, 0)[vAxis] = vSign === '-' ? -1 : 1;\\n        tempMat4.lookAt(origin, tempVec3a.cross(tempVec3b), tempVec3b);\\n        rotMat.setFromMatrix4(tempMat4);\\n      } else {\\n        rotMat.identity();\\n      }\\n      material._orientation = orient;\\n    }\\n  }\\n\\n  _parsePercent(value) {\\n    if (typeof value === 'string') {\\n      let match = value.match(/^(-?[\\\\d.]+)%$/);\\n      let pct = match ? parseFloat(match[1]) : NaN;\\n      value = (isNaN(pct) ? 0 : pct / 100) * this.fontSize;\\n    }\\n    return value\\n  }\\n\\n  /**\\n   * Translate a point in local space to an x/y in the text plane.\\n   */\\n  localPositionToTextCoords(position, target = new three__WEBPACK_IMPORTED_MODULE_3__.Vector2()) {\\n    target.copy(position); //simple non-curved case is 1:1\\n    const r = this.curveRadius;\\n    if (r) { //flatten the curve\\n      target.x = Math.atan2(position.x, Math.abs(r) - Math.abs(position.z)) * Math.abs(r);\\n    }\\n    return target\\n  }\\n\\n  /**\\n   * Translate a point in world space to an x/y in the text plane.\\n   */\\n  worldPositionToTextCoords(position, target = new three__WEBPACK_IMPORTED_MODULE_3__.Vector2()) {\\n    tempVec3a.copy(position);\\n    return this.localPositionToTextCoords(this.worldToLocal(tempVec3a), target)\\n  }\\n\\n  /**\\n   * @override Custom raycasting to test against the whole text block's max rectangular bounds\\n   * TODO is there any reason to make this more granular, like within individual line or glyph rects?\\n   */\\n  raycast(raycaster, intersects) {\\n    const {textRenderInfo, curveRadius} = this;\\n    if (textRenderInfo) {\\n      const bounds = textRenderInfo.blockBounds;\\n      const raycastMesh = curveRadius ? getCurvedRaycastMesh() : getFlatRaycastMesh();\\n      const geom = raycastMesh.geometry;\\n      const {position, uv} = geom.attributes;\\n      for (let i = 0; i < uv.count; i++) {\\n        let x = bounds[0] + (uv.getX(i) * (bounds[2] - bounds[0]));\\n        const y = bounds[1] + (uv.getY(i) * (bounds[3] - bounds[1]));\\n        let z = 0;\\n        if (curveRadius) {\\n          z = curveRadius - Math.cos(x / curveRadius) * curveRadius;\\n          x = Math.sin(x / curveRadius) * curveRadius;\\n        }\\n        position.setXYZ(i, x, y, z);\\n      }\\n      geom.boundingSphere = this.geometry.boundingSphere;\\n      geom.boundingBox = this.geometry.boundingBox;\\n      raycastMesh.matrixWorld = this.matrixWorld;\\n      raycastMesh.material.side = this.material.side;\\n      tempArray.length = 0;\\n      raycastMesh.raycast(raycaster, tempArray);\\n      for (let i = 0; i < tempArray.length; i++) {\\n        tempArray[i].object = this;\\n        intersects.push(tempArray[i]);\\n      }\\n    }\\n  }\\n\\n  copy(source) {\\n    // Prevent copying the geometry reference so we don't end up sharing attributes between instances\\n    const geom = this.geometry;\\n    super.copy(source);\\n    this.geometry = geom;\\n\\n    COPYABLE_PROPS.forEach(prop => {\\n      this[prop] = source[prop];\\n    });\\n    return this\\n  }\\n\\n  clone() {\\n    return new this.constructor().copy(this)\\n  }\\n}\\n\\n\\n// Create setters for properties that affect text layout:\\nSYNCABLE_PROPS.forEach(prop => {\\n  const privateKey = '_private_' + prop;\\n  Object.defineProperty(Text.prototype, prop, {\\n    get() {\\n      return this[privateKey]\\n    },\\n    set(value) {\\n      if (value !== this[privateKey]) {\\n        this[privateKey] = value;\\n        this._needsSync = true;\\n      }\\n    }\\n  });\\n});\\n\\n//=== Utility functions for dealing with carets and selection ranges ===//\\n\\n/**\\n * @typedef {object} TextCaret\\n * @property {number} x - x position of the caret\\n * @property {number} y - y position of the caret's bottom\\n * @property {number} height - height of the caret\\n * @property {number} charIndex - the index in the original input string of this caret's target\\n *   character; the caret will be for the position _before_ that character.\\n */\\n\\n/**\\n * Given a local x/y coordinate in the text block plane, find the nearest caret position.\\n * @param {TroikaTextRenderInfo} textRenderInfo - a result object from TextBuilder#getTextRenderInfo\\n * @param {number} x\\n * @param {number} y\\n * @return {TextCaret | null}\\n */\\nfunction getCaretAtPoint(textRenderInfo, x, y) {\\n  let closestCaret = null;\\n  const rows = groupCaretsByRow(textRenderInfo);\\n\\n  // Find nearest row by y first\\n  let closestRow = null;\\n  rows.forEach(row => {\\n    if (!closestRow || Math.abs(y - (row.top + row.bottom) / 2) < Math.abs(y - (closestRow.top + closestRow.bottom) / 2)) {\\n      closestRow = row;\\n    }\\n  });\\n\\n  // Then find closest caret by x within that row\\n  closestRow.carets.forEach(caret => {\\n    if (!closestCaret || Math.abs(x - caret.x) < Math.abs(x - closestCaret.x)) {\\n      closestCaret = caret;\\n    }\\n  });\\n  return closestCaret\\n}\\n\\n\\nconst _rectsCache = new WeakMap();\\n\\n/**\\n * Given start and end character indexes, return a list of rectangles covering all the\\n * characters within that selection.\\n * @param {TroikaTextRenderInfo} textRenderInfo\\n * @param {number} start - index of the first char in the selection\\n * @param {number} end - index of the first char after the selection\\n * @return {Array<{left, top, right, bottom}> | null}\\n */\\nfunction getSelectionRects(textRenderInfo, start, end) {\\n  let rects;\\n  if (textRenderInfo) {\\n    // Check cache - textRenderInfo is frozen so it's safe to cache based on it\\n    let prevResult = _rectsCache.get(textRenderInfo);\\n    if (prevResult && prevResult.start === start && prevResult.end === end) {\\n      return prevResult.rects\\n    }\\n\\n    const {caretPositions} = textRenderInfo;\\n\\n    // Normalize\\n    if (end < start) {\\n      const s = start;\\n      start = end;\\n      end = s;\\n    }\\n    start = Math.max(start, 0);\\n    end = Math.min(end, caretPositions.length + 1);\\n\\n    // Build list of rects, expanding the current rect for all characters in a run and starting\\n    // a new rect whenever reaching a new line or a new bidi direction\\n    rects = [];\\n    let currentRect = null;\\n    for (let i = start; i < end; i++) {\\n      const x1 = caretPositions[i * 4];\\n      const x2 = caretPositions[i * 4 + 1];\\n      const left = Math.min(x1, x2);\\n      const right = Math.max(x1, x2);\\n      const bottom = caretPositions[i * 4 + 2];\\n      const top = caretPositions[i * 4 + 3];\\n      if (!currentRect || bottom !== currentRect.bottom || top !== currentRect.top || left > currentRect.right || right < currentRect.left) {\\n        currentRect = {\\n          left: Infinity,\\n          right: -Infinity,\\n          bottom,\\n          top,\\n        };\\n        rects.push(currentRect);\\n      }\\n      currentRect.left = Math.min(left, currentRect.left);\\n      currentRect.right = Math.max(right, currentRect.right);\\n    }\\n\\n    // Merge any overlapping rects, e.g. those formed by adjacent bidi runs\\n    rects.sort((a, b) => b.bottom - a.bottom || a.left - b.left);\\n    for (let i = rects.length - 1; i-- > 0;) {\\n      const rectA = rects[i];\\n      const rectB = rects[i + 1];\\n      if (rectA.bottom === rectB.bottom && rectA.top === rectB.top && rectA.left <= rectB.right && rectA.right >= rectB.left) {\\n        rectB.left = Math.min(rectB.left, rectA.left);\\n        rectB.right = Math.max(rectB.right, rectA.right);\\n        rects.splice(i, 1);\\n      }\\n    }\\n\\n    _rectsCache.set(textRenderInfo, {start, end, rects});\\n  }\\n  return rects\\n}\\n\\nconst _caretsByRowCache = new WeakMap();\\n\\n/**\\n * Group a set of carets by row of text, caching the result. A single row of text may contain carets of\\n * differing positions/heights if it has multiple fonts, and they may overlap slightly across rows, so this\\n * uses an assumption of \\\"at least overlapping by half\\\" to put them in the same row.\\n * @return Array<{bottom: number, top: number, carets: TextCaret[]}>\\n */\\nfunction groupCaretsByRow(textRenderInfo) {\\n  // textRenderInfo is frozen so it's safe to cache based on it\\n  let rows = _caretsByRowCache.get(textRenderInfo);\\n  if (!rows) {\\n    rows = [];\\n    const {caretPositions} = textRenderInfo;\\n    let curRow;\\n\\n    const visitCaret = (x, bottom, top, charIndex) => {\\n      // new row if not overlapping by at least half\\n      if (!curRow || (top < (curRow.top + curRow.bottom) / 2)) {\\n        rows.push(curRow = {bottom, top, carets: []});\\n      }\\n      // expand vertical limits if necessary\\n      if (top > curRow.top) curRow.top = top;\\n      if (bottom < curRow.bottom) curRow.bottom = bottom;\\n      curRow.carets.push({\\n        x,\\n        y: bottom,\\n        height: top - bottom,\\n        charIndex,\\n      });\\n    };\\n\\n    let i = 0;\\n    for (; i < caretPositions.length; i += 4) {\\n      visitCaret(caretPositions[i], caretPositions[i + 2], caretPositions[i + 3], i / 4);\\n    }\\n    // Add one more caret after the final char\\n    visitCaret(caretPositions[i - 3], caretPositions[i - 2], caretPositions[i - 1], i / 4);\\n  }\\n  _caretsByRowCache.set(textRenderInfo, rows);\\n  return rows\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/troika-three-text/dist/troika-three-text.esm.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/troika-three-utils/dist/troika-three-utils.esm.js\":\n/*!************************************************************************!*\\\n  !*** ./node_modules/troika-three-utils/dist/troika-three-utils.esm.js ***!\n  \\************************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   BezierMesh: () => (/* binding */ BezierMesh),\\n/* harmony export */   createDerivedMaterial: () => (/* binding */ createDerivedMaterial),\\n/* harmony export */   expandShaderIncludes: () => (/* binding */ expandShaderIncludes),\\n/* harmony export */   getShaderUniformTypes: () => (/* binding */ getShaderUniformTypes),\\n/* harmony export */   getShadersForMaterial: () => (/* binding */ getShadersForMaterial),\\n/* harmony export */   invertMatrix4: () => (/* binding */ invertMatrix4),\\n/* harmony export */   voidMainRegExp: () => (/* binding */ voidMainRegExp)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n\\n\\n/**\\n * Regular expression for matching the `void main() {` opener line in GLSL.\\n * @type {RegExp}\\n */\\nconst voidMainRegExp = /\\\\bvoid\\\\s+main\\\\s*\\\\(\\\\s*\\\\)\\\\s*{/g;\\n\\n/**\\n * Recursively expands all `#include <xyz>` statements within string of shader code.\\n * Copied from three's WebGLProgram#parseIncludes for external use.\\n *\\n * @param {string} source - The GLSL source code to evaluate\\n * @return {string} The GLSL code with all includes expanded\\n */\\nfunction expandShaderIncludes( source ) {\\n  const pattern = /^[ \\\\t]*#include +<([\\\\w\\\\d./]+)>/gm;\\n  function replace(match, include) {\\n    let chunk = three__WEBPACK_IMPORTED_MODULE_0__.ShaderChunk[include];\\n    return chunk ? expandShaderIncludes(chunk) : match\\n  }\\n  return source.replace( pattern, replace )\\n}\\n\\n/*\\n * This is a direct copy of MathUtils.generateUUID from Three.js, to preserve compatibility with three\\n * versions before 0.113.0 as it was changed from Math to MathUtils in that version.\\n * https://github.com/mrdoob/three.js/blob/dd8b5aa3b270c17096b90945cd2d6d1b13aaec53/src/math/MathUtils.js#L16\\n */\\n\\nconst _lut = [];\\n\\nfor (let i = 0; i < 256; i++) {\\n  _lut[i] = (i < 16 ? '0' : '') + (i).toString(16);\\n}\\n\\nfunction generateUUID() {\\n\\n  // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\\n\\n  const d0 = Math.random() * 0xffffffff | 0;\\n  const d1 = Math.random() * 0xffffffff | 0;\\n  const d2 = Math.random() * 0xffffffff | 0;\\n  const d3 = Math.random() * 0xffffffff | 0;\\n  const uuid = _lut[d0 & 0xff] + _lut[d0 >> 8 & 0xff] + _lut[d0 >> 16 & 0xff] + _lut[d0 >> 24 & 0xff] + '-' +\\n    _lut[d1 & 0xff] + _lut[d1 >> 8 & 0xff] + '-' + _lut[d1 >> 16 & 0x0f | 0x40] + _lut[d1 >> 24 & 0xff] + '-' +\\n    _lut[d2 & 0x3f | 0x80] + _lut[d2 >> 8 & 0xff] + '-' + _lut[d2 >> 16 & 0xff] + _lut[d2 >> 24 & 0xff] +\\n    _lut[d3 & 0xff] + _lut[d3 >> 8 & 0xff] + _lut[d3 >> 16 & 0xff] + _lut[d3 >> 24 & 0xff];\\n\\n  // .toUpperCase() here flattens concatenated strings to save heap memory space.\\n  return uuid.toUpperCase()\\n\\n}\\n\\n// Local assign polyfill to avoid importing troika-core\\nconst assign = Object.assign || function(/*target, ...sources*/) {\\n  let target = arguments[0];\\n  for (let i = 1, len = arguments.length; i < len; i++) {\\n    let source = arguments[i];\\n    if (source) {\\n      for (let prop in source) {\\n        if (Object.prototype.hasOwnProperty.call(source, prop)) {\\n          target[prop] = source[prop];\\n        }\\n      }\\n    }\\n  }\\n  return target\\n};\\n\\n\\nconst epoch = Date.now();\\nconst CONSTRUCTOR_CACHE = new WeakMap();\\nconst SHADER_UPGRADE_CACHE = new Map();\\n\\n// Material ids must be integers, but we can't access the increment from Three's `Material` module,\\n// so let's choose a sufficiently large starting value that should theoretically never collide.\\nlet materialInstanceId = 1e10;\\n\\n/**\\n * A utility for creating a custom shader material derived from another material's\\n * shaders. This allows you to inject custom shader logic and transforms into the\\n * builtin ThreeJS materials without having to recreate them from scratch.\\n *\\n * @param {THREE.Material} baseMaterial - the original material to derive from\\n *\\n * @param {Object} options - How the base material should be modified.\\n * @param {Object} options.defines - Custom `defines` for the material\\n * @param {Object} options.extensions - Custom `extensions` for the material, e.g. `{derivatives: true}`\\n * @param {Object} options.uniforms - Custom `uniforms` for use in the modified shader. These can\\n *        be accessed and manipulated via the resulting material's `uniforms` property, just like\\n *        in a ShaderMaterial. You do not need to repeat the base material's own uniforms here.\\n * @param {String} options.timeUniform - If specified, a uniform of this name will be injected into\\n *        both shaders, and it will automatically be updated on each render frame with a number of\\n *        elapsed milliseconds. The \\\"zero\\\" epoch time is not significant so don't rely on this as a\\n *        true calendar time.\\n * @param {String} options.vertexDefs - Custom GLSL code to inject into the vertex shader's top-level\\n *        definitions, above the `void main()` function.\\n * @param {String} options.vertexMainIntro - Custom GLSL code to inject at the top of the vertex\\n *        shader's `void main` function.\\n * @param {String} options.vertexMainOutro - Custom GLSL code to inject at the end of the vertex\\n *        shader's `void main` function.\\n * @param {String} options.vertexTransform - Custom GLSL code to manipulate the `position`, `normal`,\\n *        and/or `uv` vertex attributes. This code will be wrapped within a standalone function with\\n *        those attributes exposed by their normal names as read/write values.\\n * @param {String} options.fragmentDefs - Custom GLSL code to inject into the fragment shader's top-level\\n *        definitions, above the `void main()` function.\\n * @param {String} options.fragmentMainIntro - Custom GLSL code to inject at the top of the fragment\\n *        shader's `void main` function.\\n * @param {String} options.fragmentMainOutro - Custom GLSL code to inject at the end of the fragment\\n *        shader's `void main` function. You can manipulate `gl_FragColor` here but keep in mind it goes\\n *        after any of ThreeJS's color postprocessing shader chunks (tonemapping, fog, etc.), so if you\\n *        want those to apply to your changes use `fragmentColorTransform` instead.\\n * @param {String} options.fragmentColorTransform - Custom GLSL code to manipulate the `gl_FragColor`\\n *        output value. Will be injected near the end of the `void main` function, but before any\\n *        of ThreeJS's color postprocessing shader chunks (tonemapping, fog, etc.), and before the\\n *        `fragmentMainOutro`.\\n * @param {function<{vertexShader,fragmentShader}>:{vertexShader,fragmentShader}} options.customRewriter - A function\\n *        for performing custom rewrites of the full shader code. Useful if you need to do something\\n *        special that's not covered by the other builtin options. This function will be executed before\\n *        any other transforms are applied.\\n * @param {boolean} options.chained - Set to `true` to prototype-chain the derived material to the base\\n *        material, rather than the default behavior of copying it. This allows the derived material to\\n *        automatically pick up changes made to the base material and its properties. This can be useful\\n *        where the derived material is hidden from the user as an implementation detail, allowing them\\n *        to work with the original material like normal. But it can result in unexpected behavior if not\\n *        handled carefully.\\n *\\n * @return {THREE.Material}\\n *\\n * The returned material will also have two new methods, `getDepthMaterial()` and `getDistanceMaterial()`,\\n * which can be called to get a variant of the derived material for use in shadow casting. If the\\n * target mesh is expected to cast shadows, then you can assign these to the mesh's `customDepthMaterial`\\n * (for directional and spot lights) and/or `customDistanceMaterial` (for point lights) properties to\\n * allow the cast shadow to honor your derived shader's vertex transforms and discarded fragments. These\\n * will also set a custom `#define IS_DEPTH_MATERIAL` or `#define IS_DISTANCE_MATERIAL` that you can look\\n * for in your derived shaders with `#ifdef` to customize their behavior for the depth or distance\\n * scenarios, e.g. skipping antialiasing or expensive shader logic.\\n */\\nfunction createDerivedMaterial(baseMaterial, options) {\\n  // Generate a key that is unique to the content of these `options`. We'll use this\\n  // throughout for caching and for generating the upgraded shader code. This increases\\n  // the likelihood that the resulting shaders will line up across multiple calls so\\n  // their GL programs can be shared and cached.\\n  const optionsKey = getKeyForOptions(options);\\n\\n  // First check to see if we've already derived from this baseMaterial using this\\n  // unique set of options, and if so reuse the constructor to avoid some allocations.\\n  let ctorsByDerivation = CONSTRUCTOR_CACHE.get(baseMaterial);\\n  if (!ctorsByDerivation) {\\n    CONSTRUCTOR_CACHE.set(baseMaterial, (ctorsByDerivation = Object.create(null)));\\n  }\\n  if (ctorsByDerivation[optionsKey]) {\\n    return new ctorsByDerivation[optionsKey]()\\n  }\\n\\n  const privateBeforeCompileProp = `_onBeforeCompile${optionsKey}`;\\n\\n  // Private onBeforeCompile handler that injects the modified shaders and uniforms when\\n  // the renderer switches to this material's program\\n  const onBeforeCompile = function (shaderInfo, renderer) {\\n    baseMaterial.onBeforeCompile.call(this, shaderInfo, renderer);\\n\\n    // Upgrade the shaders, caching the result by incoming source code\\n    const cacheKey = this.customProgramCacheKey() + '|' + shaderInfo.vertexShader + '|' + shaderInfo.fragmentShader;\\n    let upgradedShaders = SHADER_UPGRADE_CACHE[cacheKey];\\n    if (!upgradedShaders) {\\n      const upgraded = upgradeShaders(this, shaderInfo, options, optionsKey);\\n      upgradedShaders = SHADER_UPGRADE_CACHE[cacheKey] = upgraded;\\n    }\\n\\n    // Inject upgraded shaders and uniforms into the program\\n    shaderInfo.vertexShader = upgradedShaders.vertexShader;\\n    shaderInfo.fragmentShader = upgradedShaders.fragmentShader;\\n    assign(shaderInfo.uniforms, this.uniforms);\\n\\n    // Inject auto-updating time uniform if requested\\n    if (options.timeUniform) {\\n      shaderInfo.uniforms[options.timeUniform] = {\\n        get value() {return Date.now() - epoch}\\n      };\\n    }\\n\\n    // Users can still add their own handlers on top of ours\\n    if (this[privateBeforeCompileProp]) {\\n      this[privateBeforeCompileProp](shaderInfo);\\n    }\\n  };\\n\\n  const DerivedMaterial = function DerivedMaterial() {\\n    return derive(options.chained ? baseMaterial : baseMaterial.clone())\\n  };\\n\\n  const derive = function(base) {\\n    // Prototype chain to the base material\\n    const derived = Object.create(base, descriptor);\\n\\n    // Store the baseMaterial for reference; this is always the original even when cloning\\n    Object.defineProperty(derived, 'baseMaterial', { value: baseMaterial });\\n\\n    // Needs its own ids\\n    Object.defineProperty(derived, 'id', { value: materialInstanceId++ });\\n    derived.uuid = generateUUID();\\n\\n    // Merge uniforms, defines, and extensions\\n    derived.uniforms = assign({}, base.uniforms, options.uniforms);\\n    derived.defines = assign({}, base.defines, options.defines);\\n    derived.defines[`TROIKA_DERIVED_MATERIAL_${optionsKey}`] = ''; //force a program change from the base material\\n    derived.extensions = assign({}, base.extensions, options.extensions);\\n\\n    // Don't inherit EventDispatcher listeners\\n    derived._listeners = undefined;\\n\\n    return derived\\n  };\\n\\n  const descriptor = {\\n    constructor: {value: DerivedMaterial},\\n    isDerivedMaterial: {value: true},\\n\\n    customProgramCacheKey: {\\n      writable: true,\\n      configurable: true,\\n      value: function () {\\n        return baseMaterial.customProgramCacheKey() + '|' + optionsKey\\n      }\\n    },\\n\\n    onBeforeCompile: {\\n      get() {\\n        return onBeforeCompile\\n      },\\n      set(fn) {\\n        this[privateBeforeCompileProp] = fn;\\n      }\\n    },\\n\\n    copy: {\\n      writable: true,\\n      configurable: true,\\n      value: function (source) {\\n        baseMaterial.copy.call(this, source);\\n        if (!baseMaterial.isShaderMaterial && !baseMaterial.isDerivedMaterial) {\\n          assign(this.extensions, source.extensions);\\n          assign(this.defines, source.defines);\\n          assign(this.uniforms, three__WEBPACK_IMPORTED_MODULE_0__.UniformsUtils.clone(source.uniforms));\\n        }\\n        return this\\n      }\\n    },\\n\\n    clone: {\\n      writable: true,\\n      configurable: true,\\n      value: function () {\\n        const newBase = new baseMaterial.constructor();\\n        return derive(newBase).copy(this)\\n      }\\n    },\\n\\n    /**\\n     * Utility to get a MeshDepthMaterial that will honor this derived material's vertex\\n     * transformations and discarded fragments.\\n     */\\n    getDepthMaterial: {\\n      writable: true,\\n      configurable: true,\\n      value: function() {\\n        let depthMaterial = this._depthMaterial;\\n        if (!depthMaterial) {\\n          depthMaterial = this._depthMaterial = createDerivedMaterial(\\n            baseMaterial.isDerivedMaterial\\n              ? baseMaterial.getDepthMaterial()\\n              : new three__WEBPACK_IMPORTED_MODULE_0__.MeshDepthMaterial({ depthPacking: three__WEBPACK_IMPORTED_MODULE_0__.RGBADepthPacking }),\\n            options\\n          );\\n          depthMaterial.defines.IS_DEPTH_MATERIAL = '';\\n          depthMaterial.uniforms = this.uniforms; //automatically recieve same uniform values\\n        }\\n        return depthMaterial\\n      }\\n    },\\n\\n    /**\\n     * Utility to get a MeshDistanceMaterial that will honor this derived material's vertex\\n     * transformations and discarded fragments.\\n     */\\n    getDistanceMaterial: {\\n      writable: true,\\n      configurable: true,\\n      value: function() {\\n        let distanceMaterial = this._distanceMaterial;\\n        if (!distanceMaterial) {\\n          distanceMaterial = this._distanceMaterial = createDerivedMaterial(\\n            baseMaterial.isDerivedMaterial\\n              ? baseMaterial.getDistanceMaterial()\\n              : new three__WEBPACK_IMPORTED_MODULE_0__.MeshDistanceMaterial(),\\n            options\\n          );\\n          distanceMaterial.defines.IS_DISTANCE_MATERIAL = '';\\n          distanceMaterial.uniforms = this.uniforms; //automatically recieve same uniform values\\n        }\\n        return distanceMaterial\\n      }\\n    },\\n\\n    dispose: {\\n      writable: true,\\n      configurable: true,\\n      value() {\\n        const {_depthMaterial, _distanceMaterial} = this;\\n        if (_depthMaterial) _depthMaterial.dispose();\\n        if (_distanceMaterial) _distanceMaterial.dispose();\\n        baseMaterial.dispose.call(this);\\n      }\\n    }\\n  };\\n\\n  ctorsByDerivation[optionsKey] = DerivedMaterial;\\n  return new DerivedMaterial()\\n}\\n\\n\\nfunction upgradeShaders(material, {vertexShader, fragmentShader}, options, key) {\\n  let {\\n    vertexDefs,\\n    vertexMainIntro,\\n    vertexMainOutro,\\n    vertexTransform,\\n    fragmentDefs,\\n    fragmentMainIntro,\\n    fragmentMainOutro,\\n    fragmentColorTransform,\\n    customRewriter,\\n    timeUniform\\n  } = options;\\n\\n  vertexDefs = vertexDefs || '';\\n  vertexMainIntro = vertexMainIntro || '';\\n  vertexMainOutro = vertexMainOutro || '';\\n  fragmentDefs = fragmentDefs || '';\\n  fragmentMainIntro = fragmentMainIntro || '';\\n  fragmentMainOutro = fragmentMainOutro || '';\\n\\n  // Expand includes if needed\\n  if (vertexTransform || customRewriter) {\\n    vertexShader = expandShaderIncludes(vertexShader);\\n  }\\n  if (fragmentColorTransform || customRewriter) {\\n    // We need to be able to find postprocessing chunks after include expansion in order to\\n    // put them after the fragmentColorTransform, so mark them with comments first. Even if\\n    // this particular derivation doesn't have a fragmentColorTransform, other derivations may,\\n    // so we still mark them.\\n    fragmentShader = fragmentShader.replace(\\n      /^[ \\\\t]*#include <((?:tonemapping|encodings|fog|premultiplied_alpha|dithering)_fragment)>/gm,\\n      '\\\\n//!BEGIN_POST_CHUNK $1\\\\n$&\\\\n//!END_POST_CHUNK\\\\n'\\n    );\\n    fragmentShader = expandShaderIncludes(fragmentShader);\\n  }\\n\\n  // Apply custom rewriter function\\n  if (customRewriter) {\\n    let res = customRewriter({vertexShader, fragmentShader});\\n    vertexShader = res.vertexShader;\\n    fragmentShader = res.fragmentShader;\\n  }\\n\\n  // The fragmentColorTransform needs to go before any postprocessing chunks, so extract\\n  // those and re-insert them into the outro in the correct place:\\n  if (fragmentColorTransform) {\\n    let postChunks = [];\\n    fragmentShader = fragmentShader.replace(\\n      /^\\\\/\\\\/!BEGIN_POST_CHUNK[^]+?^\\\\/\\\\/!END_POST_CHUNK/gm, // [^]+? = non-greedy match of any chars including newlines\\n      match => {\\n        postChunks.push(match);\\n        return ''\\n      }\\n    );\\n    fragmentMainOutro = `${fragmentColorTransform}\\\\n${postChunks.join('\\\\n')}\\\\n${fragmentMainOutro}`;\\n  }\\n\\n  // Inject auto-updating time uniform if requested\\n  if (timeUniform) {\\n    const code = `\\\\nuniform float ${timeUniform};\\\\n`;\\n    vertexDefs = code + vertexDefs;\\n    fragmentDefs = code + fragmentDefs;\\n  }\\n\\n  // Inject a function for the vertexTransform and rename all usages of position/normal/uv\\n  if (vertexTransform) {\\n    // Hoist these defs to the very top so they work in other function defs\\n    vertexShader = `vec3 troika_position_${key};\\nvec3 troika_normal_${key};\\nvec2 troika_uv_${key};\\n${vertexShader}\\n`;\\n    vertexDefs = `${vertexDefs}\\nvoid troikaVertexTransform${key}(inout vec3 position, inout vec3 normal, inout vec2 uv) {\\n  ${vertexTransform}\\n}\\n`;\\n    vertexMainIntro = `\\ntroika_position_${key} = vec3(position);\\ntroika_normal_${key} = vec3(normal);\\ntroika_uv_${key} = vec2(uv);\\ntroikaVertexTransform${key}(troika_position_${key}, troika_normal_${key}, troika_uv_${key});\\n${vertexMainIntro}\\n`;\\n    vertexShader = vertexShader.replace(/\\\\b(position|normal|uv)\\\\b/g, (match, match1, index, fullStr) => {\\n      return /\\\\battribute\\\\s+vec[23]\\\\s+$/.test(fullStr.substr(0, index)) ? match1 : `troika_${match1}_${key}`\\n    });\\n\\n    // Three r152 introduced the MAP_UV token, replace it too if it's pointing to the main 'uv'\\n    // Perhaps the other textures too going forward?\\n    if (!(material.map && material.map.channel > 0)) {\\n      vertexShader = vertexShader.replace(/\\\\bMAP_UV\\\\b/g, `troika_uv_${key}`);\\n    }\\n  }\\n\\n  // Inject defs and intro/outro snippets\\n  vertexShader = injectIntoShaderCode(vertexShader, key, vertexDefs, vertexMainIntro, vertexMainOutro);\\n  fragmentShader = injectIntoShaderCode(fragmentShader, key, fragmentDefs, fragmentMainIntro, fragmentMainOutro);\\n\\n  return {\\n    vertexShader,\\n    fragmentShader\\n  }\\n}\\n\\nfunction injectIntoShaderCode(shaderCode, id, defs, intro, outro) {\\n  if (intro || outro || defs) {\\n    shaderCode = shaderCode.replace(voidMainRegExp, `\\n${defs}\\nvoid troikaOrigMain${id}() {`\\n    );\\n    shaderCode += `\\nvoid main() {\\n  ${intro}\\n  troikaOrigMain${id}();\\n  ${outro}\\n}`;\\n  }\\n  return shaderCode\\n}\\n\\n\\nfunction optionsJsonReplacer(key, value) {\\n  return key === 'uniforms' ? undefined : typeof value === 'function' ? value.toString() : value\\n}\\n\\nlet _idCtr = 0;\\nconst optionsHashesToIds = new Map();\\nfunction getKeyForOptions(options) {\\n  const optionsHash = JSON.stringify(options, optionsJsonReplacer);\\n  let id = optionsHashesToIds.get(optionsHash);\\n  if (id == null) {\\n    optionsHashesToIds.set(optionsHash, (id = ++_idCtr));\\n  }\\n  return id\\n}\\n\\n// Copied from threejs WebGLPrograms.js so we can resolve builtin materials to their shaders\\n// TODO how can we keep this from getting stale?\\nconst MATERIAL_TYPES_TO_SHADERS = {\\n  MeshDepthMaterial: 'depth',\\n  MeshDistanceMaterial: 'distanceRGBA',\\n  MeshNormalMaterial: 'normal',\\n  MeshBasicMaterial: 'basic',\\n  MeshLambertMaterial: 'lambert',\\n  MeshPhongMaterial: 'phong',\\n  MeshToonMaterial: 'toon',\\n  MeshStandardMaterial: 'physical',\\n  MeshPhysicalMaterial: 'physical',\\n  MeshMatcapMaterial: 'matcap',\\n  LineBasicMaterial: 'basic',\\n  LineDashedMaterial: 'dashed',\\n  PointsMaterial: 'points',\\n  ShadowMaterial: 'shadow',\\n  SpriteMaterial: 'sprite'\\n};\\n\\n/**\\n * Given a Three.js `Material` instance, find the shaders/uniforms that will be\\n * used to render that material.\\n *\\n * @param material - the Material instance\\n * @return {object} - the material's shader info: `{uniforms:{}, fragmentShader:'', vertexShader:''}`\\n */\\nfunction getShadersForMaterial(material) {\\n  let builtinType = MATERIAL_TYPES_TO_SHADERS[material.type];\\n  return builtinType ? three__WEBPACK_IMPORTED_MODULE_0__.ShaderLib[builtinType] : material //TODO fallback for unknown type?\\n}\\n\\n/**\\n * Find all uniforms and their types within a shader code string.\\n *\\n * @param {string} shader - The shader code to parse\\n * @return {object} mapping of uniform names to their glsl type\\n */\\nfunction getShaderUniformTypes(shader) {\\n  let uniformRE = /\\\\buniform\\\\s+(int|float|vec[234]|mat[34])\\\\s+([A-Za-z_][\\\\w]*)/g;\\n  let uniforms = Object.create(null);\\n  let match;\\n  while ((match = uniformRE.exec(shader)) !== null) {\\n    uniforms[match[2]] = match[1];\\n  }\\n  return uniforms\\n}\\n\\n/**\\n * Helper for smoothing out the `m.getInverse(x)` --> `m.copy(x).invert()` conversion\\n * that happened in ThreeJS r123.\\n * @param {Matrix4} srcMatrix\\n * @param {Matrix4} [tgtMatrix]\\n */\\nfunction invertMatrix4(srcMatrix, tgtMatrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4()) {\\n  if (typeof tgtMatrix.invert === 'function') {\\n    tgtMatrix.copy(srcMatrix).invert();\\n  } else {\\n    tgtMatrix.getInverse(srcMatrix);\\n  }\\n  return tgtMatrix\\n}\\n\\n/*\\nInput geometry is a cylinder with r=1, height in y dimension from 0 to 1,\\ndivided into a reasonable number of height segments.\\n*/\\n\\nconst vertexDefs = `\\nuniform vec3 pointA;\\nuniform vec3 controlA;\\nuniform vec3 controlB;\\nuniform vec3 pointB;\\nuniform float radius;\\nvarying float bezierT;\\n\\nvec3 cubicBezier(vec3 p1, vec3 c1, vec3 c2, vec3 p2, float t) {\\n  float t2 = 1.0 - t;\\n  float b0 = t2 * t2 * t2;\\n  float b1 = 3.0 * t * t2 * t2;\\n  float b2 = 3.0 * t * t * t2;\\n  float b3 = t * t * t;\\n  return b0 * p1 + b1 * c1 + b2 * c2 + b3 * p2;\\n}\\n\\nvec3 cubicBezierDerivative(vec3 p1, vec3 c1, vec3 c2, vec3 p2, float t) {\\n  float t2 = 1.0 - t;\\n  return -3.0 * p1 * t2 * t2 +\\n    c1 * (3.0 * t2 * t2 - 6.0 * t2 * t) +\\n    c2 * (6.0 * t2 * t - 3.0 * t * t) +\\n    3.0 * p2 * t * t;\\n}\\n`;\\n\\nconst vertexTransform = `\\nfloat t = position.y;\\nbezierT = t;\\nvec3 bezierCenterPos = cubicBezier(pointA, controlA, controlB, pointB, t);\\nvec3 bezierDir = normalize(cubicBezierDerivative(pointA, controlA, controlB, pointB, t));\\n\\n// Make \\\"sideways\\\" always perpendicular to the camera ray; this ensures that any twists\\n// in the cylinder occur where you won't see them: \\nvec3 viewDirection = normalMatrix * vec3(0.0, 0.0, 1.0);\\nif (bezierDir == viewDirection) {\\n  bezierDir = normalize(cubicBezierDerivative(pointA, controlA, controlB, pointB, t == 1.0 ? t - 0.0001 : t + 0.0001));\\n}\\nvec3 sideways = normalize(cross(bezierDir, viewDirection));\\nvec3 upish = normalize(cross(sideways, bezierDir));\\n\\n// Build a matrix for transforming this disc in the cylinder:\\nmat4 discTx;\\ndiscTx[0].xyz = sideways * radius;\\ndiscTx[1].xyz = bezierDir * radius;\\ndiscTx[2].xyz = upish * radius;\\ndiscTx[3].xyz = bezierCenterPos;\\ndiscTx[3][3] = 1.0;\\n\\n// Apply transform, ignoring original y\\nposition = (discTx * vec4(position.x, 0.0, position.z, 1.0)).xyz;\\nnormal = normalize(mat3(discTx) * normal);\\n`;\\n\\nconst fragmentDefs = `\\nuniform vec3 dashing;\\nvarying float bezierT;\\n`;\\n\\nconst fragmentMainIntro = `\\nif (dashing.x + dashing.y > 0.0) {\\n  float dashFrac = mod(bezierT - dashing.z, dashing.x + dashing.y);\\n  if (dashFrac > dashing.x) {\\n    discard;\\n  }\\n}\\n`;\\n\\n// Debugging: separate color for each of the 6 sides:\\n// const fragmentColorTransform = `\\n// float sideNum = floor(vUV.x * 6.0);\\n// vec3 mixColor = sideNum < 1.0 ? vec3(1.0, 0.0, 0.0) :\\n//   sideNum < 2.0 ? vec3(0.0, 1.0, 1.0) :\\n//   sideNum < 3.0 ? vec3(1.0, 1.0, 0.0) :\\n//   sideNum < 4.0 ? vec3(0.0, 0.0, 1.0) :\\n//   sideNum < 5.0 ? vec3(0.0, 1.0, 0.0) :\\n//   vec3(1.0, 0.0, 1.0);\\n// gl_FragColor.xyz = mix(gl_FragColor.xyz, mixColor, 0.5);\\n// `\\n\\n\\n\\nfunction createBezierMeshMaterial(baseMaterial) {\\n  return createDerivedMaterial(\\n    baseMaterial,\\n    {\\n      chained: true,\\n      uniforms: {\\n        pointA: {value: new three__WEBPACK_IMPORTED_MODULE_0__.Vector3()},\\n        controlA: {value: new three__WEBPACK_IMPORTED_MODULE_0__.Vector3()},\\n        controlB: {value: new three__WEBPACK_IMPORTED_MODULE_0__.Vector3()},\\n        pointB: {value: new three__WEBPACK_IMPORTED_MODULE_0__.Vector3()},\\n        radius: {value: 0.01},\\n        dashing: {value: new three__WEBPACK_IMPORTED_MODULE_0__.Vector3()} //on, off, offset\\n      },\\n      vertexDefs,\\n      vertexTransform,\\n      fragmentDefs,\\n      fragmentMainIntro\\n    }\\n  )\\n}\\n\\nlet geometry = null;\\n\\nconst defaultBaseMaterial = /*#__PURE__*/new three__WEBPACK_IMPORTED_MODULE_0__.MeshStandardMaterial({color: 0xffffff, side: three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide});\\n\\n\\n/**\\n * A ThreeJS `Mesh` that bends a tube shape along a 3D cubic bezier path. The bending is done\\n * by deforming a straight cylindrical geometry in the vertex shader based on a set of four\\n * control point uniforms. It patches the necessary GLSL into the mesh's assigned `material`\\n * automatically.\\n *\\n * The cubiz bezier path is determined by its four `Vector3` properties:\\n * - `pointA`\\n * - `controlA`\\n * - `controlB`\\n * - `pointB`\\n *\\n * The tube's radius is controlled by its `radius` property, which defaults to `0.01`.\\n *\\n * You can also give the tube a dashed appearance with two properties:\\n *\\n * - `dashArray` - an array of two numbers, defining the length of \\\"on\\\" and \\\"off\\\" parts of\\n *   the dash. Each is a 0-1 ratio of the entire path's length. (Actually this is the `t` length\\n *   used as input to the cubic bezier function, not its visible length.)\\n * - `dashOffset` - offset of where the dash starts. You can animate this to make the dashes move.\\n *\\n * Note that the dashes will appear like a hollow tube, not solid. This will be more apparent on\\n * thicker tubes.\\n *\\n * TODO: proper geometry bounding sphere and raycasting\\n * TODO: allow control of the geometry's segment counts\\n */\\nclass BezierMesh extends three__WEBPACK_IMPORTED_MODULE_0__.Mesh {\\n  static getGeometry() {\\n    return geometry || (geometry =\\n      new three__WEBPACK_IMPORTED_MODULE_0__.CylinderGeometry(1, 1, 1, 6, 64).translate(0, 0.5, 0)\\n    )\\n  }\\n\\n  constructor() {\\n    super(\\n      BezierMesh.getGeometry(),\\n      defaultBaseMaterial\\n    );\\n\\n    this.pointA = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n    this.controlA = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n    this.controlB = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n    this.pointB = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n    this.radius = 0.01;\\n    this.dashArray = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\\n    this.dashOffset = 0;\\n\\n    // TODO - disabling frustum culling until I figure out how to customize the\\n    //  geometry's bounding sphere that gets used\\n    this.frustumCulled = false;\\n  }\\n\\n  // Handler for automatically wrapping the base material with our upgrades. We do the wrapping\\n  // lazily on _read_ rather than write to avoid unnecessary wrapping on transient values.\\n  get material() {\\n    let derivedMaterial = this._derivedMaterial;\\n    const baseMaterial = this._baseMaterial || this._defaultMaterial || (this._defaultMaterial = defaultBaseMaterial.clone());\\n    if (!derivedMaterial || derivedMaterial.baseMaterial !== baseMaterial) {\\n      derivedMaterial = this._derivedMaterial = createBezierMeshMaterial(baseMaterial);\\n      // dispose the derived material when its base material is disposed:\\n      baseMaterial.addEventListener('dispose', function onDispose() {\\n        baseMaterial.removeEventListener('dispose', onDispose);\\n        derivedMaterial.dispose();\\n      });\\n    }\\n    return derivedMaterial\\n  }\\n  set material(baseMaterial) {\\n    this._baseMaterial = baseMaterial;\\n  }\\n\\n  // Create and update material for shadows upon request:\\n  get customDepthMaterial() {\\n    return this.material.getDepthMaterial()\\n  }\\n  get customDistanceMaterial() {\\n    return this.material.getDistanceMaterial()\\n  }\\n\\n  onBeforeRender() {\\n    const {uniforms} = this.material;\\n    const {pointA, controlA, controlB, pointB, radius, dashArray, dashOffset} = this;\\n    uniforms.pointA.value.copy(pointA);\\n    uniforms.controlA.value.copy(controlA);\\n    uniforms.controlB.value.copy(controlB);\\n    uniforms.pointB.value.copy(pointB);\\n    uniforms.radius.value = radius;\\n    uniforms.dashing.value.set(dashArray.x, dashArray.y, dashOffset || 0);\\n  }\\n\\n  raycast(/*raycaster, intersects*/) {\\n    // TODO - just fail for now\\n  }\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/troika-three-utils/dist/troika-three-utils.esm.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/troika-worker-utils/dist/troika-worker-utils.esm.js\":\n/*!**************************************************************************!*\\\n  !*** ./node_modules/troika-worker-utils/dist/troika-worker-utils.esm.js ***!\n  \\**************************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   defineWorkerModule: () => (/* binding */ defineWorkerModule),\\n/* harmony export */   stringifyFunction: () => (/* binding */ stringifyFunction),\\n/* harmony export */   terminateWorker: () => (/* binding */ terminateWorker)\\n/* harmony export */ });\\n/**\\n * Main content for the worker that handles the loading and execution of\\n * modules within it.\\n */\\nfunction workerBootstrap() {\\n  var modules = Object.create(null);\\n\\n  // Handle messages for registering a module\\n  function registerModule(ref, callback) {\\n    var id = ref.id;\\n    var name = ref.name;\\n    var dependencies = ref.dependencies; if ( dependencies === void 0 ) dependencies = [];\\n    var init = ref.init; if ( init === void 0 ) init = function(){};\\n    var getTransferables = ref.getTransferables; if ( getTransferables === void 0 ) getTransferables = null;\\n\\n    // Only register once\\n    if (modules[id]) { return }\\n\\n    try {\\n      // If any dependencies are modules, ensure they're registered and grab their value\\n      dependencies = dependencies.map(function (dep) {\\n        if (dep && dep.isWorkerModule) {\\n          registerModule(dep, function (depResult) {\\n            if (depResult instanceof Error) { throw depResult }\\n          });\\n          dep = modules[dep.id].value;\\n        }\\n        return dep\\n      });\\n\\n      // Rehydrate functions\\n      init = rehydrate((\\\"<\\\" + name + \\\">.init\\\"), init);\\n      if (getTransferables) {\\n        getTransferables = rehydrate((\\\"<\\\" + name + \\\">.getTransferables\\\"), getTransferables);\\n      }\\n\\n      // Initialize the module and store its value\\n      var value = null;\\n      if (typeof init === 'function') {\\n        value = init.apply(void 0, dependencies);\\n      } else {\\n        console.error('worker module init function failed to rehydrate');\\n      }\\n      modules[id] = {\\n        id: id,\\n        value: value,\\n        getTransferables: getTransferables\\n      };\\n      callback(value);\\n    } catch(err) {\\n      if (!(err && err.noLog)) {\\n        console.error(err);\\n      }\\n      callback(err);\\n    }\\n  }\\n\\n  // Handle messages for calling a registered module's result function\\n  function callModule(ref, callback) {\\n    var ref$1;\\n\\n    var id = ref.id;\\n    var args = ref.args;\\n    if (!modules[id] || typeof modules[id].value !== 'function') {\\n      callback(new Error((\\\"Worker module \\\" + id + \\\": not found or its 'init' did not return a function\\\")));\\n    }\\n    try {\\n      var result = (ref$1 = modules[id]).value.apply(ref$1, args);\\n      if (result && typeof result.then === 'function') {\\n        result.then(handleResult, function (rej) { return callback(rej instanceof Error ? rej : new Error('' + rej)); });\\n      } else {\\n        handleResult(result);\\n      }\\n    } catch(err) {\\n      callback(err);\\n    }\\n    function handleResult(result) {\\n      try {\\n        var tx = modules[id].getTransferables && modules[id].getTransferables(result);\\n        if (!tx || !Array.isArray(tx) || !tx.length) {\\n          tx = undefined; //postMessage is very picky about not passing null or empty transferables\\n        }\\n        callback(result, tx);\\n      } catch(err) {\\n        console.error(err);\\n        callback(err);\\n      }\\n    }\\n  }\\n\\n  function rehydrate(name, str) {\\n    var result = void 0;\\n    self.troikaDefine = function (r) { return result = r; };\\n    var url = URL.createObjectURL(\\n      new Blob(\\n        [(\\\"/** \\\" + (name.replace(/\\\\*/g, '')) + \\\" **/\\\\n\\\\ntroikaDefine(\\\\n\\\" + str + \\\"\\\\n)\\\")],\\n        {type: 'application/javascript'}\\n      )\\n    );\\n    try {\\n      importScripts(url);\\n    } catch(err) {\\n      console.error(err);\\n    }\\n    URL.revokeObjectURL(url);\\n    delete self.troikaDefine;\\n    return result\\n  }\\n\\n  // Handler for all messages within the worker\\n  self.addEventListener('message', function (e) {\\n    var ref = e.data;\\n    var messageId = ref.messageId;\\n    var action = ref.action;\\n    var data = ref.data;\\n    try {\\n      // Module registration\\n      if (action === 'registerModule') {\\n        registerModule(data, function (result) {\\n          if (result instanceof Error) {\\n            postMessage({\\n              messageId: messageId,\\n              success: false,\\n              error: result.message\\n            });\\n          } else {\\n            postMessage({\\n              messageId: messageId,\\n              success: true,\\n              result: {isCallable: typeof result === 'function'}\\n            });\\n          }\\n        });\\n      }\\n      // Invocation\\n      if (action === 'callModule') {\\n        callModule(data, function (result, transferables) {\\n          if (result instanceof Error) {\\n            postMessage({\\n              messageId: messageId,\\n              success: false,\\n              error: result.message\\n            });\\n          } else {\\n            postMessage({\\n              messageId: messageId,\\n              success: true,\\n              result: result\\n            }, transferables || undefined);\\n          }\\n        });\\n      }\\n    } catch(err) {\\n      postMessage({\\n        messageId: messageId,\\n        success: false,\\n        error: err.stack\\n      });\\n    }\\n  });\\n}\\n\\n/**\\n * Fallback for `defineWorkerModule` that behaves identically but runs in the main\\n * thread, for when the execution environment doesn't support web workers or they\\n * are disallowed due to e.g. CSP security restrictions.\\n */\\nfunction defineMainThreadModule(options) {\\n  var moduleFunc = function() {\\n    var args = [], len = arguments.length;\\n    while ( len-- ) args[ len ] = arguments[ len ];\\n\\n    return moduleFunc._getInitResult().then(function (initResult) {\\n      if (typeof initResult === 'function') {\\n        return initResult.apply(void 0, args)\\n      } else {\\n        throw new Error('Worker module function was called but `init` did not return a callable function')\\n      }\\n    })\\n  };\\n  moduleFunc._getInitResult = function() {\\n    // We can ignore getTransferables in main thread. TODO workerId?\\n    var dependencies = options.dependencies;\\n    var init = options.init;\\n\\n    // Resolve dependencies\\n    dependencies = Array.isArray(dependencies) ? dependencies.map(function (dep) { return dep && dep._getInitResult ? dep._getInitResult() : dep; }\\n    ) : [];\\n\\n    // Invoke init with the resolved dependencies\\n    var initPromise = Promise.all(dependencies).then(function (deps) {\\n      return init.apply(null, deps)\\n    });\\n\\n    // Cache the resolved promise for subsequent calls\\n    moduleFunc._getInitResult = function () { return initPromise; };\\n\\n    return initPromise\\n  };\\n  return moduleFunc\\n}\\n\\nvar supportsWorkers = function () {\\n  var supported = false;\\n\\n  // Only attempt worker initialization in browsers; elsewhere it would just be\\n  // noise e.g. loading into a Node environment for SSR.\\n  if (typeof window !== 'undefined' && typeof window.document !== 'undefined') {\\n    try {\\n      // TODO additional checks for things like importScripts within the worker?\\n      //  Would need to be an async check.\\n      var worker = new Worker(\\n        URL.createObjectURL(new Blob([''], { type: 'application/javascript' }))\\n      );\\n      worker.terminate();\\n      supported = true;\\n    } catch (err) {\\n      if (typeof process !== 'undefined' && \\\"development\\\" === 'test') {} else {\\n        console.log(\\n          (\\\"Troika createWorkerModule: web workers not allowed; falling back to main thread execution. Cause: [\\\" + (err.message) + \\\"]\\\")\\n        );\\n      }\\n    }\\n  }\\n\\n  // Cached result\\n  supportsWorkers = function () { return supported; };\\n  return supported\\n};\\n\\nvar _workerModuleId = 0;\\nvar _messageId = 0;\\nvar _allowInitAsString = false;\\nvar workers = Object.create(null);\\nvar registeredModules = Object.create(null); //workerId -> Set<unregisterFn>\\nvar openRequests = Object.create(null);\\n\\n\\n/**\\n * Define a module of code that will be executed with a web worker. This provides a simple\\n * interface for moving chunks of logic off the main thread, and managing their dependencies\\n * among one another.\\n *\\n * @param {object} options\\n * @param {function} options.init\\n * @param {array} [options.dependencies]\\n * @param {function} [options.getTransferables]\\n * @param {string} [options.name]\\n * @param {string} [options.workerId]\\n * @return {function(...[*]): {then}}\\n */\\nfunction defineWorkerModule(options) {\\n  if ((!options || typeof options.init !== 'function') && !_allowInitAsString) {\\n    throw new Error('requires `options.init` function')\\n  }\\n  var dependencies = options.dependencies;\\n  var init = options.init;\\n  var getTransferables = options.getTransferables;\\n  var workerId = options.workerId;\\n\\n  if (!supportsWorkers()) {\\n    return defineMainThreadModule(options)\\n  }\\n\\n  if (workerId == null) {\\n    workerId = '#default';\\n  }\\n  var id = \\\"workerModule\\\" + (++_workerModuleId);\\n  var name = options.name || id;\\n  var registrationPromise = null;\\n\\n  dependencies = dependencies && dependencies.map(function (dep) {\\n    // Wrap raw functions as worker modules with no dependencies\\n    if (typeof dep === 'function' && !dep.workerModuleData) {\\n      _allowInitAsString = true;\\n      dep = defineWorkerModule({\\n        workerId: workerId,\\n        name: (\\\"<\\\" + name + \\\"> function dependency: \\\" + (dep.name)),\\n        init: (\\\"function(){return (\\\\n\\\" + (stringifyFunction(dep)) + \\\"\\\\n)}\\\")\\n      });\\n      _allowInitAsString = false;\\n    }\\n    // Grab postable data for worker modules\\n    if (dep && dep.workerModuleData) {\\n      dep = dep.workerModuleData;\\n    }\\n    return dep\\n  });\\n\\n  function moduleFunc() {\\n    var args = [], len = arguments.length;\\n    while ( len-- ) args[ len ] = arguments[ len ];\\n\\n    // Register this module if needed\\n    if (!registrationPromise) {\\n      registrationPromise = callWorker(workerId,'registerModule', moduleFunc.workerModuleData);\\n      var unregister = function () {\\n        registrationPromise = null;\\n        registeredModules[workerId].delete(unregister);\\n      }\\n      ;(registeredModules[workerId] || (registeredModules[workerId] = new Set())).add(unregister);\\n    }\\n\\n    // Invoke the module, returning a promise\\n    return registrationPromise.then(function (ref) {\\n      var isCallable = ref.isCallable;\\n\\n      if (isCallable) {\\n        return callWorker(workerId,'callModule', {id: id, args: args})\\n      } else {\\n        throw new Error('Worker module function was called but `init` did not return a callable function')\\n      }\\n    })\\n  }\\n  moduleFunc.workerModuleData = {\\n    isWorkerModule: true,\\n    id: id,\\n    name: name,\\n    dependencies: dependencies,\\n    init: stringifyFunction(init),\\n    getTransferables: getTransferables && stringifyFunction(getTransferables)\\n  };\\n  return moduleFunc\\n}\\n\\n/**\\n * Terminate an active Worker by a workerId that was passed to defineWorkerModule.\\n * This only terminates the Worker itself; the worker module will remain available\\n * and if you call it again its Worker will be respawned.\\n * @param {string} workerId\\n */\\nfunction terminateWorker(workerId) {\\n  // Unregister all modules that were registered in that worker\\n  if (registeredModules[workerId]) {\\n    registeredModules[workerId].forEach(function (unregister) {\\n      unregister();\\n    });\\n  }\\n  // Terminate the Worker object\\n  if (workers[workerId]) {\\n    workers[workerId].terminate();\\n    delete workers[workerId];\\n  }\\n}\\n\\n/**\\n * Stringifies a function into a form that can be deserialized in the worker\\n * @param fn\\n */\\nfunction stringifyFunction(fn) {\\n  var str = fn.toString();\\n  // If it was defined in object method/property format, it needs to be modified\\n  if (!/^function/.test(str) && /^\\\\w+\\\\s*\\\\(/.test(str)) {\\n    str = 'function ' + str;\\n  }\\n  return str\\n}\\n\\n\\nfunction getWorker(workerId) {\\n  var worker = workers[workerId];\\n  if (!worker) {\\n    // Bootstrap the worker's content\\n    var bootstrap = stringifyFunction(workerBootstrap);\\n\\n    // Create the worker from the bootstrap function content\\n    worker = workers[workerId] = new Worker(\\n      URL.createObjectURL(\\n        new Blob(\\n          [(\\\"/** Worker Module Bootstrap: \\\" + (workerId.replace(/\\\\*/g, '')) + \\\" **/\\\\n\\\\n;(\\\" + bootstrap + \\\")()\\\")],\\n          {type: 'application/javascript'}\\n        )\\n      )\\n    );\\n\\n    // Single handler for response messages from the worker\\n    worker.onmessage = function (e) {\\n      var response = e.data;\\n      var msgId = response.messageId;\\n      var callback = openRequests[msgId];\\n      if (!callback) {\\n        throw new Error('WorkerModule response with empty or unknown messageId')\\n      }\\n      delete openRequests[msgId];\\n      callback(response);\\n    };\\n  }\\n  return worker\\n}\\n\\n// Issue a call to the worker with a callback to handle the response\\nfunction callWorker(workerId, action, data) {\\n  return new Promise(function (resolve, reject) {\\n    var messageId = ++_messageId;\\n    openRequests[messageId] = function (response) {\\n      if (response.success) {\\n        resolve(response.result);\\n      } else {\\n        reject(new Error((\\\"Error in worker \\\" + action + \\\" call: \\\" + (response.error))));\\n      }\\n    };\\n    getWorker(workerId).postMessage({\\n      messageId: messageId,\\n      action: action,\\n      data: data\\n    });\\n  })\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/troika-worker-utils/dist/troika-worker-utils.esm.js?\");\n\n/***/ }),\n\n/***/ \"./node_modules/webgl-sdf-generator/dist/webgl-sdf-generator.mjs\":\n/*!***********************************************************************!*\\\n  !*** ./node_modules/webgl-sdf-generator/dist/webgl-sdf-generator.mjs ***!\n  \\***********************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   \\\"default\\\": () => (/* binding */ SDFGenerator)\\n/* harmony export */ });\\nfunction SDFGenerator() {\\nvar exports = (function (exports) {\\n\\n  /**\\n   * Find the point on a quadratic bezier curve at t where t is in the range [0, 1]\\n   */\\n  function pointOnQuadraticBezier (x0, y0, x1, y1, x2, y2, t, pointOut) {\\n    var t2 = 1 - t;\\n    pointOut.x = t2 * t2 * x0 + 2 * t2 * t * x1 + t * t * x2;\\n    pointOut.y = t2 * t2 * y0 + 2 * t2 * t * y1 + t * t * y2;\\n  }\\n\\n  /**\\n   * Find the point on a cubic bezier curve at t where t is in the range [0, 1]\\n   */\\n  function pointOnCubicBezier (x0, y0, x1, y1, x2, y2, x3, y3, t, pointOut) {\\n    var t2 = 1 - t;\\n    pointOut.x = t2 * t2 * t2 * x0 + 3 * t2 * t2 * t * x1 + 3 * t2 * t * t * x2 + t * t * t * x3;\\n    pointOut.y = t2 * t2 * t2 * y0 + 3 * t2 * t2 * t * y1 + 3 * t2 * t * t * y2 + t * t * t * y3;\\n  }\\n\\n  /**\\n   * Parse a path string into its constituent line/curve commands, invoking a callback for each.\\n   * @param {string} pathString - An SVG-like path string to parse; should only contain commands: M/L/Q/C/Z\\n   * @param {function(\\n   *   command: 'L'|'Q'|'C',\\n   *   startX: number,\\n   *   startY: number,\\n   *   endX: number,\\n   *   endY: number,\\n   *   ctrl1X?: number,\\n   *   ctrl1Y?: number,\\n   *   ctrl2X?: number,\\n   *   ctrl2Y?: number\\n   * )} commandCallback - A callback function that will be called once for each parsed path command, passing the\\n   *                      command identifier (only L/Q/C commands) and its numeric arguments.\\n   */\\n  function forEachPathCommand(pathString, commandCallback) {\\n    var segmentRE = /([MLQCZ])([^MLQCZ]*)/g;\\n    var match, firstX, firstY, prevX, prevY;\\n    while ((match = segmentRE.exec(pathString))) {\\n      var args = match[2]\\n        .replace(/^\\\\s*|\\\\s*$/g, '')\\n        .split(/[,\\\\s]+/)\\n        .map(function (v) { return parseFloat(v); });\\n      switch (match[1]) {\\n        case 'M':\\n          prevX = firstX = args[0];\\n          prevY = firstY = args[1];\\n          break\\n        case 'L':\\n          if (args[0] !== prevX || args[1] !== prevY) { // yup, some fonts have zero-length line commands\\n            commandCallback('L', prevX, prevY, (prevX = args[0]), (prevY = args[1]));\\n          }\\n          break\\n        case 'Q': {\\n          commandCallback('Q', prevX, prevY, (prevX = args[2]), (prevY = args[3]), args[0], args[1]);\\n          break\\n        }\\n        case 'C': {\\n          commandCallback('C', prevX, prevY, (prevX = args[4]), (prevY = args[5]), args[0], args[1], args[2], args[3]);\\n          break\\n        }\\n        case 'Z':\\n          if (prevX !== firstX || prevY !== firstY) {\\n            commandCallback('L', prevX, prevY, firstX, firstY);\\n          }\\n          break\\n      }\\n    }\\n  }\\n\\n  /**\\n   * Convert a path string to a series of straight line segments\\n   * @param {string} pathString - An SVG-like path string to parse; should only contain commands: M/L/Q/C/Z\\n   * @param {function(x1:number, y1:number, x2:number, y2:number)} segmentCallback - A callback\\n   *        function that will be called once for every line segment\\n   * @param {number} [curvePoints] - How many straight line segments to use when approximating a\\n   *        bezier curve in the path. Defaults to 16.\\n   */\\n  function pathToLineSegments (pathString, segmentCallback, curvePoints) {\\n    if ( curvePoints === void 0 ) curvePoints = 16;\\n\\n    var tempPoint = { x: 0, y: 0 };\\n    forEachPathCommand(pathString, function (command, startX, startY, endX, endY, ctrl1X, ctrl1Y, ctrl2X, ctrl2Y) {\\n      switch (command) {\\n        case 'L':\\n          segmentCallback(startX, startY, endX, endY);\\n          break\\n        case 'Q': {\\n          var prevCurveX = startX;\\n          var prevCurveY = startY;\\n          for (var i = 1; i < curvePoints; i++) {\\n            pointOnQuadraticBezier(\\n              startX, startY,\\n              ctrl1X, ctrl1Y,\\n              endX, endY,\\n              i / (curvePoints - 1),\\n              tempPoint\\n            );\\n            segmentCallback(prevCurveX, prevCurveY, tempPoint.x, tempPoint.y);\\n            prevCurveX = tempPoint.x;\\n            prevCurveY = tempPoint.y;\\n          }\\n          break\\n        }\\n        case 'C': {\\n          var prevCurveX$1 = startX;\\n          var prevCurveY$1 = startY;\\n          for (var i$1 = 1; i$1 < curvePoints; i$1++) {\\n            pointOnCubicBezier(\\n              startX, startY,\\n              ctrl1X, ctrl1Y,\\n              ctrl2X, ctrl2Y,\\n              endX, endY,\\n              i$1 / (curvePoints - 1),\\n              tempPoint\\n            );\\n            segmentCallback(prevCurveX$1, prevCurveY$1, tempPoint.x, tempPoint.y);\\n            prevCurveX$1 = tempPoint.x;\\n            prevCurveY$1 = tempPoint.y;\\n          }\\n          break\\n        }\\n      }\\n    });\\n  }\\n\\n  var viewportQuadVertex = \\\"precision highp float;attribute vec2 aUV;varying vec2 vUV;void main(){vUV=aUV;gl_Position=vec4(mix(vec2(-1.0),vec2(1.0),aUV),0.0,1.0);}\\\";\\n\\n  var copyTexFragment = \\\"precision highp float;uniform sampler2D tex;varying vec2 vUV;void main(){gl_FragColor=texture2D(tex,vUV);}\\\";\\n\\n  var cache = new WeakMap();\\n\\n  var glContextParams = {\\n    premultipliedAlpha: false,\\n    preserveDrawingBuffer: true,\\n    antialias: false,\\n    depth: false,\\n  };\\n\\n  /**\\n   * This is a little helper library for WebGL. It assists with state management for a GL context.\\n   * It's pretty tightly wrapped to the needs of this package, not very general-purpose.\\n   *\\n   * @param { WebGLRenderingContext | HTMLCanvasElement | OffscreenCanvas } glOrCanvas - the GL context to wrap\\n   * @param { ({gl, getExtension, withProgram, withTexture, withTextureFramebuffer, handleContextLoss}) => void } callback\\n   */\\n  function withWebGLContext (glOrCanvas, callback) {\\n    var gl = glOrCanvas.getContext ? glOrCanvas.getContext('webgl', glContextParams) : glOrCanvas;\\n    var wrapper = cache.get(gl);\\n    if (!wrapper) {\\n      var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;\\n      var extensions = {};\\n      var programs = {};\\n      var textures = {};\\n      var textureUnit = -1;\\n      var framebufferStack = [];\\n\\n      gl.canvas.addEventListener('webglcontextlost', function (e) {\\n        handleContextLoss();\\n        e.preventDefault();\\n      }, false);\\n\\n      function getExtension (name) {\\n        var ext = extensions[name];\\n        if (!ext) {\\n          ext = extensions[name] = gl.getExtension(name);\\n          if (!ext) {\\n            throw new Error((name + \\\" not supported\\\"))\\n          }\\n        }\\n        return ext\\n      }\\n\\n      function compileShader (src, type) {\\n        var shader = gl.createShader(type);\\n        gl.shaderSource(shader, src);\\n        gl.compileShader(shader);\\n        // const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS)\\n        // if (!status && !gl.isContextLost()) {\\n        //   throw new Error(gl.getShaderInfoLog(shader).trim())\\n        // }\\n        return shader\\n      }\\n\\n      function withProgram (name, vert, frag, func) {\\n        if (!programs[name]) {\\n          var attributes = {};\\n          var uniforms = {};\\n          var program = gl.createProgram();\\n          gl.attachShader(program, compileShader(vert, gl.VERTEX_SHADER));\\n          gl.attachShader(program, compileShader(frag, gl.FRAGMENT_SHADER));\\n          gl.linkProgram(program);\\n\\n          programs[name] = {\\n            program: program,\\n            transaction: function transaction (func) {\\n              gl.useProgram(program);\\n              func({\\n                setUniform: function setUniform (type, name) {\\n                  var values = [], len = arguments.length - 2;\\n                  while ( len-- > 0 ) values[ len ] = arguments[ len + 2 ];\\n\\n                  var uniformLoc = uniforms[name] || (uniforms[name] = gl.getUniformLocation(program, name));\\n                  gl[(\\\"uniform\\\" + type)].apply(gl, [ uniformLoc ].concat( values ));\\n                },\\n\\n                setAttribute: function setAttribute (name, size, usage, instancingDivisor, data) {\\n                  var attr = attributes[name];\\n                  if (!attr) {\\n                    attr = attributes[name] = {\\n                      buf: gl.createBuffer(), // TODO should we destroy our buffers?\\n                      loc: gl.getAttribLocation(program, name),\\n                      data: null\\n                    };\\n                  }\\n                  gl.bindBuffer(gl.ARRAY_BUFFER, attr.buf);\\n                  gl.vertexAttribPointer(attr.loc, size, gl.FLOAT, false, 0, 0);\\n                  gl.enableVertexAttribArray(attr.loc);\\n                  if (isWebGL2) {\\n                    gl.vertexAttribDivisor(attr.loc, instancingDivisor);\\n                  } else {\\n                    getExtension('ANGLE_instanced_arrays').vertexAttribDivisorANGLE(attr.loc, instancingDivisor);\\n                  }\\n                  if (data !== attr.data) {\\n                    gl.bufferData(gl.ARRAY_BUFFER, data, usage);\\n                    attr.data = data;\\n                  }\\n                }\\n              });\\n            }\\n          };\\n        }\\n\\n        programs[name].transaction(func);\\n      }\\n\\n      function withTexture (name, func) {\\n        textureUnit++;\\n        try {\\n          gl.activeTexture(gl.TEXTURE0 + textureUnit);\\n          var texture = textures[name];\\n          if (!texture) {\\n            texture = textures[name] = gl.createTexture();\\n            gl.bindTexture(gl.TEXTURE_2D, texture);\\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\\n          }\\n          gl.bindTexture(gl.TEXTURE_2D, texture);\\n          func(texture, textureUnit);\\n        } finally {\\n          textureUnit--;\\n        }\\n      }\\n\\n      function withTextureFramebuffer (texture, textureUnit, func) {\\n        var framebuffer = gl.createFramebuffer();\\n        framebufferStack.push(framebuffer);\\n        gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\\n        gl.activeTexture(gl.TEXTURE0 + textureUnit);\\n        gl.bindTexture(gl.TEXTURE_2D, texture);\\n        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);\\n        try {\\n          func(framebuffer);\\n        } finally {\\n          gl.deleteFramebuffer(framebuffer);\\n          gl.bindFramebuffer(gl.FRAMEBUFFER, framebufferStack[--framebufferStack.length - 1] || null);\\n        }\\n      }\\n\\n      function handleContextLoss () {\\n        extensions = {};\\n        programs = {};\\n        textures = {};\\n        textureUnit = -1;\\n        framebufferStack.length = 0;\\n      }\\n\\n      cache.set(gl, wrapper = {\\n        gl: gl,\\n        isWebGL2: isWebGL2,\\n        getExtension: getExtension,\\n        withProgram: withProgram,\\n        withTexture: withTexture,\\n        withTextureFramebuffer: withTextureFramebuffer,\\n        handleContextLoss: handleContextLoss,\\n      });\\n    }\\n    callback(wrapper);\\n  }\\n\\n\\n  function renderImageData(glOrCanvas, imageData, x, y, width, height, channels, framebuffer) {\\n    if ( channels === void 0 ) channels = 15;\\n    if ( framebuffer === void 0 ) framebuffer = null;\\n\\n    withWebGLContext(glOrCanvas, function (ref) {\\n      var gl = ref.gl;\\n      var withProgram = ref.withProgram;\\n      var withTexture = ref.withTexture;\\n\\n      withTexture('copy', function (tex, texUnit) {\\n        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);\\n        withProgram('copy', viewportQuadVertex, copyTexFragment, function (ref) {\\n          var setUniform = ref.setUniform;\\n          var setAttribute = ref.setAttribute;\\n\\n          setAttribute('aUV', 2, gl.STATIC_DRAW, 0, new Float32Array([0, 0, 2, 0, 0, 2]));\\n          setUniform('1i', 'image', texUnit);\\n          gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer || null);\\n          gl.disable(gl.BLEND);\\n          gl.colorMask(channels & 8, channels & 4, channels & 2, channels & 1);\\n          gl.viewport(x, y, width, height);\\n          gl.scissor(x, y, width, height);\\n          gl.drawArrays(gl.TRIANGLES, 0, 3);\\n        });\\n      });\\n    });\\n  }\\n\\n  /**\\n   * Resizing a canvas clears its contents; this utility copies the previous contents over.\\n   * @param canvas\\n   * @param newWidth\\n   * @param newHeight\\n   */\\n  function resizeWebGLCanvasWithoutClearing(canvas, newWidth, newHeight) {\\n    var width = canvas.width;\\n    var height = canvas.height;\\n    withWebGLContext(canvas, function (ref) {\\n      var gl = ref.gl;\\n\\n      var data = new Uint8Array(width * height * 4);\\n      gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, data);\\n      canvas.width = newWidth;\\n      canvas.height = newHeight;\\n      renderImageData(gl, data, 0, 0, width, height);\\n    });\\n  }\\n\\n  var webglUtils = /*#__PURE__*/Object.freeze({\\n    __proto__: null,\\n    withWebGLContext: withWebGLContext,\\n    renderImageData: renderImageData,\\n    resizeWebGLCanvasWithoutClearing: resizeWebGLCanvasWithoutClearing\\n  });\\n\\n  function generate$2 (sdfWidth, sdfHeight, path, viewBox, maxDistance, sdfExponent) {\\n    if ( sdfExponent === void 0 ) sdfExponent = 1;\\n\\n    var textureData = new Uint8Array(sdfWidth * sdfHeight);\\n\\n    var viewBoxWidth = viewBox[2] - viewBox[0];\\n    var viewBoxHeight = viewBox[3] - viewBox[1];\\n\\n    // Decompose all paths into straight line segments and add them to an index\\n    var segments = [];\\n    pathToLineSegments(path, function (x1, y1, x2, y2) {\\n      segments.push({\\n        x1: x1, y1: y1, x2: x2, y2: y2,\\n        minX: Math.min(x1, x2),\\n        minY: Math.min(y1, y2),\\n        maxX: Math.max(x1, x2),\\n        maxY: Math.max(y1, y2)\\n      });\\n    });\\n\\n    // Sort segments by maxX, this will let us short-circuit some loops below\\n    segments.sort(function (a, b) { return a.maxX - b.maxX; });\\n\\n    // For each target SDF texel, find the distance from its center to its nearest line segment,\\n    // map that distance to an alpha value, and write that alpha to the texel\\n    for (var sdfX = 0; sdfX < sdfWidth; sdfX++) {\\n      for (var sdfY = 0; sdfY < sdfHeight; sdfY++) {\\n        var signedDist = findNearestSignedDistance(\\n          viewBox[0] + viewBoxWidth * (sdfX + 0.5) / sdfWidth,\\n          viewBox[1] + viewBoxHeight * (sdfY + 0.5) / sdfHeight\\n        );\\n\\n        // Use an exponential scale to ensure the texels very near the glyph path have adequate\\n        // precision, while allowing the distance field to cover the entire texture, given that\\n        // there are only 8 bits available. Formula visualized: https://www.desmos.com/calculator/uiaq5aqiam\\n        var alpha = Math.pow((1 - Math.abs(signedDist) / maxDistance), sdfExponent) / 2;\\n        if (signedDist < 0) {\\n          alpha = 1 - alpha;\\n        }\\n\\n        alpha = Math.max(0, Math.min(255, Math.round(alpha * 255))); //clamp\\n        textureData[sdfY * sdfWidth + sdfX] = alpha;\\n      }\\n    }\\n\\n    return textureData\\n\\n    /**\\n     * For a given x/y, search the index for the closest line segment and return\\n     * its signed distance. Negative = inside, positive = outside, zero = on edge\\n     * @param x\\n     * @param y\\n     * @returns {number}\\n     */\\n    function findNearestSignedDistance (x, y) {\\n      var closestDistSq = Infinity;\\n      var closestDist = Infinity;\\n\\n      for (var i = segments.length; i--;) {\\n        var seg = segments[i];\\n        if (seg.maxX + closestDist <= x) { break } //sorting by maxX means no more can be closer, so we can short-circuit\\n        if (x + closestDist > seg.minX && y - closestDist < seg.maxY && y + closestDist > seg.minY) {\\n          var distSq = absSquareDistanceToLineSegment(x, y, seg.x1, seg.y1, seg.x2, seg.y2);\\n          if (distSq < closestDistSq) {\\n            closestDistSq = distSq;\\n            closestDist = Math.sqrt(closestDistSq);\\n          }\\n        }\\n      }\\n\\n      // Flip to negative distance if inside the poly\\n      if (isPointInPoly(x, y)) {\\n        closestDist = -closestDist;\\n      }\\n      return closestDist\\n    }\\n\\n    /**\\n     * Determine whether the given point lies inside or outside the glyph. Uses a simple\\n     * winding-number ray casting algorithm using a ray pointing east from the point.\\n     */\\n    function isPointInPoly (x, y) {\\n      var winding = 0;\\n      for (var i = segments.length; i--;) {\\n        var seg = segments[i];\\n        if (seg.maxX <= x) { break } //sorting by maxX means no more can cross, so we can short-circuit\\n        var intersects = ((seg.y1 > y) !== (seg.y2 > y)) && (x < (seg.x2 - seg.x1) * (y - seg.y1) / (seg.y2 - seg.y1) + seg.x1);\\n        if (intersects) {\\n          winding += seg.y1 < seg.y2 ? 1 : -1;\\n        }\\n      }\\n      return winding !== 0\\n    }\\n  }\\n\\n  function generateIntoCanvas$2(sdfWidth, sdfHeight, path, viewBox, maxDistance, sdfExponent, canvas, x, y, channel) {\\n    if ( sdfExponent === void 0 ) sdfExponent = 1;\\n    if ( x === void 0 ) x = 0;\\n    if ( y === void 0 ) y = 0;\\n    if ( channel === void 0 ) channel = 0;\\n\\n    generateIntoFramebuffer$1(sdfWidth, sdfHeight, path, viewBox, maxDistance, sdfExponent, canvas, null, x, y, channel);\\n  }\\n\\n  function generateIntoFramebuffer$1 (sdfWidth, sdfHeight, path, viewBox, maxDistance, sdfExponent, glOrCanvas, framebuffer, x, y, channel) {\\n    if ( sdfExponent === void 0 ) sdfExponent = 1;\\n    if ( x === void 0 ) x = 0;\\n    if ( y === void 0 ) y = 0;\\n    if ( channel === void 0 ) channel = 0;\\n\\n    var data = generate$2(sdfWidth, sdfHeight, path, viewBox, maxDistance, sdfExponent);\\n    // Expand single-channel data to rbga\\n    var rgbaData = new Uint8Array(data.length * 4);\\n    for (var i = 0; i < data.length; i++) {\\n      rgbaData[i * 4 + channel] = data[i];\\n    }\\n    renderImageData(glOrCanvas, rgbaData, x, y, sdfWidth, sdfHeight, 1 << (3 - channel), framebuffer);\\n  }\\n\\n  /**\\n   * Find the absolute distance from a point to a line segment at closest approach\\n   */\\n  function absSquareDistanceToLineSegment (x, y, lineX0, lineY0, lineX1, lineY1) {\\n    var ldx = lineX1 - lineX0;\\n    var ldy = lineY1 - lineY0;\\n    var lengthSq = ldx * ldx + ldy * ldy;\\n    var t = lengthSq ? Math.max(0, Math.min(1, ((x - lineX0) * ldx + (y - lineY0) * ldy) / lengthSq)) : 0;\\n    var dx = x - (lineX0 + t * ldx);\\n    var dy = y - (lineY0 + t * ldy);\\n    return dx * dx + dy * dy\\n  }\\n\\n  var javascript = /*#__PURE__*/Object.freeze({\\n    __proto__: null,\\n    generate: generate$2,\\n    generateIntoCanvas: generateIntoCanvas$2,\\n    generateIntoFramebuffer: generateIntoFramebuffer$1\\n  });\\n\\n  var mainVertex = \\\"precision highp float;uniform vec4 uGlyphBounds;attribute vec2 aUV;attribute vec4 aLineSegment;varying vec4 vLineSegment;varying vec2 vGlyphXY;void main(){vLineSegment=aLineSegment;vGlyphXY=mix(uGlyphBounds.xy,uGlyphBounds.zw,aUV);gl_Position=vec4(mix(vec2(-1.0),vec2(1.0),aUV),0.0,1.0);}\\\";\\n\\n  var mainFragment = \\\"precision highp float;uniform vec4 uGlyphBounds;uniform float uMaxDistance;uniform float uExponent;varying vec4 vLineSegment;varying vec2 vGlyphXY;float absDistToSegment(vec2 point,vec2 lineA,vec2 lineB){vec2 lineDir=lineB-lineA;float lenSq=dot(lineDir,lineDir);float t=lenSq==0.0 ? 0.0 : clamp(dot(point-lineA,lineDir)/lenSq,0.0,1.0);vec2 linePt=lineA+t*lineDir;return distance(point,linePt);}void main(){vec4 seg=vLineSegment;vec2 p=vGlyphXY;float dist=absDistToSegment(p,seg.xy,seg.zw);float val=pow(1.0-clamp(dist/uMaxDistance,0.0,1.0),uExponent)*0.5;bool crossing=(seg.y>p.y!=seg.w>p.y)&&(p.x<(seg.z-seg.x)*(p.y-seg.y)/(seg.w-seg.y)+seg.x);bool crossingUp=crossing&&vLineSegment.y<vLineSegment.w;gl_FragColor=vec4(crossingUp ? 1.0/255.0 : 0.0,crossing&&!crossingUp ? 1.0/255.0 : 0.0,0.0,val);}\\\";\\n\\n  var postFragment = \\\"precision highp float;uniform sampler2D tex;varying vec2 vUV;void main(){vec4 color=texture2D(tex,vUV);bool inside=color.r!=color.g;float val=inside ? 1.0-color.a : color.a;gl_FragColor=vec4(val);}\\\";\\n\\n  // Single triangle covering viewport\\n  var viewportUVs = new Float32Array([0, 0, 2, 0, 0, 2]);\\n\\n  var implicitContext = null;\\n  var isTestingSupport = false;\\n  var NULL_OBJECT = {};\\n  var supportByCanvas = new WeakMap(); // canvas -> bool\\n\\n  function validateSupport (glOrCanvas) {\\n    if (!isTestingSupport && !isSupported(glOrCanvas)) {\\n      throw new Error('WebGL generation not supported')\\n    }\\n  }\\n\\n  function generate$1 (sdfWidth, sdfHeight, path, viewBox, maxDistance, sdfExponent, glOrCanvas) {\\n    if ( sdfExponent === void 0 ) sdfExponent = 1;\\n    if ( glOrCanvas === void 0 ) glOrCanvas = null;\\n\\n    if (!glOrCanvas) {\\n      glOrCanvas = implicitContext;\\n      if (!glOrCanvas) {\\n        var canvas = typeof OffscreenCanvas === 'function'\\n          ? new OffscreenCanvas(1, 1)\\n          : typeof document !== 'undefined'\\n            ? document.createElement('canvas')\\n            : null;\\n        if (!canvas) {\\n          throw new Error('OffscreenCanvas or DOM canvas not supported')\\n        }\\n        glOrCanvas = implicitContext = canvas.getContext('webgl', { depth: false });\\n      }\\n    }\\n\\n    validateSupport(glOrCanvas);\\n\\n    var rgbaData = new Uint8Array(sdfWidth * sdfHeight * 4); //not Uint8ClampedArray, cuz Safari\\n\\n    // Render into a background texture framebuffer\\n    withWebGLContext(glOrCanvas, function (ref) {\\n      var gl = ref.gl;\\n      var withTexture = ref.withTexture;\\n      var withTextureFramebuffer = ref.withTextureFramebuffer;\\n\\n      withTexture('readable', function (texture, textureUnit) {\\n        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, sdfWidth, sdfHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\\n\\n        withTextureFramebuffer(texture, textureUnit, function (framebuffer) {\\n          generateIntoFramebuffer(\\n            sdfWidth,\\n            sdfHeight,\\n            path,\\n            viewBox,\\n            maxDistance,\\n            sdfExponent,\\n            gl,\\n            framebuffer,\\n            0,\\n            0,\\n            0 // red channel\\n          );\\n          gl.readPixels(0, 0, sdfWidth, sdfHeight, gl.RGBA, gl.UNSIGNED_BYTE, rgbaData);\\n        });\\n      });\\n    });\\n\\n    // Throw away all but the red channel\\n    var data = new Uint8Array(sdfWidth * sdfHeight);\\n    for (var i = 0, j = 0; i < rgbaData.length; i += 4) {\\n      data[j++] = rgbaData[i];\\n    }\\n\\n    return data\\n  }\\n\\n  function generateIntoCanvas$1(sdfWidth, sdfHeight, path, viewBox, maxDistance, sdfExponent, canvas, x, y, channel) {\\n    if ( sdfExponent === void 0 ) sdfExponent = 1;\\n    if ( x === void 0 ) x = 0;\\n    if ( y === void 0 ) y = 0;\\n    if ( channel === void 0 ) channel = 0;\\n\\n    generateIntoFramebuffer(sdfWidth, sdfHeight, path, viewBox, maxDistance, sdfExponent, canvas, null, x, y, channel);\\n  }\\n\\n  function generateIntoFramebuffer (sdfWidth, sdfHeight, path, viewBox, maxDistance, sdfExponent, glOrCanvas, framebuffer, x, y, channel) {\\n    if ( sdfExponent === void 0 ) sdfExponent = 1;\\n    if ( x === void 0 ) x = 0;\\n    if ( y === void 0 ) y = 0;\\n    if ( channel === void 0 ) channel = 0;\\n\\n    // Verify support\\n    validateSupport(glOrCanvas);\\n\\n    // Compute path segments\\n    var lineSegmentCoords = [];\\n    pathToLineSegments(path, function (x1, y1, x2, y2) {\\n      lineSegmentCoords.push(x1, y1, x2, y2);\\n    });\\n    lineSegmentCoords = new Float32Array(lineSegmentCoords);\\n\\n    withWebGLContext(glOrCanvas, function (ref) {\\n      var gl = ref.gl;\\n      var isWebGL2 = ref.isWebGL2;\\n      var getExtension = ref.getExtension;\\n      var withProgram = ref.withProgram;\\n      var withTexture = ref.withTexture;\\n      var withTextureFramebuffer = ref.withTextureFramebuffer;\\n      var handleContextLoss = ref.handleContextLoss;\\n\\n      withTexture('rawDistances', function (intermediateTexture, intermediateTextureUnit) {\\n        if (sdfWidth !== intermediateTexture._lastWidth || sdfHeight !== intermediateTexture._lastHeight) {\\n          gl.texImage2D(\\n            gl.TEXTURE_2D, 0, gl.RGBA,\\n            intermediateTexture._lastWidth = sdfWidth,\\n            intermediateTexture._lastHeight = sdfHeight,\\n            0, gl.RGBA, gl.UNSIGNED_BYTE, null\\n          );\\n        }\\n\\n        // Unsigned distance pass\\n        withProgram('main', mainVertex, mainFragment, function (ref) {\\n          var setAttribute = ref.setAttribute;\\n          var setUniform = ref.setUniform;\\n\\n          // Init extensions\\n          var instancingExtension = !isWebGL2 && getExtension('ANGLE_instanced_arrays');\\n          var blendMinMaxExtension = !isWebGL2 && getExtension('EXT_blend_minmax');\\n\\n          // Init/update attributes\\n          setAttribute('aUV', 2, gl.STATIC_DRAW, 0, viewportUVs);\\n          setAttribute('aLineSegment', 4, gl.DYNAMIC_DRAW, 1, lineSegmentCoords);\\n\\n          // Init/update uniforms\\n          setUniform.apply(void 0, [ '4f', 'uGlyphBounds' ].concat( viewBox ));\\n          setUniform('1f', 'uMaxDistance', maxDistance);\\n          setUniform('1f', 'uExponent', sdfExponent);\\n\\n          // Render initial unsigned distance / winding number info to a texture\\n          withTextureFramebuffer(intermediateTexture, intermediateTextureUnit, function (framebuffer) {\\n            gl.enable(gl.BLEND);\\n            gl.colorMask(true, true, true, true);\\n            gl.viewport(0, 0, sdfWidth, sdfHeight);\\n            gl.scissor(0, 0, sdfWidth, sdfHeight);\\n            gl.blendFunc(gl.ONE, gl.ONE);\\n            // Red+Green channels are incremented (FUNC_ADD) for segment-ray crossings to give a \\\"winding number\\\".\\n            // Alpha holds the closest (MAX) unsigned distance.\\n            gl.blendEquationSeparate(gl.FUNC_ADD, isWebGL2 ? gl.MAX : blendMinMaxExtension.MAX_EXT);\\n            gl.clear(gl.COLOR_BUFFER_BIT);\\n            if (isWebGL2) {\\n              gl.drawArraysInstanced(gl.TRIANGLES, 0, 3, lineSegmentCoords.length / 4);\\n            } else {\\n              instancingExtension.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 3, lineSegmentCoords.length / 4);\\n            }\\n            // Debug\\n            // const debug = new Uint8Array(sdfWidth * sdfHeight * 4)\\n            // gl.readPixels(0, 0, sdfWidth, sdfHeight, gl.RGBA, gl.UNSIGNED_BYTE, debug)\\n            // console.log('intermediate texture data: ', debug)\\n          });\\n        });\\n\\n        // Use the data stored in the texture to apply inside/outside and write to the output framebuffer rect+channel.\\n        withProgram('post', viewportQuadVertex, postFragment, function (program) {\\n          program.setAttribute('aUV', 2, gl.STATIC_DRAW, 0, viewportUVs);\\n          program.setUniform('1i', 'tex', intermediateTextureUnit);\\n          gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\\n          gl.disable(gl.BLEND);\\n          gl.colorMask(channel === 0, channel === 1, channel === 2, channel === 3);\\n          gl.viewport(x, y, sdfWidth, sdfHeight);\\n          gl.scissor(x, y, sdfWidth, sdfHeight);\\n          gl.drawArrays(gl.TRIANGLES, 0, 3);\\n        });\\n      });\\n\\n      // Handle context loss occurring during any of the above calls\\n      if (gl.isContextLost()) {\\n        handleContextLoss();\\n        throw new Error('webgl context lost')\\n      }\\n    });\\n  }\\n\\n  function isSupported (glOrCanvas) {\\n    var key = (!glOrCanvas || glOrCanvas === implicitContext) ? NULL_OBJECT : (glOrCanvas.canvas || glOrCanvas);\\n    var supported = supportByCanvas.get(key);\\n    if (supported === undefined) {\\n      isTestingSupport = true;\\n      var failReason = null;\\n      try {\\n        // Since we can't detect all failure modes up front, let's just do a trial run of a\\n        // simple path and compare what we get back to the correct expected result. This will\\n        // also serve to prime the shader compilation.\\n        var expectedResult = [\\n          97, 106, 97, 61,\\n          99, 137, 118, 80,\\n          80, 118, 137, 99,\\n          61, 97, 106, 97\\n        ];\\n        var testResult = generate$1(\\n          4,\\n          4,\\n          'M8,8L16,8L24,24L16,24Z',\\n          [0, 0, 32, 32],\\n          24,\\n          1,\\n          glOrCanvas\\n        );\\n        supported = testResult && expectedResult.length === testResult.length &&\\n          testResult.every(function (val, i) { return val === expectedResult[i]; });\\n        if (!supported) {\\n          failReason = 'bad trial run results';\\n          console.info(expectedResult, testResult);\\n        }\\n      } catch (err) {\\n        // TODO if it threw due to webgl context loss, should we maybe leave isSupported as null and try again later?\\n        supported = false;\\n        failReason = err.message;\\n      }\\n      if (failReason) {\\n        console.warn('WebGL SDF generation not supported:', failReason);\\n      }\\n      isTestingSupport = false;\\n      supportByCanvas.set(key, supported);\\n    }\\n    return supported\\n  }\\n\\n  var webgl = /*#__PURE__*/Object.freeze({\\n    __proto__: null,\\n    generate: generate$1,\\n    generateIntoCanvas: generateIntoCanvas$1,\\n    generateIntoFramebuffer: generateIntoFramebuffer,\\n    isSupported: isSupported\\n  });\\n\\n  /**\\n   * Generate an SDF texture image for a 2D path.\\n   *\\n   * @param {number} sdfWidth - width of the SDF output image in pixels.\\n   * @param {number} sdfHeight - height of the SDF output image in pixels.\\n   * @param {string} path - an SVG-like path string describing the glyph; should only contain commands: M/L/Q/C/Z.\\n   * @param {number[]} viewBox - [minX, minY, maxX, maxY] in font units aligning with the texture's edges.\\n   * @param {number} maxDistance - the maximum distance from the glyph path in font units that will be encoded; defaults\\n   *        to half the maximum viewBox dimension.\\n   * @param {number} [sdfExponent] - specifies an exponent for encoding the SDF's distance values; higher exponents\\n   *        will give greater precision nearer the glyph's path.\\n   * @return {Uint8Array}\\n   */\\n  function generate(\\n    sdfWidth,\\n    sdfHeight,\\n    path,\\n    viewBox,\\n    maxDistance,\\n    sdfExponent\\n  ) {\\n    if ( maxDistance === void 0 ) maxDistance = Math.max(viewBox[2] - viewBox[0], viewBox[3] - viewBox[1]) / 2;\\n    if ( sdfExponent === void 0 ) sdfExponent = 1;\\n\\n    try {\\n      return generate$1.apply(webgl, arguments)\\n    } catch(e) {\\n      console.info('WebGL SDF generation failed, falling back to JS', e);\\n      return generate$2.apply(javascript, arguments)\\n    }\\n  }\\n\\n  /**\\n   * Generate an SDF texture image for a 2D path, inserting the result into a WebGL `canvas` at a given x/y position\\n   * and color channel. This is generally much faster than calling `generate` because it does not require reading pixels\\n   * back from the GPU->CPU -- the `canvas` can be used directly as a WebGL texture image, so it all stays on the GPU.\\n   *\\n   * @param {number} sdfWidth - width of the SDF output image in pixels.\\n   * @param {number} sdfHeight - height of the SDF output image in pixels.\\n   * @param {string} path - an SVG-like path string describing the glyph; should only contain commands: M/L/Q/C/Z.\\n   * @param {number[]} viewBox - [minX, minY, maxX, maxY] in font units aligning with the texture's edges.\\n   * @param {number} maxDistance - the maximum distance from the glyph path in font units that will be encoded; defaults\\n   *        to half the maximum viewBox dimension.\\n   * @param {number} [sdfExponent] - specifies an exponent for encoding the SDF's distance values; higher exponents\\n   *        will give greater precision nearer the glyph's path.\\n   * @param {HTMLCanvasElement|OffscreenCanvas} canvas - a WebGL-enabled canvas into which the SDF will be rendered.\\n   *        Only the relevant rect/channel will be modified, the rest will be preserved. To avoid unpredictable results\\n   *        due to shared GL context state, this canvas should be dedicated to use by this library alone.\\n   * @param {number} x - the x position at which to render the SDF.\\n   * @param {number} y - the y position at which to render the SDF.\\n   * @param {number} channel - the color channel index (0-4) into which the SDF will be rendered.\\n   * @return {Uint8Array}\\n   */\\n  function generateIntoCanvas(\\n    sdfWidth,\\n    sdfHeight,\\n    path,\\n    viewBox,\\n    maxDistance,\\n    sdfExponent,\\n    canvas,\\n    x,\\n    y,\\n    channel\\n  ) {\\n    if ( maxDistance === void 0 ) maxDistance = Math.max(viewBox[2] - viewBox[0], viewBox[3] - viewBox[1]) / 2;\\n    if ( sdfExponent === void 0 ) sdfExponent = 1;\\n    if ( x === void 0 ) x = 0;\\n    if ( y === void 0 ) y = 0;\\n    if ( channel === void 0 ) channel = 0;\\n\\n    try {\\n      return generateIntoCanvas$1.apply(webgl, arguments)\\n    } catch(e) {\\n      console.info('WebGL SDF generation failed, falling back to JS', e);\\n      return generateIntoCanvas$2.apply(javascript, arguments)\\n    }\\n  }\\n\\n  exports.forEachPathCommand = forEachPathCommand;\\n  exports.generate = generate;\\n  exports.generateIntoCanvas = generateIntoCanvas;\\n  exports.javascript = javascript;\\n  exports.pathToLineSegments = pathToLineSegments;\\n  exports.webgl = webgl;\\n  exports.webglUtils = webglUtils;\\n\\n  Object.defineProperty(exports, '__esModule', { value: true });\\n\\n  return exports;\\n\\n}({}));\\nreturn exports\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./node_modules/webgl-sdf-generator/dist/webgl-sdf-generator.mjs?\");\n\n/***/ }),\n\n/***/ \"./src/core/MRApp.js\":\n/*!***************************!*\\\n  !*** ./src/core/MRApp.js ***!\n  \\***************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRApp: () => (/* binding */ MRApp)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_23__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var three_addons_controls_OrbitControls_js__WEBPACK_IMPORTED_MODULE_24__ = __webpack_require__(/*! three/addons/controls/OrbitControls.js */ \\\"./node_modules/three/examples/jsm/controls/OrbitControls.js\\\");\\n/* harmony import */ var three_addons_webxr_XRButton_js__WEBPACK_IMPORTED_MODULE_25__ = __webpack_require__(/*! three/addons/webxr/XRButton.js */ \\\"./node_modules/three/examples/jsm/webxr/XRButton.js\\\");\\n/* harmony import */ var stats_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! stats.js */ \\\"./node_modules/stats.js/build/stats.min.js\\\");\\n/* harmony import */ var stats_js__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(stats_js__WEBPACK_IMPORTED_MODULE_0__);\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n/* harmony import */ var mrjs_core_MRElement__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/core/MRElement */ \\\"./src/core/MRElement.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_user_MRUser__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! mrjs/core/user/MRUser */ \\\"./src/core/user/MRUser.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRSkyBoxEntity__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! mrjs/core/entities/MRSkyBoxEntity */ \\\"./src/core/entities/MRSkyBoxEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRStatsEntity__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! mrjs/core/entities/MRStatsEntity */ \\\"./src/core/entities/MRStatsEntity.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_AnchorSystem__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! mrjs/core/componentSystems/AnchorSystem */ \\\"./src/core/componentSystems/AnchorSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_AnimationSystem__WEBPACK_IMPORTED_MODULE_9__ = __webpack_require__(/*! mrjs/core/componentSystems/AnimationSystem */ \\\"./src/core/componentSystems/AnimationSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_AudioSystem__WEBPACK_IMPORTED_MODULE_10__ = __webpack_require__(/*! mrjs/core/componentSystems/AudioSystem */ \\\"./src/core/componentSystems/AudioSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_BoundaryVisibilitySystem__WEBPACK_IMPORTED_MODULE_11__ = __webpack_require__(/*! mrjs/core/componentSystems/BoundaryVisibilitySystem */ \\\"./src/core/componentSystems/BoundaryVisibilitySystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_ClippingSystem__WEBPACK_IMPORTED_MODULE_12__ = __webpack_require__(/*! mrjs/core/componentSystems/ClippingSystem */ \\\"./src/core/componentSystems/ClippingSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_ControlSystem__WEBPACK_IMPORTED_MODULE_13__ = __webpack_require__(/*! mrjs/core/componentSystems/ControlSystem */ \\\"./src/core/componentSystems/ControlSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_GeometryStyleSystem__WEBPACK_IMPORTED_MODULE_14__ = __webpack_require__(/*! mrjs/core/componentSystems/GeometryStyleSystem */ \\\"./src/core/componentSystems/GeometryStyleSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_LayoutSystem__WEBPACK_IMPORTED_MODULE_15__ = __webpack_require__(/*! mrjs/core/componentSystems/LayoutSystem */ \\\"./src/core/componentSystems/LayoutSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_MaskingSystem__WEBPACK_IMPORTED_MODULE_16__ = __webpack_require__(/*! mrjs/core/componentSystems/MaskingSystem */ \\\"./src/core/componentSystems/MaskingSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_MaterialStyleSystem__WEBPACK_IMPORTED_MODULE_17__ = __webpack_require__(/*! mrjs/core/componentSystems/MaterialStyleSystem */ \\\"./src/core/componentSystems/MaterialStyleSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_PanelSystem__WEBPACK_IMPORTED_MODULE_18__ = __webpack_require__(/*! mrjs/core/componentSystems/PanelSystem */ \\\"./src/core/componentSystems/PanelSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_PhysicsSystem__WEBPACK_IMPORTED_MODULE_19__ = __webpack_require__(/*! mrjs/core/componentSystems/PhysicsSystem */ \\\"./src/core/componentSystems/PhysicsSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_SkyBoxSystem__WEBPACK_IMPORTED_MODULE_20__ = __webpack_require__(/*! mrjs/core/componentSystems/SkyBoxSystem */ \\\"./src/core/componentSystems/SkyBoxSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_StatsSystem__WEBPACK_IMPORTED_MODULE_21__ = __webpack_require__(/*! mrjs/core/componentSystems/StatsSystem */ \\\"./src/core/componentSystems/StatsSystem.js\\\");\\n/* harmony import */ var mrjs_core_componentSystems_TextSystem__WEBPACK_IMPORTED_MODULE_22__ = __webpack_require__(/*! mrjs/core/componentSystems/TextSystem */ \\\"./src/core/componentSystems/TextSystem.js\\\");\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n('use strict');\\nwindow.mobileCheck = function () {\\n    return mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.display.mobileCheckFunction();\\n};\\n\\n// events that trigger the eventUpdate call for all MRSystems\\nconst GLOBAL_UPDATE_EVENTS = ['enterxr', 'exitxr', 'load', 'anchored', 'panelupdate', 'engine-started', 'resize'];\\n\\n/**\\n * @class MRApp\\n * @classdesc The engine handler for running MRjs as an App. `mr-app`\\n * @augments MRElement\\n */\\nclass MRApp extends mrjs_core_MRElement__WEBPACK_IMPORTED_MODULE_2__.MRElement {\\n    /**\\n     * @class\\n     * @description Constructs the base information of the app including system, camera, engine, xr, and rendering defaults.\\n     */\\n    constructor() {\\n        super();\\n        Object.defineProperty(this, 'isApp', {\\n            value: true,\\n            writable: false,\\n        });\\n\\n        this.xrsupport = false;\\n        this.isMobile = window.mobileCheck(); // resolves true/false\\n\\n        this.inspect = false;\\n\\n        this.clock = new three__WEBPACK_IMPORTED_MODULE_23__.Clock();\\n        this.systems = new Set();\\n        this.scene = new three__WEBPACK_IMPORTED_MODULE_23__.Scene();\\n        this.scene.matrixWorldAutoUpdate = false;\\n        this.anchor = null;\\n        this.origin = new three__WEBPACK_IMPORTED_MODULE_23__.Object3D();\\n\\n        this.scene.add(this.origin);\\n\\n        // The rest of the renderer is filled out in this.connectedCallback()-->this.init() since\\n        // the renderer relies on certain component flags attached to the <mr-app> itself.\\n        this.renderer = null;\\n\\n        this.lighting = {\\n            enabled: true,\\n            color: 0xffffff,\\n            intensity: 1,\\n            radius: 5,\\n            shadows: true,\\n        };\\n\\n        this.cameraOptions = {\\n            mode: 'orthographic',\\n        };\\n        this.render = this.render.bind(this);\\n        this.onWindowResize = this.onWindowResize.bind(this);\\n    }\\n\\n    /**\\n     * @function\\n     * @memberof MRApp\\n     * @returns {number} width in 3d or pixel space (depending on if in xr) of the current open app\\n     */\\n    get appWidth() {\\n        let result = parseFloat(this.compStyle.width.split('px')[0]);\\n        if (mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr.isPresenting) {\\n            result = (result / window.innerWidth) * mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.display.VIRTUAL_DISPLAY_RESOLUTION;\\n        }\\n        return result;\\n    }\\n\\n    /**\\n     * @function\\n     * @memberof MRApp\\n     * @returns {number} height in 3d or pixel space (depending on if in xr) of the current open app\\n     */\\n    get appHeight() {\\n        let result = parseFloat(this.compStyle.height.split('px')[0]);\\n        if (mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr.isPresenting) {\\n            result = (result / window.screen.height) * mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.display.VIRTUAL_DISPLAY_RESOLUTION;\\n        }\\n        return result;\\n    }\\n\\n    /**\\n     * @function Connected\\n     * @memberof MRApp\\n     * @description The connectedCallback function that runs whenever this entity component becomes connected to something else.\\n     */\\n    connectedCallback() {\\n        this.compStyle = window.getComputedStyle(this);\\n        mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.physics.initializePhysics();\\n        this.init();\\n\\n        this.observer = new MutationObserver(this.mutationCallback);\\n        this.observer.observe(this, { attributes: true, childList: true });\\n\\n        // initialize built in Systems\\n        document.addEventListener('engine-started', (event) => {\\n            this.user = new mrjs_core_user_MRUser__WEBPACK_IMPORTED_MODULE_5__[\\\"default\\\"](this.camera, this.scene);\\n\\n            if (this.dataset.occlusion == 'spotlight') {\\n                this.scene.add(this.user.initSpotlight());\\n            }\\n\\n            // order matters for all the below system creation items\\n            this.panelSystem = new mrjs_core_componentSystems_PanelSystem__WEBPACK_IMPORTED_MODULE_18__.PanelSystem();\\n            this.layoutSystem = new mrjs_core_componentSystems_LayoutSystem__WEBPACK_IMPORTED_MODULE_15__.LayoutSystem();\\n            this.textSystem = new mrjs_core_componentSystems_TextSystem__WEBPACK_IMPORTED_MODULE_22__.TextSystem();\\n            this.geometryStyleSystem = new mrjs_core_componentSystems_GeometryStyleSystem__WEBPACK_IMPORTED_MODULE_14__.GeometryStyleSystem();\\n            this.materialStyleSystem = new mrjs_core_componentSystems_MaterialStyleSystem__WEBPACK_IMPORTED_MODULE_17__.MaterialStyleSystem();\\n            this.boundaryVisibilitySystem = new mrjs_core_componentSystems_BoundaryVisibilitySystem__WEBPACK_IMPORTED_MODULE_11__.BoundaryVisibilitySystem();\\n            this.statsSystem = new mrjs_core_componentSystems_StatsSystem__WEBPACK_IMPORTED_MODULE_21__.StatsSystem();\\n            this.physicsSystem = new mrjs_core_componentSystems_PhysicsSystem__WEBPACK_IMPORTED_MODULE_19__.PhysicsSystem();\\n            this.controlSystem = new mrjs_core_componentSystems_ControlSystem__WEBPACK_IMPORTED_MODULE_13__.ControlSystem();\\n            this.anchorSystem = new mrjs_core_componentSystems_AnchorSystem__WEBPACK_IMPORTED_MODULE_8__.AnchorSystem();\\n            this.animationSystem = new mrjs_core_componentSystems_AnimationSystem__WEBPACK_IMPORTED_MODULE_9__.AnimationSystem();\\n            this.skyBoxSystem = new mrjs_core_componentSystems_SkyBoxSystem__WEBPACK_IMPORTED_MODULE_20__.SkyBoxSystem();\\n            this.audioSystem = new mrjs_core_componentSystems_AudioSystem__WEBPACK_IMPORTED_MODULE_10__.AudioSystem();\\n\\n            // These must be the last three systems since\\n            // they affect rendering. Clipping must happen\\n            // before masking. Rendering must be the last step.\\n            this.clippingSystem = new mrjs_core_componentSystems_ClippingSystem__WEBPACK_IMPORTED_MODULE_12__.ClippingSystem();\\n            this.maskingSystem = new mrjs_core_componentSystems_MaskingSystem__WEBPACK_IMPORTED_MODULE_16__.MaskingSystem();\\n        });\\n\\n        this.addEventListener('entityadded', (event) => {\\n            for (const system of this.systems) {\\n                system._onNewEntity(event.target);\\n            }\\n        });\\n\\n        document.addEventListener('entityremoved', async (event) => {\\n            for (const system of this.systems) {\\n                system._entityRemoved(event.detail.entity);\\n            }\\n\\n            while (event.detail.entity.object3D.parent) {\\n                event.detail.entity.object3D.removeFromParent();\\n            }\\n        });\\n\\n        // Call `eventUpdate` on all systems if any of the global events are triggered\\n        for (const eventType of GLOBAL_UPDATE_EVENTS) {\\n            document.addEventListener(eventType, (event) => {\\n                for (const system of this.systems) {\\n                    system.eventUpdate();\\n                }\\n            });\\n        }\\n    }\\n\\n    /**\\n     * @function Disconnected\\n     * @memberof MRApp\\n     * @description The disconnectedCallback function that runs whenever this entity component becomes connected to something else.\\n     */\\n    disconnectedCallback() {\\n        this.denit();\\n        this.observer.disconnect();\\n    }\\n\\n    // TODO: These are for toggling debug and app level flags in realtime.\\n    //       Currently only 'debug' is implemented. but we should add:\\n    //       - stats\\n    //       - lighting\\n    //       - controllers\\n    //       - ?\\n    /**\\n     * @function\\n     * @param {object} mutation - TODO\\n     */\\n    mutatedAttribute(mutation) {}\\n\\n    /**\\n     * @function\\n     * @param {object} mutation - TODO\\n     */\\n    mutatedChildList(mutation) {}\\n\\n    /**\\n     * @function\\n     * @description The mutationCallback function that runs whenever this entity component should be mutated.\\n     * @param {object} mutationList - the list of update/change/mutation(s) to be handled.\\n     * @param {object} observer - w3 standard object that watches for changes on the HTMLElement\\n     */\\n    mutationCallback = (mutationList, observer) => {\\n        for (const mutation of mutationList) {\\n            if (mutation.type === 'childList') {\\n                this.mutatedChildList(mutation);\\n            }\\n            if (mutation.type === 'attributes') {\\n                this.mutatedAttribute(mutation);\\n            }\\n        }\\n    };\\n\\n    /**\\n     * @function\\n     * @description Initializes the engine state for the MRApp. This function is run whenever the MRApp is connected.\\n     */\\n    init() {\\n        window.addEventListener('resize', this.onWindowResize);\\n\\n        this.debug = this.dataset.debug ?? false;\\n\\n        /* --- Renderer Setup --- */\\n\\n        this.renderer = new three__WEBPACK_IMPORTED_MODULE_23__.WebGLRenderer({\\n            antialias: true,\\n            alpha: true,\\n            // There's issues in the timing to enable taking screenshots of threejs scenes unless you have direct access to the code.\\n            // Using the preserveDrawingBuffer to ignore timing issues is the best approach instead. Though this has a performance hit,\\n            // we're allowing it to be enabled by users when necessary.\\n            //\\n            // References:\\n            // https://stackoverflow.com/questions/15558418/how-do-you-save-an-image-from-a-three-js-canvas\\n            // https://stackoverflow.com/questions/30628064/how-to-toggle-preservedrawingbuffer-in-three-js\\n            preserveDrawingBuffer: this.dataset.preserveDrawingBuffer ?? false,\\n        });\\n        this.renderer.setPixelRatio(window.devicePixelRatio);\\n        this.renderer.setSize(this.appWidth, this.appHeight);\\n        this.renderer.autoClear = false;\\n        this.renderer.shadowMap.enabled = true;\\n        this.renderer.xr.enabled = true;\\n        mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr = this.renderer.xr;\\n        this.renderer.toneMapping = three__WEBPACK_IMPORTED_MODULE_23__.ACESFilmicToneMapping;\\n        this.renderer.toneMappingExposure = 1;\\n        this.renderer.localClippingEnabled = true;\\n\\n        this.appendChild(this.renderer.domElement);\\n\\n        this.renderer.setAnimationLoop(this.render);\\n\\n        /* --- Camera Setup --- */\\n\\n        this.initCamera();\\n\\n        const layersString = this.dataset.layers;\\n        if (layersString) {\\n            this.layers = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(layersString);\\n\\n            for (const layer of this.layers) {\\n                this.camera.layers.enable(layer);\\n            }\\n        }\\n\\n        const orbitalOptionsString = this.dataset.orbital;\\n        let orbitalOptions = {};\\n        if (orbitalOptionsString) {\\n            orbitalOptions = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToJson(orbitalOptionsString);\\n        }\\n        this.orbital = orbitalOptions.mode ?? false;\\n        if (this.debug || this.orbital) {\\n            const orbitControls = new three_addons_controls_OrbitControls_js__WEBPACK_IMPORTED_MODULE_24__.OrbitControls(this.camera, this.renderer.domElement);\\n            orbitControls.minDistance = 1;\\n            orbitControls.maxDistance = 2;\\n\\n            // set target location if requested\\n            if (orbitalOptions.targetPos) {\\n                if (orbitalOptions.targetPos.length !== 3) {\\n                    console.error('Invalid orbital target position format. Please provide \\\"x y z\\\".');\\n                }\\n                orbitControls.target.set(orbitalOptions.targetPos[0], orbitalOptions.targetPos[1], orbitalOptions.targetPos[2]);\\n                orbitControls.update();\\n            }\\n\\n            // Note: order of the two below if-statements matter.\\n            // Want if both debug=true and orbital=true for orbital to take priority.\\n            if (this.orbital) {\\n                // always allow orbital controls\\n                orbitControls.enabled = true;\\n            } else if (this.debug) {\\n                // only allow orbital controls on += keypress\\n                orbitControls.enabled = false;\\n                document.addEventListener('keydown', (event) => {\\n                    if (event.key == '=') {\\n                        orbitControls.enabled = true;\\n                    }\\n                });\\n                document.addEventListener('keyup', (event) => {\\n                    if (event.key == '=') {\\n                        orbitControls.enabled = false;\\n                    }\\n                });\\n            }\\n        }\\n\\n        /* --- Lighting Setup --- */\\n\\n        if (this.dataset.lighting ?? false) {\\n            this.lighting = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToJson(this.dataset.lighting);\\n        }\\n        this.initLights(this.lighting);\\n\\n        /* --- Stats Setup --- */\\n\\n        if (this.dataset.stats ?? false) {\\n            // Old version of stats using the Stats.js visual\\n            // setup. Leaving to allow for top left quick visual of stats.\\n            // Is /not/ performant in headset. Documentation notes this.\\n            //\\n            this.stats = new (stats_js__WEBPACK_IMPORTED_MODULE_0___default())();\\n            this.stats.showPanel(0); // 0: fps, 1: ms, 2: mb, 3+: custom\\n            document.body.appendChild(this.stats.dom);\\n        }\\n\\n        /* --- Background Setup --- */\\n\\n        // allows for mr-app style to have background:value to set the skybox\\n        if (this.compStyle.backgroundImage !== 'none') {\\n            let skybox = new mrjs_core_entities_MRSkyBoxEntity__WEBPACK_IMPORTED_MODULE_6__.MRSkyBoxEntity();\\n            let imageUrl = this.compStyle.backgroundImage.match(/url\\\\(\\\"?(.+?)\\\"?\\\\)/)[1];\\n            skybox.setAttribute('src', imageUrl);\\n            this.appendChild(skybox);\\n\\n            // Need to zero out the background-image property otherwise\\n            // we'll end up with a canvas background as well as the skybox\\n            // when the canvas background is not needed in this 3d setup.\\n            //\\n            // We can do this because panel backgrounds are actual webpage\\n            // backgrounds and the app itself's background is separate from\\n            // that, being understood as the skybox of the entire app itself.\\n            this.style.setProperty('background-image', 'none', 'important');\\n            this.compStyle = window.getComputedStyle(this);\\n        }\\n\\n        /* --- Mobile VS XR Setup --- */\\n\\n        // We don't support mobile XR yet\\n        if (!this.isMobile) {\\n            navigator.xr?.isSessionSupported('immersive-ar').then((supported) => {\\n                this.xrsupport = supported;\\n\\n                if (this.xrsupport) {\\n                    this.XRButton = three_addons_webxr_XRButton_js__WEBPACK_IMPORTED_MODULE_25__.XRButton.createButton(this.renderer, {\\n                        requiredFeatures: ['local', 'hand-tracking'],\\n                        optionalFeatures: ['hit-test', 'anchors', 'plane-detection'],\\n                    });\\n\\n                    this.XRButton.addEventListener('click', () => {\\n                        this.classList.add('inXR');\\n                        this.XRButton.blur();\\n                    });\\n                    document.body.appendChild(this.XRButton);\\n\\n                    this.XRButton.style.position = 'fixed';\\n                    this.XRButton.style.zIndex = 10000;\\n                }\\n            });\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Initializes the user information for the MRApp including appropriate HMD direction and camera information and the default scene anchor location.\\n     */\\n    initCamera = () => {\\n        const cameraOptionsString = this.dataset.camera ?? '';\\n        if (cameraOptionsString) {\\n            Object.assign(this.cameraOptions, mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToJson(this.cameraOptionString) ?? {});\\n        }\\n\\n        __webpack_require__.g.appWidth = this.appWidth;\\n        __webpack_require__.g.appHeight = this.appHeight;\\n\\n        switch (this.cameraOptions.mode) {\\n            case 'orthographic':\\n                __webpack_require__.g.viewPortWidth = this.appWidth / 1000;\\n                __webpack_require__.g.viewPortHeight = this.appHeight / 1000;\\n\\n                // In an orthographic camera, unlike perspective, objects are rendered at the same scale regardless of their\\n                // distance from the camera, meaning near and far clipping planes are more about what objects are visible in\\n                // terms of their distance from the camera, rather than affecting the size of the objects.\\n                this.camera = new three__WEBPACK_IMPORTED_MODULE_23__.OrthographicCamera(__webpack_require__.g.viewPortWidth / -2, __webpack_require__.g.viewPortWidth / 2, __webpack_require__.g.viewPortHeight / 2, __webpack_require__.g.viewPortHeight / -2, 0.01, 1000);\\n                break;\\n            case 'perspective':\\n            default:\\n                this.camera = new three__WEBPACK_IMPORTED_MODULE_23__.PerspectiveCamera(70, this.appWidth / this.appHeight, 0.01, 20);\\n                this.vFOV = three__WEBPACK_IMPORTED_MODULE_23__.MathUtils.degToRad(this.camera.fov);\\n                __webpack_require__.g.viewPortHeight = 2 * Math.tan(this.vFOV / 2);\\n                __webpack_require__.g.viewPortWidth = __webpack_require__.g.viewPortHeight * this.camera.aspect;\\n                break;\\n        }\\n        this.camera.matrixWorldAutoUpdate = false;\\n\\n        let posUpdated = false;\\n        if (this.cameraOptions.hasOwnProperty('startPos')) {\\n            const startPosString = comp.startPos;\\n            if (startPosString) {\\n                const startPosArray = startPosString.split(' ').map(parseFloat);\\n                if (startPosArray.length === 3) {\\n                    const [x, y, z] = startPosArray;\\n                    this.camera.position.set(x, y, z);\\n                    posUpdated = true;\\n                } else {\\n                    console.error('Invalid camera starting position format. Please provide \\\"x y z\\\".');\\n                }\\n            }\\n        }\\n        if (!posUpdated) {\\n            // default\\n            this.camera.position.set(0, 0, 1);\\n        }\\n    };\\n\\n    /**\\n     * @function\\n     * @description Initializes default lighting and shadows for the main scene.\\n     * @param {object} data - the lights data (color, intensity, shadows, etc)\\n     */\\n    initLights = (data) => {\\n        if (!data.enabled) {\\n            return;\\n        }\\n        this.globalLight = new three__WEBPACK_IMPORTED_MODULE_23__.AmbientLight(data.color);\\n        this.globalLight.intensity = data.intensity;\\n        this.globalLight.position.set(0, 5, 0);\\n        this.scene.add(this.globalLight);\\n\\n        if (!this.isMobile) {\\n            if (data.shadows) {\\n                this.shadowLight = new three__WEBPACK_IMPORTED_MODULE_23__.PointLight(data.color);\\n                this.shadowLight.position.set(-1, 1, 1);\\n                this.shadowLight.intensity = data.intensity;\\n                this.shadowLight.castShadow = data.shadows;\\n                this.shadowLight.shadow.radius = data.radius;\\n                this.shadowLight.shadow.camera.near = 0.01; // default\\n                this.shadowLight.shadow.camera.far = 20; // default\\n                this.shadowLight.shadow.mapSize.set(2048, 2048);\\n                this.scene.add(this.shadowLight);\\n            }\\n        }\\n    };\\n\\n    /**\\n     * @function\\n     * @description De-initializes rendering and MR\\n     */\\n    denit() {\\n        document.body.removeChild(this.renderer.domElement);\\n        this.removeChild(this.XRButton);\\n        window.removeEventListener('resize', this.onWindowResize);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Registers a new system addition to the MRApp engine.\\n     * @param {MRSystem} system - the system to be added.\\n     */\\n    registerSystem(system) {\\n        this.systems.add(system);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Unregisters a system from the MRApp engine.\\n     * @param {MRSystem} system - the system to be removed.\\n     */\\n    unregisterSystem(system) {\\n        this.systems.delete(system);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Adding an entity as an object in this MRApp engine's scene.\\n     * @param {MREntity} entity - the entity to be added.\\n     */\\n    add(entity) {\\n        this.origin.add(entity.object3D);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Removing an entity as an object in this MRApp engine's scene.\\n     * @param {MREntity} entity - the entity to be removed.\\n     */\\n    removeEntity(entity) {\\n        this.origin.remove(entity.object3D);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Handles what is necessary rendering, camera, and user-wise when the viewing window is resized.\\n     */\\n    onWindowResize() {\\n        __webpack_require__.g.appWidth = this.appWidth;\\n        __webpack_require__.g.appHeight = this.appHeight;\\n        switch (this.cameraOptions.mode) {\\n            case 'orthographic':\\n                __webpack_require__.g.viewPortWidth = this.appWidth / 1000;\\n                __webpack_require__.g.viewPortHeight = this.appHeight / 1000;\\n\\n                this.camera.left = __webpack_require__.g.viewPortWidth / -2;\\n                this.camera.right = __webpack_require__.g.viewPortWidth / 2;\\n                this.camera.top = __webpack_require__.g.viewPortHeight / 2;\\n                this.camera.bottom = __webpack_require__.g.viewPortHeight / -2;\\n                break;\\n            case 'perspective':\\n            default:\\n                this.camera.aspect = this.appWidth / this.appHeight;\\n                __webpack_require__.g.viewPortWidth = __webpack_require__.g.viewPortHeight * this.camera.aspect;\\n                break;\\n        }\\n        this.camera.updateProjectionMatrix();\\n        this.renderer.setSize(this.appWidth, this.appHeight);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Default function header needed by threejs. The render function that is called during ever frame. Calls every systems' update function.\\n     * @param {number} timeStamp - timeStamp of the current frame.\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    render(timeStamp, frame) {\\n        // ----- grab important vars ----- //\\n\\n        const deltaTime = this.clock.getDelta();\\n\\n        // ----- If using the threejs stats for 'stats=true' ---- //\\n\\n        if (this.stats) {\\n            this.stats.update();\\n        }\\n\\n        // ----- Update needed items ----- //\\n\\n        if (mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr.isPresenting && !mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr.session) {\\n            mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr.session = this.renderer.xr.getSession();\\n            mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr.referenceSpace = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr.getReferenceSpace();\\n\\n            this.dispatchEvent(new CustomEvent('enterxr', { bubbles: true }));\\n\\n            mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr.session.addEventListener('end', () => {\\n                this.camera.position.set(0, 0, 1);\\n                this.camera.quaternion.set(0, 0, 0, 1);\\n                mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr.session = undefined;\\n                mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr.referenceSpace = undefined;\\n                this.classList.remove('inXR');\\n\\n                this.onWindowResize();\\n                this.dispatchEvent(new CustomEvent('exitxr', { bubbles: true }));\\n            });\\n        }\\n\\n        this.user?.update();\\n\\n        // ----- System Updates ----- //\\n\\n        for (const system of this.systems) {\\n            system._update(deltaTime, frame);\\n        }\\n\\n        // ----- Actually Render ----- //\\n\\n        // TODO (in future) - once this gets more complicated, it will be nice to have a render system separate\\n        // from the pure loop but it is okay as is here for now.\\n\\n        this.scene.updateMatrixWorld();\\n        if (this.camera.parent === null) {\\n            this.camera.updateMatrixWorld();\\n        }\\n        this.renderer.clear();\\n\\n        // Need to wait until we have all needed rendering-associated systems loaded.\\n        if (this.maskingSystem !== undefined) {\\n            this.maskingSystem.sync();\\n            const currentShadowEnabled = this.renderer.shadowMap.enabled;\\n            this.renderer.shadowMap.enabled = false;\\n            this.renderer.render(this.maskingSystem.scene, this.camera);\\n            this.renderer.shadowMap.enabled = currentShadowEnabled;\\n        }\\n\\n        this.renderer.render(this.scene, this.camera);\\n    }\\n}\\n\\ncustomElements.get('mr-app') || customElements.define('mr-app', MRApp);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/MRApp.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/MRElement.js\":\n/*!*******************************!*\\\n  !*** ./src/core/MRElement.js ***!\n  \\*******************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRElement: () => (/* binding */ MRElement)\\n/* harmony export */ });\\n/**\\n * @class MRElement\\n * @classdesc The first step in MRjs extending an HTMLElement. Used as a base for both `mr-app` and `mr-entity`.\\n * @augments HTMLElement\\n */\\nclass MRElement extends HTMLElement {\\n    /**\\n     * @class\\n     * @description Constructs the basic information needed to separate an `MRElement` from an `HTMLElement`.\\n     */\\n    constructor() {\\n        super();\\n        this.environment = null;\\n        this.observer = null;\\n\\n        // TODO: find alternative solution. This breaks with the switch to asychronous entity initialization @takahirox\\n        // Hack for the performance.\\n        // Element.getBoundingClientRect() is called from many places\\n        // mainly to sync the layout between DOM elements and 3D scene.\\n        // But .getBoundingClientRect() is slow because it may invoke reflow.\\n        // To avoid reflow in sync we use a hack with IntersectionObserver\\n        // that gives .boundingClientRect in callback function.\\n        //\\n        // There are some concerns in this approach.\\n        // 1. It might be costly to apply this technique to all MREntities.\\n        //    Optimization might be necessary to apply it only to MREntities where\\n        //    .getBoundingClientRect() is frequently executed.\\n        // 2. Since boundingClientRect is updated asynchronously, the latest values\\n        //    may be set a few frames late. It is necessary to confirm whether this\\n        //    is acceptable for the user experience and various systems. One possible\\n        //    workaround, which is not perfect but simple, would be to add a new method\\n        //    that is more efficient but may not return the latest value, in addition to\\n        //    the regular .getBoundingClientRect() method. The caller can then choose\\n        //    which method to use depending on the purpose.\\n        // 3. Asynchronous updates can make testing, problem investigation, and debugging\\n        //    more difficult. For example, if a bug occurs only when updates are delayed by\\n        //    greater than a certain number of frames, it may be difficult to reproduce the\\n        //    issue and making problem investigation very challenging. (If IntersectionObserver\\n        //    specification guarantees that the callback would always be called during the next\\n        //    idle time after .observe() is executed, the problem would be less significant.)\\n        this._boundingClientRect = null;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Adding an entity as a sub-object of this entity.\\n     * @param {object} entity - the entity to be added.\\n     */\\n    add(entity) {}\\n\\n    /**\\n     * @function\\n     * @description Removing an entity as a sub-object of this entity.\\n     * @param {object} entity - the entity to be removed.\\n     */\\n    removeEntity(entity) {}\\n\\n    // TODO: find alternative solution. This breaks with the switch to asychronous entity initialization\\n    // /**\\n    //  * @function\\n    //  * @description Overrides getBoundingClientRect() to avoid reflow in sync as optimization\\n    //  * @returns {object} rect - the bounding client rect of the HTMLElement representation of this MRElement.\\n    //  */\\n    // getBoundingClientRect() {\\n    //     // This is a fallback in case if .getBoundingClientRect() is called before\\n    //     // ._boundingClientRect is initialized.\\n    //     if (this._boundingClientRect === null) {\\n    //         this._boundingClientRect = super.getBoundingClientRect();\\n    //     }\\n    //     // Assuming the values in the return value object are not overridden in the callers.\\n    //     // If it happens, it affects to all the callers until ._boundingClientRect is refreshed.\\n    //     return this._boundingClientRect;\\n    // }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/MRElement.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/MREntity.js\":\n/*!******************************!*\\\n  !*** ./src/core/MREntity.js ***!\n  \\******************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MREntity: () => (/* binding */ MREntity)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_MRElement__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRElement */ \\\"./src/core/MRElement.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n\\n\\n\\n\\n\\n\\nconst MOUSE_EVENTS = ['click', 'mouseenter', 'mouseleave', 'mousedown', 'mouseup', 'mouseover', 'mouseout', 'mousemove'];\\n\\n/**\\n * @class MREntity\\n * @classdesc The default representation of an MRElement to be expanded upon by actual details ECS Entity items. `mr-entity`\\n * @augments MRElement\\n */\\nclass MREntity extends mrjs_core_MRElement__WEBPACK_IMPORTED_MODULE_0__.MRElement {\\n    aabb = new three__WEBPACK_IMPORTED_MODULE_2__.Box3();\\n\\n    size = new three__WEBPACK_IMPORTED_MODULE_2__.Vector3();\\n\\n    layer = 0;\\n\\n    physics = {\\n        type: 'none',\\n    };\\n\\n    /**\\n     * @class\\n     * @description Constructor for the default Entity Component (MREntity).\\n     *              Sets up the base object3D and useful Mixed Reality information including rendering, touching, and component basics.\\n     */\\n    constructor() {\\n        super();\\n\\n        this.object3D = new three__WEBPACK_IMPORTED_MODULE_2__.Group();\\n        this.object3D.userData.isEntityObject3DRoot = true;\\n        this.object3D.userData.bbox = new three__WEBPACK_IMPORTED_MODULE_2__.Box3();\\n        this.object3D.userData.size = new three__WEBPACK_IMPORTED_MODULE_2__.Vector3();\\n\\n        this.object3D.receiveShadow = true;\\n        this.object3D.castShadow = true;\\n        this.object3D.renderOrder = 3;\\n        this.object3D.name = 'entity';\\n\\n        this.scale = 1;\\n\\n        this.componentMutated = this.componentMutated.bind(this);\\n\\n        this.touch = false;\\n        this.grabbed = false;\\n        this.focus = false;\\n\\n        this.ignoreStencil = true;\\n    }\\n\\n    /*************************/\\n    /*** Object Dimensions ***/\\n    /*************************/\\n\\n    /**\\n     * @function\\n     * @description Calculates the width of the Entity based on the viewPort's shape. If in Mixed Reality, adjusts the value appropriately.\\n     * @returns {number} - the resolved width\\n     */\\n    get width() {\\n        return (this.compStyle.width.split('px')[0] / __webpack_require__.g.appWidth) * __webpack_require__.g.viewPortWidth;\\n    }\\n\\n    /**\\n     * @function\\n     * @description The actual 3D value of the content's width.\\n     * @returns {number} - width of the 3D object.\\n     */\\n    get contentWidth() {\\n        this.aabb.setFromObject(this.object3D).getSize(this.size);\\n        return this.size.x;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Calculates the height of the Entity based on the viewPort's shape. If in Mixed Reality, adjusts the value appropriately.\\n     * @returns {number} - the resolved height\\n     */\\n    get height() {\\n        return (this.compStyle.height.split('px')[0] / __webpack_require__.g.appHeight) * __webpack_require__.g.viewPortHeight;\\n    }\\n\\n    /**\\n     * @function\\n     * @description The actual 3D value of the content's height.\\n     * @returns {number} - height of the 3D object.\\n     */\\n    get contentHeight() {\\n        this.aabb.setFromObject(this.object3D).getSize(this.size);\\n        return this.size.y;\\n    }\\n\\n    /****************************/\\n    /*** Updates And Triggers ***/\\n    /****************************/\\n\\n    /**\\n     * @function\\n     * @description Triggers a system run to update geometry specifically for the entity calling it. Useful when it's not an overall scene event and for cases where\\n     * relying on an overall scene or all items to update isnt beneficial.\\n     */\\n    triggerGeometryStyleUpdate() {\\n        this.dispatchEvent(new CustomEvent('trigger-geometry-style-update', { detail: this, bubbles: true }));\\n    }\\n\\n    /**\\n     * @function\\n     * @description Triggers a system run to update material specifically for the entity calling it. Useful when it's not an overall scene event and for cases where\\n     * relying on an overall scene or all items to update isnt beneficial.\\n     */\\n    triggerMaterialStyleUpdate() {\\n        this.dispatchEvent(new CustomEvent('trigger-material-style-update', { detail: this, bubbles: true }));\\n    }\\n\\n    /**\\n     * @function\\n     * @description Directly in MRjs, this function is empty. It is called directly in the\\n     * MaterialStyleSystem. This allows outside users to add their own additional functionality\\n     * for the entities. These are run after the MaterialStyleSystem does its own update on the entity.\\n     */\\n    updateMaterialStyle() {}\\n\\n    /**\\n     * @function\\n     * @description Directly in MRjs, this function is empty. It is called directly in the\\n     * GeometryStyleSystem. This allows outside users to add their own additional functionality\\n     * for the entities. These are run after the GeometryStyleSystem does its own update on the entity.\\n     */\\n    updateGeometryStyle() {}\\n\\n    /*****************************/\\n    /*** On Interaction Events ***/\\n    /*****************************/\\n\\n    /**\\n     * @function\\n     * @description Handles the hover event\\n     * @param {object} event - the hover event\\n     */\\n    onHover = (event) => {};\\n\\n    /**\\n     * @function\\n     * @description Handles the touch event\\n     * @param {object} event - the touch event\\n     */\\n    onTouch = (event) => {};\\n\\n    /**\\n     * @function\\n     * @description Handles the scroll event\\n     * @param {object} event - the scroll event\\n     */\\n    onScroll = (event) => {\\n        this.parentElement?.onScroll(event);\\n    };\\n\\n    /********************************/\\n    /*** Handling data-attributes ***/\\n    /********************************/\\n\\n    components = {\\n        get: (name) => {\\n            const dataName = `comp${name[0].toUpperCase()}${name.slice(1)}`;\\n            return mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToJson(this.dataset[dataName]);\\n        },\\n\\n        set: (name, data) => {\\n            const dataName = `comp${name[0].toUpperCase()}${name.slice(1)}`;\\n            const component = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToJson(this.dataset[dataName]) ?? {};\\n            for (const key in data) {\\n                component[key] = data[key];\\n            }\\n            this.dataset[dataName] = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.jsonToString(component);\\n        },\\n\\n        toJSON: () => {\\n            let all = {};\\n            for (const key in this.dataset) {\\n                let compName = key.split('comp')[1];\\n                if (compName) {\\n                    all[compName.toLowerCase()] = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToJson(this.dataset[key]);\\n                }\\n            }\\n            return all;\\n        },\\n    };\\n\\n    position = {\\n        get: () => {\\n            return mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(this.dataset.position);\\n        },\\n\\n        set: (arr) => {\\n            if (arr.length != 3) {\\n                mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.error.err('position must be set with an array of all three elements [x, y, z]');\\n            }\\n            let vec = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(this.dataset.position ?? '0 0 0');\\n            vec[0] = arr[0];\\n            vec[1] = arr[1];\\n            vec[2] = arr[2];\\n            this.dataset.position = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.vectorToString(vec);\\n        },\\n\\n        x: () => {\\n            return this.dataset.position.split(' ')[0];\\n        },\\n\\n        setX: (val) => {\\n            let vec = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(this.dataset.position);\\n            vec[0] = val;\\n            this.dataset.position = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.vectorToString(vec);\\n        },\\n\\n        y: () => {\\n            return this.dataset.position.split(' ')[1];\\n        },\\n\\n        setY: (val) => {\\n            let vec = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(this.dataset.position);\\n            vec[1] = val;\\n            this.dataset.position = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.vectorToString(vec);\\n        },\\n\\n        z: () => {\\n            return this.dataset.position.split(' ')[2];\\n        },\\n\\n        setZ: (val) => {\\n            let vec = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(this.dataset.position);\\n            vec[2] = val;\\n            this.dataset.position = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.vectorToString(vec);\\n        },\\n    };\\n\\n    rotation = {\\n        get: () => {\\n            return mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(this.dataset.rotation);\\n        },\\n\\n        set: (arr) => {\\n            if (arr.length != 3) {\\n                mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.error.err('rotation must be set with an array of all three elements [x, y, z]');\\n            }\\n            let vec = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(this.dataset.rotation ?? '0 0 0');\\n            vec[0] = arr[0];\\n            vec[1] = arr[1];\\n            vec[2] = arr[2];\\n            this.dataset.rotation = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.vectorToString(vec);\\n        },\\n\\n        x: () => {\\n            return this.dataset.rotation.split(' ')[0];\\n        },\\n\\n        x: (val) => {\\n            let vec = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(this.dataset.rotation);\\n            vec[0] = val;\\n            this.dataset.rotation = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.vectorToString(vec);\\n        },\\n\\n        y: () => {\\n            return this.dataset.rotation.split(' ')[1];\\n        },\\n\\n        y: (val) => {\\n            let vec = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(this.dataset.rotation);\\n            vec[1] = val;\\n            this.dataset.rotation = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.vectorToString(vec);\\n        },\\n\\n        z: () => {\\n            return this.dataset.rotation.split(' ')[2];\\n        },\\n\\n        z: (val) => {\\n            let vec = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(this.dataset.rotation);\\n            vec[2] = val;\\n            this.dataset.rotation = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.vectorToString(vec);\\n        },\\n    };\\n\\n    /**\\n     * @function\\n     * @description Loads all attributes of this entity's stored dataset including components, attaching them, and their associated rotations and positions.\\n     */\\n    loadAttributes() {\\n        for (const attr in this.dataset) {\\n            if (attr.includes('comp')) {\\n                const compName = attr.split('comp')[1].toLocaleLowerCase();\\n                this.dispatchEvent(\\n                    new CustomEvent(`${attr}-attached`, {\\n                        bubbles: true,\\n                        detail: { entity: this },\\n                    })\\n                );\\n            } else {\\n                switch (attr) {\\n                    case 'rotation':\\n                        this.object3D.rotation.fromArray(mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToDegVector(this.dataset.rotation));\\n                        break;\\n                    case 'position':\\n                        this.object3D.position.fromArray(mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(this.dataset.position));\\n                        break;\\n                }\\n            }\\n        }\\n    }\\n\\n    /************************************/\\n    /*** Handling Entity Interactions ***/\\n    /************************************/\\n\\n    /**\\n     * @function\\n     * @description (async) does nothing. Is called by the connectedCallback.\\n     */\\n    async connected() {}\\n\\n    /**\\n     * @function\\n     * @description The connectedCallback function that runs whenever this entity component becomes connected to something else.\\n     */\\n    async connectedCallback() {\\n        this.compStyle = window.getComputedStyle(this);\\n\\n        if (!(this.parentElement instanceof mrjs_core_MRElement__WEBPACK_IMPORTED_MODULE_0__.MRElement)) {\\n            return;\\n        }\\n        this.parentElement.add(this);\\n\\n        if (this.parentElement.user) {\\n            this.user = this.parentElement.user;\\n        }\\n        if (this.parentElement.env) {\\n            this.env = this.parentElement.env;\\n        }\\n\\n        this.object3D.userData.element = this;\\n\\n        this.object3D.userData.bbox = new three__WEBPACK_IMPORTED_MODULE_2__.Box3();\\n        this.object3D.userData.size = new three__WEBPACK_IMPORTED_MODULE_2__.Vector3();\\n\\n        this.object3D.userData.bbox.setFromObject(this.object3D);\\n\\n        this.object3D.userData.bbox.getSize(this.object3D.userData.size);\\n\\n        this.mutationCallback = this.mutationCallback.bind(this);\\n        this.observer = new MutationObserver(this.mutationCallback);\\n        this.observer.observe(this, { attributes: true, childList: true, attributeOldValue: true });\\n\\n        /** Handle events specific to this entity */\\n        // note: these will need the trigger for Material or Geometry if applicable\\n\\n        MOUSE_EVENTS.forEach((eventType) => {\\n            this.addEventListener(eventType, (event) => {\\n                this.triggerGeometryStyleUpdate();\\n                this.triggerMaterialStyleUpdate();\\n            });\\n        });\\n\\n        this.addEventListener('touchstart', (event) => {\\n            this.triggerGeometryStyleUpdate();\\n            this.triggerMaterialStyleUpdate();\\n            this.onTouch(event);\\n        });\\n        this.addEventListener('touchmove', (event) => {\\n            this.triggerGeometryStyleUpdate();\\n            this.triggerMaterialStyleUpdate();\\n            this.onTouch(event);\\n        });\\n        this.addEventListener('touchend', (event) => {\\n            this.triggerGeometryStyleUpdate();\\n            this.triggerMaterialStyleUpdate();\\n            this.onTouch(event);\\n        });\\n        this.addEventListener('hoverstart', (event) => {\\n            this.triggerGeometryStyleUpdate();\\n            this.triggerMaterialStyleUpdate();\\n            this.onHover(event);\\n        });\\n        this.addEventListener('hoverend', (event) => {\\n            this.triggerGeometryStyleUpdate();\\n            this.triggerMaterialStyleUpdate();\\n            this.onHover(event);\\n        });\\n\\n        this.addEventListener('entityupdated', (event) => {\\n            this.triggerGeometryStyleUpdate();\\n            this.triggerMaterialStyleUpdate();\\n        });\\n\\n        // TODO: find alternative solution. This breaks with the switch to asychronous entity initialization\\n        // const intersectionObserver = new IntersectionObserver((entries) => {\\n        //     for (const entry of entries) {\\n        //         this._boundingClientRect = entry.boundingClientRect;\\n        //     }\\n        //     // Refresh the rect info to keep it up-to-date as much as possible.\\n        //     // It seems that the callback is always called once soon after observe() is called,\\n        //     // regardless of the intersection state of the entity.\\n        //     // TODO: Confirm whether this behavior is intended. If it is not, there may be future\\n        //     //       behavior changes or it may not work as intended on certain platforms.\\n        //     intersectionObserver.disconnect();\\n        //     intersectionObserver.observe(this);\\n        // });\\n        // intersectionObserver.observe(this);\\n\\n        // If the physics not yet inititalized, set an event listener and wait til the engine\\n        // has started before completing initialization\\n        if (mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.physics.initialized) {\\n            await this.connected();\\n            this.loadAttributes();\\n            this.dispatchEvent(new CustomEvent('entityadded', { bubbles: true }));\\n        } else {\\n            document.addEventListener('engine-started', async (event) => {\\n                await this.connected();\\n                this.loadAttributes();\\n                this.dispatchEvent(new CustomEvent('entityadded', { bubbles: true }));\\n            });\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Callback function of MREntity - does nothing. Is called by the disconnectedCallback.\\n     */\\n    disconnected() {}\\n\\n    /**\\n     * @function\\n     * @description The disconnectedCallback function that runs whenever this entity component becomes disconnected from something else.\\n     */\\n    disconnectedCallback() {\\n        document.dispatchEvent(\\n            new CustomEvent('entityremoved', {\\n                detail: {\\n                    entity: this,\\n                },\\n            })\\n        );\\n\\n        this.environment = null;\\n        this.observer.disconnect();\\n\\n        this.disconnected();\\n\\n        mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.model.disposeObject3D(this.object3D);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Callback function of MREntity - does nothing. Is called by mutation Callback.\\n     * @param {object} mutation - the update/change/mutation to be handled.\\n     */\\n    mutated(mutation) {}\\n\\n    /**\\n     * @function\\n     * @description The mutationCallback function that runs whenever this entity component should be mutated.\\n     * @param {object} mutationList - the list of update/change/mutation(s) to be handled.\\n     * @param {object} observer - w3 standard object that watches for changes on the HTMLElement\\n     */\\n    mutationCallback(mutationList, observer) {\\n        for (const mutation of mutationList) {\\n            this.mutated(mutation);\\n\\n            switch (mutation.type) {\\n                case 'childList':\\n                    this.triggerGeometryStyleUpdate();\\n                    this.triggerMaterialStyleUpdate();\\n                    break;\\n                case 'attributes':\\n                    if (mutation.attributeName.includes('comp')) {\\n                        this.componentMutated(mutation);\\n                    }\\n                    switch (mutation.attributeName) {\\n                        case 'data-position':\\n                            this.object3D.position.fromArray(mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToVector(this.dataset.position));\\n                            break;\\n                        case 'data-rotation':\\n                            this.object3D.rotation.fromArray(mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.stringToDegVector(this.dataset.rotation));\\n                            break;\\n\\n                        default:\\n                            break;\\n                    }\\n                    break;\\n\\n                default:\\n                    break;\\n            }\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Helper function for the mutationCallback. Handles actually updating this entity component with all the associated dispatchEvents.\\n     * @param {object} mutation - the update/change/mutation to be handled.\\n     */\\n    componentMutated(mutation) {\\n        const compName = mutation.attributeName.split('comp-')[1];\\n        const dataName = `comp${compName[0].toUpperCase()}${compName.slice(1)}`;\\n        if (!this.dataset[dataName]) {\\n            this.dispatchEvent(new CustomEvent(`${dataName}-detached`, { bubbles: true }));\\n        } else if (mutation.oldValue) {\\n            this.dispatchEvent(\\n                new CustomEvent(`${dataName}-updated`, {\\n                    bubbles: true,\\n                    detail: { oldData: mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.string.jsonToString(mutation.oldValue) },\\n                })\\n            );\\n        } else {\\n            this.dispatchEvent(\\n                new CustomEvent(`${dataName}-attached`, {\\n                    bubbles: true,\\n                })\\n            );\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Adding an entity as a sub-object of this entity.\\n     * @param {MREntity} entity - the entity to be added.\\n     */\\n    add(entity) {\\n        entity.object3D.receiveShadow = true;\\n        entity.object3D.renderOrder = 3;\\n        this.object3D.add(entity.object3D);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Removing an entity as a sub-object of this entity.\\n     * @param {MREntity} entity - the entity to be removed.\\n     */\\n    removeEntity(entity) {\\n        this.object3D.remove(entity.object3D);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Runs the passed through function on this object and every child of this object.\\n     * @param {Function} callBack - the function to run recursively.\\n     */\\n    traverse(callBack) {\\n        callBack(this);\\n        const children = Array.from(this.children);\\n        for (const child of children) {\\n            // if child is an entity, traverse it again\\n            if (child instanceof MREntity) {\\n                child.traverse(callBack);\\n            }\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Runs the passed through function on the objects associated with this Entity\\n     * @param {Function} callBack - the function to run recursively.\\n     */\\n    traverseObjects(callBack) {\\n        const traverse = (object) => {\\n            callBack(object);\\n            for (const child of object.children) {\\n                if (!child.userData.isEntityObject3DRoot) {\\n                    traverse(child);\\n                }\\n            }\\n        };\\n        traverse(this.object3D);\\n    }\\n}\\n\\ncustomElements.get('mr-entity') || customElements.define('mr-entity', MREntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/MREntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/MRSystem.js\":\n/*!******************************!*\\\n  !*** ./src/core/MRSystem.js ***!\n  \\******************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRSystem: () => (/* binding */ MRSystem)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n\\n\\n/*\\n * @description Listing of events that are considered global scene updates.\\n * These trigger the `eventUpdate` function call.\\n */\\n\\n/**\\n * @class MRSystem\\n * @classdesc The default representation of an MRSystem to be expanded upon by actual details ECS System items.\\n */\\nclass MRSystem {\\n    frameRate = null;\\n\\n    delta = 0;\\n\\n    /**\\n     * @class\\n     * @description Constructor for MRSystem. Sets up appropriate document event listeners, component defaults, and system defaults that will be used for system runs ever frame.\\n     * @param {boolean} useComponents - Default to true. Determines whether comonents need to be maintained (attached/updated/detached) with the system.\\n     * @param {number} frameRate - Default to null. When set, used and updated as part of the System's update function.\\n     */\\n    constructor(useComponents = true, frameRate = null) {\\n        this.app = document.querySelector('mr-app');\\n\\n        if (!this.app) {\\n            return;\\n        }\\n\\n        this.frameRate = frameRate;\\n        // Need a way to register and deregister systems per environment\\n        this.registry = new Set();\\n\\n        this.systemName = this.constructor.name.split('System')[0];\\n        this.componentName = `comp${this.systemName}`;\\n\\n        this.app.registerSystem(this);\\n\\n        if (useComponents) {\\n            document.addEventListener(`${this.componentName}-attached`, this.onAttach);\\n            document.addEventListener(`${this.componentName}-updated`, this.onUpdate);\\n            document.addEventListener(`${this.componentName}-detached`, this.onDetach);\\n        }\\n\\n        const entities = document.querySelectorAll(`[${this.componentName}]`);\\n        for (const entity of entities) {\\n            if (!(entity instanceof mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__.MREntity)) {\\n                return;\\n            }\\n            this.registry.add(entity);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when a new entity is added to the scene\\n     * @param {object} app - the app the system is registered to.\\n     */\\n    onRegister(app) {}\\n\\n    /**\\n     * @function\\n     * @description Called when the system is registered to an app is added.\\n     * @param {object} app - the app the system is registered to.\\n     */\\n    onUnregister(app) {}\\n\\n    /**\\n     * @function\\n     * @description The actual system update call.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    _update(deltaTime, frame) {\\n        if (this.frameRate) {\\n            this.delta += deltaTime;\\n            if (this.delta < this.frameRate) {\\n                return;\\n            }\\n        }\\n        this.update(deltaTime, frame);\\n        this.delta = 0;\\n    }\\n\\n    /**\\n     * @function\\n     * @description The generic system update call per render-frame.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {}\\n\\n    /**\\n     * @function\\n     * @description An event triggered update, called when any global scene level events occur.\\n     * See GLOBAL_UPDATE_EVENTS of MRSystem.js\\n     */\\n    eventUpdate() {}\\n\\n    /**\\n     * @function\\n     * @description internal function, called when a new entity is added to the scene\\n     * @param {MREntity} entity - the entity being added.\\n     */\\n    _onNewEntity(entity) {\\n        if (this.registry.has(entity)) {\\n            return;\\n        }\\n        this.onNewEntity(entity);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when a new entity is added to the scene\\n     * @param {MREntity} entity - the entity being added.\\n     */\\n    onNewEntity(entity) {}\\n\\n    /**\\n     * @function\\n     * @description internal function, called when a new entity is added to the scene\\n     * @param {MREntity} entity - the entity being added.\\n     */\\n    _entityRemoved(entity) {\\n        if (!this.registry.has(entity)) {\\n            return;\\n        }\\n        this.registry.delete(entity);\\n        this.entityRemoved(entity);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when a new entity is added to the scene\\n     * @param {MREntity} entity - the entity being added.\\n     */\\n    entityRemoved(entity) {}\\n\\n    /**\\n     * @function\\n     * @description (async) Called when the entity component is initialized\\n     * @param {MREntity} entity - the entity being attached/initialized.\\n     */\\n    async attachedComponent(entity) {}\\n\\n    /**\\n     * @function\\n     * @description Called when a specific entity component is being updated\\n     * @param {MREntity} entity - the entity being updated\\n     * @param {object} oldData - the\\n     */\\n    updatedComponent(entity, oldData) {}\\n\\n    /**\\n     * @function\\n     * @description Called when the entity component is removed\\n     * @param {MREntity} entity - the entity component being removed.\\n     */\\n    detachedComponent(entity) {}\\n\\n    /**\\n     * @function\\n     * @description (async) Handles the component and registry aspect of the event when an entity component attaches to this system.\\n     * @param {object} event - the attach event\\n     */\\n    onAttach = async (event) => {\\n        await this.attachedComponent(event.target);\\n        this.registry.add(event.target);\\n    };\\n\\n    /**\\n     * @function\\n     * @description Handles the component and registry update of the even when an entity component needs to change.\\n     * @param {object} event - the update event\\n     */\\n    onUpdate = (event) => {\\n        this.updatedComponent(event.target, event.detail.oldData);\\n    };\\n\\n    /**\\n     * @function\\n     * @description Handles the component and registry aspect of the even when an entity component detaches from this system.\\n     * @param {object} event - the detach event\\n     */\\n    onDetach = (event) => {\\n        this.registry.delete(event.target);\\n        this.detachedComponent(event.target);\\n    };\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/MRSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/AnchorSystem.js\":\n/*!***************************************************!*\\\n  !*** ./src/core/componentSystems/AnchorSystem.js ***!\n  \\***************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   AnchorSystem: () => (/* binding */ AnchorSystem)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_dataManagers_MRPlaneManager__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! mrjs/dataManagers/MRPlaneManager */ \\\"./src/dataManagers/MRPlaneManager.js\\\");\\n\\n\\n\\n\\n\\n\\n\\n\\n/**\\n * @class AnchorSystem\\n * @classdesc creates and manages WebXR anchors in the MR scene.\\n * @augments MRSystem\\n */\\nclass AnchorSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_2__.MRSystem {\\n    /**\\n     * @class\\n     * @description AnchorSystem's default constructor including setting up event listeners for XR initialization, user interaction, and the MRPlaneManager\\n     */\\n    constructor() {\\n        super();\\n        this.sourceRequest = false;\\n        this.source;\\n        this.currentEntity = null;\\n        this.tempMatrix = new three__WEBPACK_IMPORTED_MODULE_4__.Matrix4();\\n\\n        this.planeManager = new mrjs_dataManagers_MRPlaneManager__WEBPACK_IMPORTED_MODULE_3__.MRPlaneManager(this.app.scene, this.app.dataset.occlusion);\\n        this.anchoringQueue = new Set();\\n\\n        this.hitResults;\\n\\n        this.userWorldPosition = new three__WEBPACK_IMPORTED_MODULE_4__.Vector3();\\n        this.cameraForward = new three__WEBPACK_IMPORTED_MODULE_4__.Vector3();\\n        this.pinchDistance = 0;\\n\\n        this.axisSwapQuat = new three__WEBPACK_IMPORTED_MODULE_4__.Quaternion().setFromAxisAngle(new three__WEBPACK_IMPORTED_MODULE_4__.Vector3(1, 0, 0), -(3 * Math.PI) / 2);\\n\\n        this.hand = null;\\n\\n        this.snapDistance = 0.6;\\n\\n        this.scale = 1;\\n\\n        let existing = document.querySelectorAll('[data-comp-anchor]');\\n\\n        this.originPosition = new three__WEBPACK_IMPORTED_MODULE_4__.Vector3();\\n\\n        for (const entity of existing) {\\n            this.attachedComponent(entity);\\n            this.registry.add(entity);\\n        }\\n\\n        this.app.addEventListener('enterxr', () => {\\n            if (this.sourceRequest == false) {\\n                mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.session.requestReferenceSpace('viewer').then((viewerSpace) => {\\n                    mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.session.requestHitTestSource({ space: viewerSpace }).then((source) => {\\n                        this.source = source;\\n                    });\\n                });\\n\\n                mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.session.addEventListener('end', () => {\\n                    this.sourceRequest = false;\\n                    this.source = null;\\n                    this.hand = null;\\n                });\\n\\n                this.sourceRequest = true;\\n            }\\n        });\\n\\n        this.app.addEventListener('exitxr', () => {\\n            this.deleteAnchor(this.app);\\n            this.app.origin.matrix.copy(new three__WEBPACK_IMPORTED_MODULE_4__.Matrix4());\\n        });\\n\\n        document.addEventListener('selectstart', (event) => {\\n            if (this.currentEntity == null || (this.hand && this.hand != event.detail.handedness)) {\\n                return;\\n            }\\n            if (!event.detail) {\\n                return;\\n            }\\n            this.hand = event.detail.handedness;\\n        });\\n\\n        document.addEventListener('selectmoved', (event) => {\\n            if (this.currentEntity && this.hand == event.detail.handedness) {\\n                this.userWorldPosition.setFromMatrixPosition(this.app.camera.matrixWorld);\\n                this.cameraForward.setFromMatrixPosition(this.app.user.forward.matrixWorld);\\n\\n                this.pinchDistance = this.cameraForward.distanceTo(event.detail.position);\\n                this.scale = Math.exp(2 * this.pinchDistance);\\n                this.app.anchor.position.z = this.app.user.forward.position.z * this.scale;\\n                this.app.anchor.lookAt(this.userWorldPosition);\\n            }\\n        });\\n\\n        document.addEventListener('selectend', (event) => {\\n            if (this.currentEntity == null || this.hand == null || this.hand != event.detail.handedness) {\\n                return;\\n            }\\n            mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.session.requestAnimationFrame((t, frame) => {\\n                frame.createAnchor(this.matrix4ToXRRigidTransform(this.currentEntity.object3D.matrixWorld), mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.referenceSpace).then(\\n                    (anchor) => {\\n                        this.currentEntity.anchor = anchor;\\n                        this.anchoringQueue.delete(this.currentEntity);\\n                        this.currentEntity = null;\\n                    },\\n                    (error) => {\\n                        console.error('Could not create anchor: ' + error);\\n                    }\\n                );\\n            });\\n            this.hand = null;\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @description This update function maintains the transforms of anchored entities.\\n     * This overrides any other transform values set on the element when in mixed reality.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {\\n        if (mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.isPresenting) {\\n            if (this.currentEntity) {\\n                this.floating(frame);\\n            }\\n\\n            if (!this.app.anchor) {\\n                this.setAppOrigin();\\n            } else {\\n                this.updateOrigin(frame);\\n            }\\n        }\\n\\n        for (const entity of this.registry) {\\n            if (mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.isPresenting) {\\n                let anchorComp = entity.components.get('anchor');\\n                if (entity.anchor == null && !this.anchoringQueue.has(entity)) {\\n                    entity.object3D.matrixWorldAutoUpdate = false;\\n                    this.createAnchor(entity, anchorComp);\\n                } else if (entity.anchor) {\\n                    let pose = frame.getPose(entity.anchor.anchorSpace, mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.referenceSpace);\\n                    let transform = this.multiplyQuaternionWithXRRigidTransform(this.axisSwapQuat, pose.transform);\\n\\n                    entity.object3D.matrix.copy(this.adjustTransform(transform));\\n                } else {\\n                    this.createAnchor(entity, anchorComp);\\n                }\\n            } else if (entity.anchor) {\\n                entity.object3D.matrix.copy(entity.object3D.userData.originalMatrix);\\n                this.deleteAnchor(entity);\\n            }\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when the entity component is initialized\\n     * @param {object} entity - the entity being attached/initialized.\\n     */\\n    attachedComponent(entity) {\\n        entity.object3D.userData.originalMatrix = new three__WEBPACK_IMPORTED_MODULE_4__.Matrix4();\\n        entity.object3D.userData.originalMatrix.copy(entity.object3D.matrixWorld);\\n        entity.object3D.matrixAutoUpdate = false;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when the entity component is updated\\n     * @param {object} entity - the entity being updated based on the component.\\n     */\\n    updatedComponent(entity) {\\n        // delete before creating a new one.\\n        this.deleteAnchor(entity);\\n        // // These cases can be managed instantly\\n        // this.createAnchor(entity, comp);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when the entity component is detached\\n     * @param {object} entity - the entity being updated based on the component being detached.\\n     */\\n    detachedComponent(entity) {\\n        entity.object3D.matrixAutoUpdate = true;\\n        this.deleteAnchor(entity);\\n    }\\n\\n    /**\\n     * @function\\n     * @description deletes anchors from the scene and removes all references to the anchored plane (if any)\\n     * @param {object} entity - the entity whose anchor is being deleted.\\n     */\\n    deleteAnchor(entity) {\\n        if (entity.plane) {\\n            entity.plane.occupied = false;\\n            entity.plane.mesh.visible = true;\\n            entity.plane = null;\\n        }\\n        entity.anchor = null;\\n        entity.dispatchEvent(new CustomEvent('anchorremoved', { bubbles: true }));\\n    }\\n\\n    /**\\n     * @function\\n     * @description creates the anchor specified by the data-anchor-comp\\n     * @param {object} entity - the entity whose anchor is being created.\\n     * @param {object} comp - the data component with a type value that represents the string 'fixed', 'plane', 'floating', etc\\n     */\\n    createAnchor(entity, comp) {\\n        switch (comp.type) {\\n            case 'fixed':\\n                this.fixed(entity);\\n                break;\\n            case 'plane':\\n                this.plane(entity, comp);\\n                break;\\n            case 'floating':\\n                this.currentEntity = entity;\\n                this.anchoringQueue.add(entity);\\n                break;\\n            default:\\n                break;\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Sets the origin of the MRApp being touched by all systems to allow anchoring to position\\n     * itself properly.\\n     */\\n    setAppOrigin() {\\n        if (!mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.isPresenting) {\\n            return;\\n        }\\n        let originMatrix = new three__WEBPACK_IMPORTED_MODULE_4__.Matrix4();\\n        mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.session.requestAnimationFrame((t, frame) => {\\n            originMatrix.copyPosition(this.app.user.forward.matrixWorld);\\n            frame.createAnchor(this.matrix4ToXRRigidTransform(originMatrix), mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.referenceSpace).then(\\n                (anchor) => {\\n                    this.app.origin.matrixAutoUpdate = false;\\n                    this.app.anchor = anchor;\\n                    this.app.dispatchEvent(new CustomEvent('anchored', { bubbles: true }));\\n                },\\n                (error) => {\\n                    console.error('Could not create anchor: ' + error);\\n                }\\n            );\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @description Updates the origin of the MRApp being touched by all systems to allow anchoring to position.\\n     * @param {object} frame - given frame information to be used for any feature changes (from the update(..) loop)\\n     */\\n    updateOrigin(frame) {\\n        let pose = frame.getPose(this.app.anchor.anchorSpace, mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.referenceSpace);\\n        let transform = this.multiplyQuaternionWithXRRigidTransform(this.axisSwapQuat, pose.transform);\\n\\n        this.app.origin.matrix.copy(this.adjustTransform(transform, true));\\n\\n        this.originPosition.setFromMatrixPosition(this.app.origin.matrixWorld);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Anchors the given entity half a meter in front of the users position at launch.\\n     * @param {object} entity - the entity being positioned.\\n     */\\n    fixed(entity) {\\n        this.anchoringQueue.add(entity);\\n        mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.session.requestAnimationFrame((t, frame) => {\\n            frame.createAnchor(this.matrix4ToXRRigidTransform(this.app.user.forward.matrixWorld), mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.referenceSpace).then(\\n                (anchor) => {\\n                    entity.anchor = anchor;\\n                    entity.dispatchEvent(new CustomEvent('anchored', { bubbles: true }));\\n                    this.anchoringQueue.delete(entity);\\n                },\\n                (error) => {\\n                    console.error('Could not create anchor: ' + error);\\n                }\\n            );\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @description Creates an anchor at the position specified by the user,\\n     * either floating in front of them or pinned to the scene mesh\\n     * @param {object} frame - given frame information to be used for any feature changes (from the update(..) loop)\\n     */\\n    floating(frame) {\\n        this.hitResults = frame.getHitTestResults(this.source);\\n        const hit = this.hitResults[0];\\n        const pose = hit?.getPose(mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.referenceSpace);\\n\\n        if (pose && this.userWorldPosition.distanceTo(pose.transform.position) < this.snapDistance * this.scale) {\\n            let transform = this.multiplyQuaternionWithXRRigidTransform(this.axisSwapQuat, pose.transform);\\n            this.currentEntity.object3D.matrix.copy(this.adjustTransform(transform));\\n        } else {\\n            this.currentEntity.object3D.matrix.copy(this.app.anchor.matrixWorld);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Anchors the provided entity to the nearest unoccupied plane that meets the given orientation and label.\\n     * each plane is currently limited to one anchor for simplicity.\\n     * @param {object} entity - the entity being anchored by this function.\\n     * @param {object} comp - the data-component to determine the orientation and label of the associated plane\\n     */\\n    plane(entity, comp) {\\n        this.anchoringQueue.add(entity);\\n        this.userWorldPosition.setFromMatrixPosition(this.app.user.forward.matrixWorld);\\n        let sort = Array.from(this.planeManager.planeDictionary[comp.label].values());\\n        sort.sort((a, b) => {\\n            return a.mesh.position.distanceTo(this.userWorldPosition) - b.mesh.position.distanceTo(this.userWorldPosition);\\n        });\\n        for (const mrPlane of sort) {\\n            if (mrPlane.occupied) {\\n                continue;\\n            }\\n            if (comp.label && comp.label != mrPlane.label) {\\n                continue;\\n            }\\n            if (comp.orientation && comp.orientation != mrPlane.orientation) {\\n                continue;\\n            }\\n            mrPlane.occupied = true;\\n\\n            mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.session.requestAnimationFrame((t, frame) => {\\n                frame.createAnchor(this.matrix4ToXRRigidTransform(mrPlane.mesh.matrixWorld), mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.referenceSpace).then(\\n                    (anchor) => {\\n                        this.anchoringQueue.delete(entity);\\n                        if (!this.planeManager.planeDictionary[comp.label].has(mrPlane)) {\\n                            return;\\n                        }\\n                        if (entity.anchor) {\\n                            return;\\n                        }\\n                        entity.anchor = anchor;\\n                        entity.plane = mrPlane;\\n                        entity.dispatchEvent(new CustomEvent('anchored', { bubbles: true }));\\n                        if (comp.occlusion == false) {\\n                            mrPlane.mesh.visible = false;\\n                        }\\n                    },\\n                    (error) => {\\n                        console.error('Could not create anchor: ' + error);\\n                    }\\n                );\\n            });\\n            return;\\n        }\\n    }\\n\\n    originalAnchorMatrix = new three__WEBPACK_IMPORTED_MODULE_4__.Matrix4();\\n    anchorForwardVector = new three__WEBPACK_IMPORTED_MODULE_4__.Vector3(0, 0, 0.03);\\n    rotationMatrix = new three__WEBPACK_IMPORTED_MODULE_4__.Matrix4();\\n    adjustedMatrix = new three__WEBPACK_IMPORTED_MODULE_4__.Matrix4();\\n\\n    /**\\n     * @function\\n     * @description converts the provided XRRigidTransform to a Matrix4 and adjusts it to ensure\\n     * that it's y-axis is pointing directly up and it's z-axis is facing inward\\n     * @param {object} xrRigidTransform - a THREE.js transformation matrix that we want to adjust\\n     * @param {boolean} origin - true if this is positioned at the origin or not (handles special case of div-0).\\n     * @returns {object} a new adjusted THREE.js Matrix4\\n     */\\n    adjustTransform(xrRigidTransform, origin = false) {\\n        // Create a Three.js Quaternion for the XRRigidTransform's orientation\\n        let quaternion = new three__WEBPACK_IMPORTED_MODULE_4__.Quaternion(xrRigidTransform.orientation.x, xrRigidTransform.orientation.y, xrRigidTransform.orientation.z, xrRigidTransform.orientation.w);\\n\\n        // Create a Three.js Vector for the up direction\\n        let upVector = new three__WEBPACK_IMPORTED_MODULE_4__.Vector3(0, 1, 0);\\n\\n        // Apply the quaternion to the up direction\\n        let transformedUp = upVector.clone().applyQuaternion(quaternion);\\n\\n        // Calculate the rotation needed to align the transformed up direction with the global up direction\\n        let correctionQuaternion = new three__WEBPACK_IMPORTED_MODULE_4__.Quaternion().setFromUnitVectors(transformedUp, upVector);\\n\\n        // Apply the correction to the original quaternion\\n        quaternion.premultiply(correctionQuaternion);\\n\\n        // Create a new Three.js Vector3 for the position\\n        let position = new three__WEBPACK_IMPORTED_MODULE_4__.Vector3(xrRigidTransform.position.x, xrRigidTransform.position.y, xrRigidTransform.position.z);\\n\\n        if (!origin) {\\n            position.sub(this.originPosition);\\n        }\\n\\n        this.originalAnchorMatrix.compose(position, quaternion, new three__WEBPACK_IMPORTED_MODULE_4__.Vector3(1, 1, 1));\\n        this.rotationMatrix.extractRotation(this.originalAnchorMatrix);\\n\\n        this.anchorForwardVector.applyMatrix4(this.rotationMatrix);\\n        this.adjustedMatrix.makeTranslation(this.anchorForwardVector.x, this.anchorForwardVector.y, this.anchorForwardVector.y);\\n        this.anchorForwardVector.set(0, 0, 0.03);\\n        this.adjustedMatrix.multiply(this.originalAnchorMatrix);\\n\\n        return this.adjustedMatrix;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Converts the provided matrix4 into a webXR xompatible XRRigidTransform\\n     * @param {object} matrix4 - the matrix we want to convert to a XRRigidTransform\\n     * @returns {object} xrRigidTransform - the converted representation of the param matrix4\\n     */\\n    matrix4ToXRRigidTransform(matrix4) {\\n        // Extract the translation component from the Matrix4\\n        const position = new three__WEBPACK_IMPORTED_MODULE_4__.Vector3();\\n        position.setFromMatrixPosition(matrix4);\\n\\n        // Extract the rotation component from the Matrix4\\n        const quaternion = new three__WEBPACK_IMPORTED_MODULE_4__.Quaternion();\\n        quaternion.setFromRotationMatrix(matrix4);\\n\\n        // Create a DOMPointInit for the position\\n        const positionInit = { x: position.x, y: position.y, z: position.z, w: 1 };\\n\\n        // Create a DOMPointInit for the orientation (quaternion)\\n        const orientationInit = { x: quaternion.x, y: quaternion.y, z: quaternion.z, w: quaternion.w };\\n\\n        // Create and return the XRRigidTransform\\n        return new XRRigidTransform(positionInit, orientationInit);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Multiplies an xr rigid transform by the provided quaternion\\n     * @param {object} quaternion - the quaternion we want to multiply with the xrRigidTransform\\n     * @param {object} xrRigidTransform - the second part of the multiplication we are looking to perform.\\n     * @returns {object} xrRigidTransform - the output of the quaternion * xrRigidTransform in the form of an xrRigidTransform\\n     */\\n    multiplyQuaternionWithXRRigidTransform(quaternion, xrRigidTransform) {\\n        // Create a Three.js Quaternion for the XRRigidTransform's orientation\\n        let transformQuaternion = new three__WEBPACK_IMPORTED_MODULE_4__.Quaternion(\\n            xrRigidTransform.orientation.x,\\n            xrRigidTransform.orientation.y,\\n            xrRigidTransform.orientation.z,\\n            xrRigidTransform.orientation.w\\n        );\\n\\n        // Multiply the quaternions\\n        transformQuaternion.multiply(quaternion);\\n\\n        // Create a new XRRigidTransform with the multiplied orientation and original position\\n        let newPosition = xrRigidTransform.position;\\n        let newOrientation = new DOMPointReadOnly(transformQuaternion.x, transformQuaternion.y, transformQuaternion.z, transformQuaternion.w);\\n\\n        return new XRRigidTransform(newPosition, newOrientation);\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/AnchorSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/AnimationSystem.js\":\n/*!******************************************************!*\\\n  !*** ./src/core/componentSystems/AnimationSystem.js ***!\n  \\******************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   AnimationSystem: () => (/* binding */ AnimationSystem)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/core/entities/MRDivEntity */ \\\"./src/core/entities/MRDivEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! mrjs/core/entities/MRModelEntity */ \\\"./src/core/entities/MRModelEntity.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n/**\\n * @class AnimationSystem\\n * @classdesc Handles specific needs for setting up the masking for all necessary items.\\n * @augments MRSystem\\n */\\nclass AnimationSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description AnimationSystem's default constructor.\\n     */\\n    constructor() {\\n        super();\\n    }\\n\\n    /**\\n     * @function\\n     * @description Updates each animation mixer in the registry. This function should be called\\n     *      within the main animation loop of the application. It iterates through all the\\n     *      animation mixers stored in the registry and updates them with the given deltaTime.\\n     *      The deltaTime parameter is typically the time elapsed since the last frame\\n     *      which is used to ensure smooth animation playback.\\n     * @param {number} deltaTime - The time elapsed since the last update call, used to update the animation mixers.\\n     * @param {object} frame - Additional frame information, not used in the current implementation but can be utilized for future enhancements.\\n     */\\n    update(deltaTime, frame) {\\n        for (const entity of this.registry) {\\n            if (entity.mixer) {\\n                entity.mixer.update(deltaTime);\\n            }\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) Called when the entity component is initialized\\n     * @param {object} entity - the entity being attached/initialized.\\n     */\\n    async attachedComponent(entity) {\\n        let comp = entity.components.get('animation');\\n        // the animations list does not load immediately, so we set a promise to wait for the model to load.\\n        await new Promise((resolve) => {\\n            const interval = setInterval(() => {\\n                if (entity.loaded) {\\n                    clearInterval(interval);\\n                    resolve();\\n                }\\n            }, 100); // Checks every 100ms\\n        });\\n\\n        if (entity instanceof mrjs_core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_3__.MRModelEntity && entity.animations.length > 0) {\\n            // Create a mixer for each Model instance with animations\\n            if (!entity.mixer) {\\n                // set it only if not yet set by onNewEntity/updatedComponent\\n                entity.mixer = new three__WEBPACK_IMPORTED_MODULE_5__.AnimationMixer(entity.object3D);\\n            }\\n            this.setAnimation(entity, comp);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when the entity component is updated\\n     * @param {object} entity - the entity being updated based on the component.\\n     */\\n    updatedComponent(entity) {\\n        let comp = entity.components.get('animation');\\n        if (entity instanceof mrjs_core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_3__.MRModelEntity && entity.animations.length > 0) {\\n            if (!entity.mixer) {\\n                // set it only if not yet set by attachedComponent/updatedComponent\\n                entity.mixer = new three__WEBPACK_IMPORTED_MODULE_5__.AnimationMixer(entity.object3D);\\n            }\\n            this.setAnimation(entity, comp);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when the entity component is detached\\n     * @param {object} entity - the entity being updated based on the component being detached.\\n     */\\n    detachedComponent(entity) {\\n        entity.mixer.stopAllActions();\\n    }\\n\\n    /**\\n     * @function\\n     * @description When the system swaps to a new entity, this handles setting up the animations for the system runs.\\n     * @param {object} entity - given entity that might be handled by the system.\\n     */\\n    onNewEntity(entity) {\\n        if (entity instanceof mrjs_core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_3__.MRModelEntity && entity.animations.length > 0) {\\n            let comp = entity.components.get('animation');\\n            if (!comp) {\\n                return;\\n            }\\n            this.registry.add(entity);\\n            if (!entity.mixer) {\\n                // set it only if not yet set by attachedComponent/updatedComponent\\n                entity.mixer = new three__WEBPACK_IMPORTED_MODULE_5__.AnimationMixer(entity.object3D);\\n            }\\n            this.setAnimation(entity, comp);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Sets the Animation of the entity object based on the component value associated with it. Otherwise lets those\\n     * be handled by the threejs default setup. (Always looping, always playing based on browser type, etc).\\n     * @param {object} entity - the entity being updated based on the component being detached.\\n     * @param {object} comp - component that contains the values of 'action', 'loop', and/or 'loopMode'\\n     */\\n    setAnimation(entity, comp) {\\n        const _perform = (clip, comp, action, entity) => {\\n            /* ----- Handle all the settings for the animation ----- */\\n\\n            // Handle ending position. Threejs defaults to the starting position; when\\n            // `clampWhenFinished` is true, it defaults the stop position as the ending\\n            // clip of the animation.\\n            action.clampWhenFinished = comp.clampWhenFinished ?? false;\\n\\n            let hasLoop = comp.hasOwnProperty('loop');\\n            let hasLoopMode = comp.hasOwnProperty('loopMode');\\n            if (hasLoop || hasLoopMode) {\\n                if (hasLoop && !hasLoopMode) {\\n                    switch (comp.loop) {\\n                        case true:\\n                        case 'true':\\n                            action.setLoop(three__WEBPACK_IMPORTED_MODULE_5__.LoopRepeat, Infinity);\\n                            break;\\n                        case false:\\n                        case 'false':\\n                            action.setLoop(three__WEBPACK_IMPORTED_MODULE_5__.LoopOnce, 1);\\n                            break;\\n                        default:\\n                            // loopMode doesnt exist so we hit an unexpected value\\n                            mrjs__WEBPACK_IMPORTED_MODULE_4__.mrjsUtils.error.err(\\n                                'Bad configuration for loop. It isnt set to true/false (did you mean to pair it with loopMode?) specified in the AnimationSystem from entity:',\\n                                entity,\\n                                ' Comp:',\\n                                comp\\n                            );\\n                            return;\\n                    }\\n                } else if (hasLoopMode && !hasLoop) {\\n                    // The only time where loop doesnt need to exist but loopMode does is for 'once'. Additionally, note that we also\\n                    // handle this version of loopMode even in the case where loop count exists.\\n                    if (comp.loopMode === 'once') {\\n                        action.setLoop(three__WEBPACK_IMPORTED_MODULE_5__.LoopOnce, 1);\\n                    } else {\\n                        mrjs__WEBPACK_IMPORTED_MODULE_4__.mrjsUtils.error.err(\\n                            'Bad configuration, loopMode isnt `once`, but loop isnt set (did you mean to pair it with loop?) specified in the AnimationSystem from entity:',\\n                            entity,\\n                            ' Comp:',\\n                            comp\\n                        );\\n                        return;\\n                    }\\n                } else if (hasLoop && hasLoopMode) {\\n                    // Convert comp.loop to a number, and check if it's a valid normal number or Infinity\\n                    let loopCount = Number(comp.loop);\\n                    if (!((Number.isInteger(loopCount) && loopCount >= 0) || loopCount === Infinity)) {\\n                        mrjs__WEBPACK_IMPORTED_MODULE_4__.mrjsUtils.error.err('loop must be a non-negative integer or Infinity when using loop as count. Entity:', entity, ' Comp:', comp);\\n                        return;\\n                    }\\n                    // Use the appropriate looping based on loopMode\\n                    switch (comp.loopMode) {\\n                        case 'repeat':\\n                            action.setLoop(three__WEBPACK_IMPORTED_MODULE_5__.LoopRepeat, loopCount);\\n                            break;\\n                        case 'pingpong':\\n                            action.setLoop(three__WEBPACK_IMPORTED_MODULE_5__.LoopPingPong, loopCount);\\n                            break;\\n                        case 'once':\\n                            action.setLoop(three__WEBPACK_IMPORTED_MODULE_5__.LoopOnce, 1);\\n                            break;\\n                        default:\\n                            mrjs__WEBPACK_IMPORTED_MODULE_4__.mrjsUtils.error.err('Unknown loopMode specified in the AnimationSystem from entity:', entity, ' Comp:', comp);\\n                            break;\\n                    }\\n                } else {\\n                    // hasLoop and both hasLoopMode are false, should never reach this case so error as failsafe\\n                    mrjs__WEBPACK_IMPORTED_MODULE_4__.mrjsUtils.error.err('Hit unreachable code - major error in AnimationSystem loop handling');\\n                }\\n            }\\n\\n            /* ----- Now actually handle playing the animation ----- */\\n\\n            if (comp.hasOwnProperty('action')) {\\n                switch (comp.action) {\\n                    case 'play':\\n                        action.reset().play();\\n                        break;\\n                    case 'pause':\\n                        action.pause();\\n                        break;\\n                    case 'stop':\\n                        action.stop();\\n                        break;\\n                    default:\\n                        mrjs__WEBPACK_IMPORTED_MODULE_4__.mrjsUtils.error.err('Unknown case hit for action in the AnimationSystem from entity:', entity, '. Comp is:', comp);\\n                        return;\\n                }\\n            }\\n        };\\n\\n        // Figure out what clips we want to run in the animation sequence.\\n        let clips = [];\\n        if (comp.hasOwnProperty('clip')) {\\n            // By clip number, by name, or all as default\\n            if (typeof comp.clip === 'number') {\\n                clips = [entity.animations[comp.clip]].filter(Boolean);\\n            } else if (typeof comp.clip === 'string') {\\n                clips = entity.animations.filter((clip) => clip.name === comp.clip);\\n            } else {\\n                console.warn('On Entity in AnimationSystem. Could not find designated comp clip so using all animations:', entity, comp.clip);\\n                clips = entity.animations;\\n            }\\n        } else {\\n            clips = entity.animations;\\n        }\\n\\n        // Make sure we're only running the actions we want to run. That is,\\n        // if there's others currently playing in the mixer, stop them.\\n        //\\n        // If any of the clips are the same, we assume the user is handling\\n        // the comp.action as theyre expecting, so we do not manually stop those.\\n        const currentActions = entity.mixer._actions.filter((currentAction) => !clips.includes(currentAction._clip));\\n        currentActions.forEach((currentAction) => currentAction.stop());\\n\\n        // Handle running the clips with normal and multi-layer meshes.\\n        clips.forEach((clip) => {\\n            entity.traverseObjects((object) => {\\n                if (object.isMesh && clip && clip.duration !== undefined && clip.duration > 0) {\\n                    const action = entity.mixer.clipAction(clip);\\n                    _perform(clip, comp, action, entity);\\n                }\\n            });\\n        });\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/AnimationSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/AudioSystem.js\":\n/*!**************************************************!*\\\n  !*** ./src/core/componentSystems/AudioSystem.js ***!\n  \\**************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   AudioSystem: () => (/* binding */ AudioSystem)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n\\n\\n/**\\n * @class AudioSystem\\n * @classdesc This system manages spatial audio in the THREE.js scene.\\n * @augments MRSystem\\n */\\nclass AudioSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description AudioSystem's Default constructor that sets up the audio listener and loader\\n     */\\n    constructor() {\\n        super();\\n\\n        this.listener = new THREE.AudioListener();\\n        this.app.scene.add(this.listener);\\n\\n        this.audioLoader = new THREE.AudioLoader();\\n    }\\n\\n    /**\\n     * @function\\n     * @description The generic system update call. Updates the clipped view of every entity in this system's registry.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {\\n        this.listener.position.setFromMatrixPosition(this.app.user.origin.matrixWorld);\\n        this.listener.setRotationFromMatrix(this.app.user.origin.matrixWorld);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when the entity component is initialized\\n     * @param {object} entity - the entity being attached/initialized.\\n     */\\n    attachedComponent(entity) {\\n        entity.sound = new THREE.PositionalAudio(this.listener);\\n\\n        entity.object3D.add(entity.sound);\\n\\n        let comp = entity.components.get('audio');\\n\\n        this.audioLoader.load(comp.src, (buffer) => {\\n            entity.sound.setBuffer(buffer);\\n            entity.sound.setRefDistance(comp.distance ?? 1);\\n\\n            this.setAudioState(entity, comp);\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when the entity component is updated\\n     * @param {object} entity - the entity being updated based on the component.\\n     */\\n    updatedComponent(entity) {\\n        let comp = entity.components.get('audio');\\n        entity.sound.setRefDistance(comp.distance ?? 1);\\n        this.setAudioState(entity, comp);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when the entity component is detached\\n     * @param {object} entity - the entity being updated based on the component being detached.\\n     */\\n    detachedComponent(entity) {\\n        entity.sound.stop();\\n        entity.sound.dispose();\\n        entity.sound = null;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Updates the Audio State based on the user passed 'state' variable.\\n     * @param {object} entity - the entity being updated based on the component being detached.\\n     * @param {object} comp - component that contains the value of 'action'\\n     */\\n    setAudioState(entity, comp) {\\n        entity.sound.setLoop(comp.loop ?? false);\\n        switch (comp.action) {\\n            case 'play':\\n                if (entity.sound.isPlaying) {\\n                    entity.sound.stop();\\n                }\\n                entity.sound.play();\\n                break;\\n            case 'pause':\\n                entity.sound.pause();\\n            case 'stop':\\n            default:\\n                entity.sound.stop();\\n                break;\\n        }\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/AudioSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/BoundaryVisibilitySystem.js\":\n/*!***************************************************************!*\\\n  !*** ./src/core/componentSystems/BoundaryVisibilitySystem.js ***!\n  \\***************************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   BoundaryVisibilitySystem: () => (/* binding */ BoundaryVisibilitySystem)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/entities/MRDivEntity */ \\\"./src/core/entities/MRDivEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/core/entities/MRPanelEntity */ \\\"./src/core/entities/MRPanelEntity.js\\\");\\n\\n\\n\\n\\n/**\\n * @function\\n * @description Observe a target MRDivEntity and make the associated object visible only if it is in visible position in a root MRDivEntity\\n * @param {MRDivEntity} root - the root object being compared against\\n * @param {MRDivEntity} target - the target object for which we're determining visiblity.\\n * @returns {IntersectionObserver} - an observer for tracking visiblity\\n */\\nconst observe = (root, target) => {\\n    // TODO: Callback is fired asynchronously so no guaranteed to be called immediately when the\\n    //       visibility from the layout position changes. Therefore, the visibility of the associated\\n    //       Object3D's might be updated a few frames later after when it really need to be. It might\\n    //       affect the user experience. Fix it if possible.\\n    const observer = new IntersectionObserver(\\n        (entries) => {\\n            for (const entry of entries) {\\n                // TODO: Ensure to avoid the visibility set up collision. If multiple systems set up the visibility\\n                //       independently, only the last system before render call can have an effect. This callback\\n                //       is fired asynchronously so it may be said that this callback is executed before all the\\n                //       sync systems.\\n                entry.target.object3D.visible = entry.intersectionRatio > 0;\\n            }\\n            // Somehow callback is sometimes not fired even though crossing the threshold so as fallback\\n            // always refresh the info as much as possible to keep it up-to-date.\\n            // It seems that the callback is always called once soon after observe() is called,\\n            // regardless of the intersection state of the entity.\\n            // TODO: Confirm whether this behavior is intended. If it is not, there may be future\\n            //       behavior changes or it may not work as intended on certain platforms.\\n            // Alternative: Using multi-step threshold would mitigate the problem like [0.0, 0.05, 0.1]\\n            observer.disconnect();\\n            observer.observe(target);\\n        },\\n        {\\n            root: root,\\n        }\\n    );\\n    observer.observe(target);\\n    return observer;\\n};\\n\\n/**\\n * @class BoundaryVisibilitySystem\\n * @classdesc Makes the entities invisible if they are outside of their parent panels\\n * @augments MRSystem\\n */\\nclass BoundaryVisibilitySystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description BoundaryVisibilitySystem's default constructor.\\n     */\\n    constructor() {\\n        super(false);\\n        this.observedEntities = new WeakSet();\\n        this.observers = new Map();\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when a new entity is added to the scene.\\n     * @param {object} entity - the entity being added.\\n     */\\n    onNewEntity(entity) {\\n        // TODO: Support nested panels\\n        if (entity instanceof mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_2__.MRPanelEntity) {\\n            this.registry.add(entity);\\n            entity.traverse((child) => {\\n                if (child === entity) {\\n                    return;\\n                }\\n\\n                if (this.observedEntities.has(child)) {\\n                    return;\\n                }\\n\\n                this.observedEntities.add(child);\\n\\n                this.observers.set(child, observe(entity, child));\\n            });\\n        } else if (!this.observedEntities.has(entity) && entity instanceof mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_1__.MRDivEntity) {\\n            // There is a chance that a child entity is added after parent panel addition.\\n            // Check registered panels and set up the observer if panels are found in parents.\\n            for (const panel of this.registry) {\\n                if (panel.contains(entity)) {\\n                    this.observedEntities.add(entity);\\n                    this.observers.set(child, observe(panel, entity));\\n                    break;\\n                }\\n            }\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when an entity is removed from the scene.\\n     * @param {object} entity - the entity being added.\\n     */\\n    _entityRemoved(entity) {\\n        if (entity instanceof mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_2__.MRPanelEntity) {\\n            this.registry.delete(entity);\\n            entity.traverse((child) => {\\n                if (this.observedEntities.has(child)) {\\n                    this.observedEntities.delete(child);\\n                    this.observers.get(child).unobserve(child);\\n                    this.observers.delete(child);\\n                }\\n            });\\n        } else if (this.observedEntities.has(entity)) {\\n            this.observedEntities.delete(entity);\\n            this.observers.get(entity).unobserve(entity);\\n            this.observers.delete(entity);\\n        }\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/BoundaryVisibilitySystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/ClippingSystem.js\":\n/*!*****************************************************!*\\\n  !*** ./src/core/componentSystems/ClippingSystem.js ***!\n  \\*****************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   ClippingSystem: () => (/* binding */ ClippingSystem)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs_dataTypes_MRClippingGeometry__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/dataTypes/MRClippingGeometry */ \\\"./src/dataTypes/MRClippingGeometry.js\\\");\\n/* harmony import */ var _entities_MRVolumeEntity__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ../entities/MRVolumeEntity */ \\\"./src/core/entities/MRVolumeEntity.js\\\");\\n/* harmony import */ var _entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../entities/MRModelEntity */ \\\"./src/core/entities/MRModelEntity.js\\\");\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nconst PLANE_NUM = 6;\\n\\n/**\\n * @class ClippingSystem\\n * @classdesc   This system supports 3D clipping following threejs's clipping planes setup.\\n *              See https://threejs.org/docs/?q=material#api/en/materials/Material.clippingPlanes for more information.\\n * @augments MRSystem\\n */\\nclass ClippingSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description ClippingSystem's default constructor that sets up coplanar points and the default clipping information.\\n     */\\n    constructor() {\\n        super(false);\\n        // Using coplanar points to calculate the orientation and position of the plane.\\n        // They're here to be reused for every plane so we're not generating a ton of vectors\\n        // to be garbage collected.\\n        this.coplanarPointA = new three__WEBPACK_IMPORTED_MODULE_5__.Vector3();\\n        this.coplanarPointB = new three__WEBPACK_IMPORTED_MODULE_5__.Vector3();\\n        this.coplanarPointC = new three__WEBPACK_IMPORTED_MODULE_5__.Vector3();\\n    }\\n\\n    /**\\n     * @function\\n     * @description The generic system update call. Updates the clipped view of every entity in this system's registry.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {\\n        for (const entity of this.registry) {\\n            this.updatePlanes(entity);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Updates the stored clipping planes to be based on the passed in entity.\\n     * @param {MREntity} entity - given entity that will be used to create the clipping planes positioning.\\n     */\\n    updatePlanes(entity) {\\n        // clipping.geometry is one segment BoxGeometry. See MRClippingGeometry.\\n\\n        const geometry = entity.clipping.geometry;\\n        const positions = geometry.getAttribute('position').array;\\n        const indices = geometry.getIndex().array;\\n\\n        for (let i = 0; i < PLANE_NUM; i++) {\\n            const indexOffset = i * 6;\\n            const positionIndexA = indices[indexOffset] * 3;\\n            const positionIndexB = indices[indexOffset + 1] * 3;\\n            const positionIndexC = indices[indexOffset + 2] * 3;\\n\\n            this.coplanarPointA.set(-positions[positionIndexA], -positions[positionIndexA + 1], -positions[positionIndexA + 2]);\\n            this.coplanarPointB.set(-positions[positionIndexB], -positions[positionIndexB + 1], -positions[positionIndexB + 2]);\\n            this.coplanarPointC.set(-positions[positionIndexC], -positions[positionIndexC + 1], -positions[positionIndexC + 2]);\\n\\n            if (entity instanceof _entities_MRVolumeEntity__WEBPACK_IMPORTED_MODULE_3__.MRVolumeEntity) {\\n                entity.volume.localToWorld(this.coplanarPointA);\\n                entity.volume.localToWorld(this.coplanarPointB);\\n                entity.volume.localToWorld(this.coplanarPointC);\\n            } else {\\n                entity.panel.localToWorld(this.coplanarPointA);\\n                entity.panel.localToWorld(this.coplanarPointB);\\n                entity.panel.localToWorld(this.coplanarPointC);\\n            }\\n\\n            entity.clipping.planes[i].setFromCoplanarPoints(this.coplanarPointA, this.coplanarPointB, this.coplanarPointC);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Helper method for `onNewEntity`. Actually applies the clipping planes to the material setup for rendering.\\n     * Uses threejs in the background following https://threejs.org/docs/?q=material#api/en/materials/Material.clippingPlanes\\n     * @param {MREntity} entity - the entity to be clipped\\n     * @param {MRClippingGeometry} clipping - the clipping information to be passed to the material\\n     */\\n    applyClipping(entity, clipping) {\\n        // only apply clipping planes to entities that arent masked through the stencil\\n        // since doubling up on that is redundant and not helpful for runtime\\n        if (!entity.ignoreStencil) {\\n            return;\\n        }\\n\\n        entity.traverseObjects((object) => {\\n            if (object.isMesh) {\\n                object.material.clippingPlanes = clipping.planes;\\n                object.material.clipIntersection = clipping.intersection;\\n            }\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @description Helper method for `onNewEntity`. Creates a clipping planes information (still writing this description)\\n     * @param {MREntity} entity - the entity to which we're adding the clipping planes information\\n     */\\n    addClippingPlanes(entity) {\\n        for (let i = 0; i < PLANE_NUM; i++) {\\n            const newPlane = new three__WEBPACK_IMPORTED_MODULE_5__.Plane();\\n\\n            // if (this.app.debug) {\\n            //     const helper = new THREE.PlaneHelper( newPlane, 1, 0xff00ff );\\n            //     this.app.scene.add( helper );\\n            // }\\n\\n            entity.clipping.planes.push(newPlane);\\n        }\\n        this.updatePlanes(entity);\\n    }\\n\\n    // TODO: polish and move this into MRSystem\\n    /**\\n     * @function\\n     * @description a function called when a specific entity has an event update\\n     * @param {Event} e - the event generated by the entity\\n     */\\n    entityEventUpdate = (e) => {\\n        let entity = e.target;\\n        for (const parent of this.registry) {\\n            if (parent.contains(entity)) {\\n                this.applyClipping(entity, parent.clipping);\\n            }\\n        }\\n    };\\n\\n    /**\\n     * @function\\n     * @description When the system swaps to a new entity, this handles applying the clipping planes as needed in the system run.\\n     * @param {MREntity} entity - given entity that will be clipped by the planes.\\n     */\\n    onNewEntity(entity) {\\n        if (!entity.ignoreStencil) {\\n            // only apply clipping planes to entities that arent masked through the stencil\\n            // since doubling up on that is redundant and not helpful for runtime\\n            return;\\n        }\\n\\n        if (!entity.clipping) {\\n            for (const parent of this.registry) {\\n                if (parent.contains(entity)) {\\n                    entity.traverse((child) => {\\n                        this.applyClipping(child, parent.clipping);\\n                    });\\n                    if (entity instanceof _entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_4__.MRModelEntity) {\\n                        entity.addEventListener('modelchange', this.entityEventUpdate);\\n                    }\\n                }\\n            }\\n            return;\\n        }\\n\\n        this.registry.add(entity);\\n        this.addClippingPlanes(entity);\\n        entity.traverse((child) => {\\n            if (entity === child) {\\n                return;\\n            }\\n            this.applyClipping(child, entity.clipping);\\n            if (entity instanceof _entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_4__.MRModelEntity) {\\n                entity.addEventListener('modelchange', this.entityEventUpdate);\\n            }\\n        });\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/ClippingSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/ControlSystem.js\":\n/*!****************************************************!*\\\n  !*** ./src/core/componentSystems/ControlSystem.js ***!\n  \\****************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   ControlSystem: () => (/* binding */ ControlSystem)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_user_MRHand__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/user/MRHand */ \\\"./src/core/user/MRHand.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n\\n\\n\\n\\n\\n\\n\\n/**\\n * @class ControlSystem\\n * @classdesc This system supports interaction event information including mouse and controller interfacing.\\n * @augments MRSystem\\n */\\nclass ControlSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description ControlSystem's Default constructor that sets up the app's mouse information along with any relevant physics and cursor information.\\n     */\\n    constructor() {\\n        super(false);\\n        this.activeHand = this.app.user.hands.left;\\n\\n        document.addEventListener('selectstart', (event) => {\\n            if (event.detail == null) {\\n                return;\\n            }\\n            if (event.detail?.handedness == 'left') {\\n                this.activeHand = this.app.user.hands.left;\\n            } else {\\n                this.activeHand = this.app.user.hands.right;\\n            }\\n\\n            this.down = true;\\n            this.cursorViz.material.color.setStyle('blue');\\n            this.onMouseDown(event);\\n        });\\n\\n        document.addEventListener('selectend', (event) => {\\n            if (event.detail.handedness == null) {\\n                return;\\n            }\\n            this.down = false;\\n            this.cursorViz.material.color.setStyle('black');\\n\\n            this.onMouseUp(event);\\n        });\\n\\n        this.origin = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();\\n        this.direction = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();\\n        this.ray = new mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.Ray({ x: 0.0, y: 0.0, z: 0.0 }, { x: 0.0, y: 1.0, z: 0.0 });\\n        this.hit;\\n\\n        this.restPosition = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(1000, 1000, 1000);\\n        this.hitPosition = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();\\n        this.hitNormal = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();\\n\\n        this.tempWorldPosition = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();\\n        this.tempLocalPosition = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();\\n        this.tempPreviousPosition = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();\\n        this.touchDelta = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();\\n\\n        this.directTouch = false;\\n\\n        this.currentEntity = null;\\n\\n        this.cursorViz = new three__WEBPACK_IMPORTED_MODULE_3__.Mesh(new three__WEBPACK_IMPORTED_MODULE_3__.RingGeometry(0.005, 0.007, 32), new three__WEBPACK_IMPORTED_MODULE_3__.MeshBasicMaterial({ color: 0x000000, opacity: 0.7, transparent: true }));\\n\\n        this.app.scene.add(this.cursorViz);\\n        this.cursorViz.visible = false;\\n\\n        this.down = false;\\n\\n        this.app.renderer.domElement.addEventListener('mousedown', this.onMouseDown);\\n        this.app.renderer.domElement.addEventListener('mouseup', this.onMouseUp);\\n        this.app.renderer.domElement.addEventListener('mousemove', this.mouseOver);\\n        this.app.renderer.domElement.addEventListener('mouseover', this.mouseOver);\\n\\n        this.app.renderer.domElement.addEventListener('touchstart', this.onMouseDown);\\n        this.app.renderer.domElement.addEventListener('touchend', this.onMouseUp);\\n        this.app.renderer.domElement.addEventListener('touchmove', this.mouseOver);\\n        this.app.renderer.domElement.addEventListener('touch', this.mouseOver);\\n    }\\n\\n    /**\\n     * @function\\n     * @description The generic system update call. Updates the meshes and states for both the left and right hand visuals.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {\\n        if (!mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.xr.isPresenting) {\\n            return;\\n        }\\n\\n        if (!this.down) {\\n            mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.eventQueue.drainCollisionEvents((handle1, handle2, started) => {\\n                /* Handle the collision event. */\\n                if (started) {\\n                    this.onContactStart(handle1, handle2);\\n                } else {\\n                    this.onContactEnd(handle1, handle2);\\n                }\\n            });\\n\\n            this.checkCollisions(this.app.user.hands.left);\\n            this.checkCollisions(this.app.user.hands.right);\\n        }\\n\\n        if (!this.directTouch) {\\n            this.pointerRay();\\n        } else if (this.cursorViz.visible) {\\n            this.clearPointer();\\n        }\\n        this.directTouch = false;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Check for any collisions with this MRHand and the rapier physics world.\\n     * @param {object} hand - the MRHand object whose collisions we are checking with this function.\\n     */\\n    checkCollisions(hand) {\\n        for (let jointCursor of hand.jointCursors) {\\n            mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.contactPairsWith(jointCursor.collider, (collider2) => {\\n                const entity = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.COLLIDER_ENTITY_MAP[collider2.handle];\\n\\n                if (entity) {\\n                    this.directTouch = true;\\n                    this.tempPreviousPosition.copy(this.tempLocalPosition);\\n\\n                    this.tempLocalPosition.copy(jointCursor.collider.translation());\\n                    entity.object3D.worldToLocal(this.tempLocalPosition);\\n\\n                    this.touchDelta.subVectors(this.tempLocalPosition, this.tempPreviousPosition);\\n\\n                    if (!jointCursor.name.includes('hover') && entity.touch) {\\n                        entity.dispatchEvent(\\n                            new CustomEvent('touchmove', {\\n                                bubbles: true,\\n                                detail: {\\n                                    joint: jointCursor.name,\\n                                    worldPosition: jointCursor.collider.translation(),\\n                                    position: this.tempLocalPosition,\\n                                    delta: this.touchDelta,\\n                                },\\n                            })\\n                        );\\n                    } else if (jointCursor.name.includes('hover') && !entity.touch) {\\n                        entity.dispatchEvent(\\n                            new CustomEvent('hovermove', {\\n                                bubbles: true,\\n                                detail: {\\n                                    joint: jointCursor.name,\\n                                    worldPosition: jointCursor.collider.translation(),\\n                                    position: this.tempLocalPosition,\\n                                    delta: this.touchDelta,\\n                                },\\n                            })\\n                        );\\n                    }\\n                }\\n            });\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Handles the start of collisions between two different colliders.\\n     * @param {number} handle1 - the first collider\\n     * @param {number} handle2 - the second collider\\n     */\\n    onContactStart = (handle1, handle2) => {\\n        const collider1 = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.colliders.get(handle1);\\n        const collider2 = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.colliders.get(handle2);\\n\\n        const joint = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.INPUT_COLLIDER_HANDLE_NAMES[handle1];\\n        const entity = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.COLLIDER_ENTITY_MAP[handle2];\\n\\n        if (!joint || !entity) {\\n            return;\\n        }\\n        if (!joint.includes('hover')) {\\n            this.touchStart(collider1, collider2, entity);\\n        } else {\\n            this.hoverStart(collider1, collider2, entity);\\n        }\\n    };\\n\\n    /**\\n     * @function\\n     * @description Handles the end of collisions between two different colliders.\\n     * @param {number} handle1 - the first collider\\n     * @param {number} handle2 - the second collider\\n     */\\n    onContactEnd = (handle1, handle2) => {\\n        const joint = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.INPUT_COLLIDER_HANDLE_NAMES[handle1];\\n        const entity = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.COLLIDER_ENTITY_MAP[handle2];\\n\\n        if (!joint || !entity) {\\n            return;\\n        }\\n        if (!joint.includes('hover')) {\\n            this.touchEnd(entity);\\n        } else {\\n            this.hoverEnd(entity);\\n        }\\n    };\\n\\n    /**\\n     * @function\\n     * @description Handles the start of touch between two different colliders and the current entity.\\n     * @param {number} collider1 - the first collider\\n     * @param {number} collider2 - the second collider\\n     * @param {object} entity - the current entity\\n     */\\n    touchStart = (collider1, collider2, entity) => {\\n        entity.touch = true;\\n        mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.contactPair(collider1, collider2, (manifold, flipped) => {\\n            this.tempLocalPosition.copy(manifold.localContactPoint2(0));\\n            this.tempWorldPosition.copy(manifold.localContactPoint2(0));\\n            entity.object3D.localToWorld(this.tempWorldPosition);\\n            entity.classList.remove('hover');\\n\\n            entity.dispatchEvent(\\n                new CustomEvent('touchstart', {\\n                    bubbles: true,\\n                    detail: {\\n                        worldPosition: this.tempWorldPosition,\\n                        position: this.tempLocalPosition,\\n                    },\\n                })\\n            );\\n        });\\n    };\\n\\n    /**\\n     * @function\\n     * @description Handles the end of touch for the current entity\\n     * @param {object} entity - the current entity\\n     */\\n    touchEnd = (entity) => {\\n        this.tempPreviousPosition.set(0, 0, 0);\\n        this.tempLocalPosition.set(0, 0, 0);\\n        this.tempWorldPosition.set(0, 0, 0);\\n        entity.touch = false;\\n        entity.click();\\n\\n        entity.dispatchEvent(\\n            new CustomEvent('touchend', {\\n                bubbles: true,\\n            })\\n        );\\n    };\\n\\n    /**\\n     * @function\\n     * @description Handles the start of hovering over/around a specific entity.\\n     * @param {number} collider1 - the first collider\\n     * @param {number} collider2 - the second collider\\n     * @param {object} entity - the current entity\\n     */\\n    hoverStart = (collider1, collider2, entity) => {\\n        entity.classList.add('hover');\\n        mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.contactPair(collider1, collider2, (manifold, flipped) => {\\n            this.tempLocalPosition.copy(manifold.localContactPoint2(0));\\n            this.tempWorldPosition.copy(manifold.localContactPoint2(0));\\n            entity.object3D.localToWorld(this.tempWorldPosition);\\n            entity.dispatchEvent(\\n                new CustomEvent('hoverstart', {\\n                    bubbles: true,\\n                    detail: {\\n                        worldPosition: this.tempWorldPosition,\\n                        position: this.tempLocalPosition,\\n                    },\\n                })\\n            );\\n\\n            entity.dispatchEvent(new MouseEvent('mouseover'));\\n        });\\n    };\\n\\n    /**\\n     * @function\\n     * @description Handles the end of hovering over/around a specific entity.\\n     * @param {object} entity - the current entity\\n     */\\n    hoverEnd = (entity) => {\\n        entity.classList.remove('hover');\\n        entity.dispatchEvent(\\n            new CustomEvent('hoverend', {\\n                bubbles: true,\\n            })\\n        );\\n\\n        entity.dispatchEvent(new MouseEvent('mouseout'));\\n    };\\n\\n    /**\\n     * @function\\n     * @description Fills in the this.origin,direction,ray, and hit values based on the rapier world\\n     */\\n    pointerRay() {\\n        this.origin.setFromMatrixPosition(this.app.user.origin.matrixWorld);\\n        this.direction.setFromMatrixPosition(this.activeHand.pointer.matrixWorld).sub(this.origin).normalize();\\n\\n        this.ray.origin = { ...this.origin };\\n        this.ray.dir = { ...this.direction };\\n\\n        this.hit = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.castRayAndGetNormal(this.ray, 100, true, null, mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.CollisionGroups.USER, null, null);\\n        if (this.hit != null) {\\n            this.hitPosition.copy(this.ray.pointAt(this.hit.toi));\\n            this.hitNormal.copy(this.hit.normal);\\n            this.cursorViz.visible = true;\\n            this.cursorViz.position.copy(this.hitPosition);\\n\\n            this.cursorViz.quaternion.setFromUnitVectors(new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(0, 0, 1), this.hit.normal);\\n\\n            this.interact(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.COLLIDER_ENTITY_MAP[this.hit.collider.handle]);\\n        } else {\\n            this.cursorViz.visible = false;\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description clears the gaze/pinch pointer from the scene\\n     */\\n    clearPointer() {\\n        this.cursorViz.visible = false;\\n        if (this.currentEntity) {\\n            this.currentEntity.focus = false;\\n            this.hoverEndEvents();\\n        }\\n\\n        this.currentEntity = null;\\n    }\\n\\n    /************ Interaction Events ************/\\n\\n    /**\\n     * @function\\n     * @description Handles the mouse over event\\n     * @param {event} event - the mouse over event\\n     */\\n    mouseOver = (event) => {\\n        this.hit = this.pixelRayCast(event);\\n\\n        if (this.hit != null) {\\n            this.hitPosition.copy(this.ray.pointAt(this.hit.toi));\\n        }\\n\\n        this.interact(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.COLLIDER_ENTITY_MAP[this.hit?.collider.handle]);\\n    };\\n\\n    /**\\n     * @function\\n     * @description Handles the mouse down event\\n     * @param {event} event - the mouse down event\\n     */\\n    onMouseDown = (event) => {\\n        this.down = true;\\n        this.currentEntity?.classList.remove('hover');\\n        this.currentEntity?.classList.add('active');\\n\\n        this.currentEntity?.dispatchEvent(\\n            new CustomEvent('hoverend', {\\n                bubbles: true,\\n            })\\n        );\\n\\n        this.currentEntity?.dispatchEvent(\\n            new CustomEvent('touchstart', {\\n                bubbles: true,\\n                detail: {\\n                    worldPosition: this.hitPosition,\\n                },\\n            })\\n        );\\n    };\\n\\n    /**\\n     * @function\\n     * @description Handles the mouse up event\\n     * @param {event} event - the mouse up event\\n     */\\n    onMouseUp = (event) => {\\n        this.down = false;\\n        this.currentEntity?.classList.remove('active');\\n        this.currentEntity?.dispatchEvent(new Event('click'));\\n\\n        this.currentEntity?.dispatchEvent(\\n            new CustomEvent('touchend', {\\n                bubbles: true,\\n            })\\n        );\\n\\n        this.hoverStartEvents();\\n    };\\n\\n    /**\\n     * @function\\n     * @description Checks what kind of interactions should happen based on the current entity and any events that\\n     * have happened so far.\\n     * @param {object} entity - checking if there is any interaction required based on current events and this entity.\\n     */\\n    interact(entity) {\\n        if (!this.down && this.currentEntity != entity) {\\n            if (this.currentEntity) {\\n                this.currentEntity.focus = false;\\n                this.hoverEndEvents();\\n            }\\n\\n            this.currentEntity = null;\\n        }\\n\\n        if (!entity) {\\n            return;\\n        }\\n\\n        if (this.down) {\\n            this.currentEntity?.dispatchEvent(\\n                new CustomEvent('touchmove', {\\n                    bubbles: true,\\n                    detail: {\\n                        worldPosition: this.hitPosition,\\n                    },\\n                })\\n            );\\n            return;\\n        }\\n\\n        if (!this.currentEntity) {\\n            this.currentEntity = entity;\\n            this.currentEntity.focus = true;\\n            this.hoverStartEvents();\\n        }\\n    }\\n\\n    hoverStartEvents = () => {\\n        this.currentEntity?.classList.add('hover');\\n        this.currentEntity?.dispatchEvent(\\n            new MouseEvent('mouseover', {\\n                bubbles: true,\\n            })\\n        );\\n        this.currentEntity?.dispatchEvent(\\n            new CustomEvent('hoverstart', {\\n                bubbles: true,\\n            })\\n        );\\n\\n        // TODO: this will require slightly more complex logic to implement correctly\\n        // this.currentEntity.dispatchEvent(\\n        //     new MouseEvent('mouseenter', {\\n        //         bubbles: false,\\n        //     })\\n        // );\\n    };\\n\\n    hoverEndEvents = () => {\\n        this.currentEntity?.classList.remove('hover');\\n        this.currentEntity?.dispatchEvent(\\n            new MouseEvent('mouseout', {\\n                bubbles: true,\\n            })\\n        );\\n\\n        this.currentEntity?.dispatchEvent(\\n            new CustomEvent('hoverend', {\\n                bubbles: true,\\n            })\\n        );\\n\\n        // TODO: this will require slightly more complex logic to implement correctly\\n        // this.currentEntity.dispatchEvent(\\n        //     new MouseEvent('mouseout', {\\n        //         bubbles: false,\\n        //     })\\n        // );\\n    };\\n\\n    /************ Tools && Helpers ************/\\n\\n    /**\\n     * @function\\n     * @description Raycast into the scene using the information from the event that called it.\\n     * @param {object} event - the event being handled\\n     * @returns {object} - collision item for what the ray hit in the 3d scene.\\n     */\\n    pixelRayCast(event) {\\n        let x = 0;\\n        let y = 0;\\n        if (event.type.includes('touchmove')) {\\n            if (event.touches.length == 0) {\\n                return null;\\n            }\\n\\n            x = event.touches[0].clientX;\\n            y = event.touches[0].clientY;\\n        } else {\\n            x = event.clientX;\\n            y = event.clientY;\\n        }\\n\\n        if (this.app.camera instanceof three__WEBPACK_IMPORTED_MODULE_3__.OrthographicCamera) {\\n            this.direction.set((x / this.app.appWidth) * 2 - 1, -(y / this.app.appHeight) * 2 + 1, -1); // z = - 1 important!\\n            this.direction.unproject(this.app.camera);\\n            const direction = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(0, 0, -1);\\n            direction.transformDirection(this.app.camera.matrixWorld);\\n\\n            this.ray.origin = { ...this.direction };\\n            this.ray.dir = { ...direction };\\n        } else {\\n            this.direction.set((x / this.app.appWidth) * 2 - 1, -(y / this.app.appHeight) * 2 + 1, 0.5);\\n            this.direction.unproject(this.app.camera);\\n            this.direction.sub(this.app.camera.position).normalize();\\n            this.ray.origin = { ...this.app.camera.position };\\n            this.ray.dir = { ...this.direction };\\n        }\\n\\n        return mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.castRayAndGetNormal(this.ray, 100, true, null, mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.CollisionGroups.USER, null, null);\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/ControlSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/GeometryStyleSystem.js\":\n/*!**********************************************************!*\\\n  !*** ./src/core/componentSystems/GeometryStyleSystem.js ***!\n  \\**********************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   GeometryStyleSystem: () => (/* binding */ GeometryStyleSystem)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/entities/MRDivEntity */ \\\"./src/core/entities/MRDivEntity.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! mrjs/core/entities/MRPanelEntity */ \\\"./src/core/entities/MRPanelEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRButtonEntity__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! mrjs/core/entities/MRButtonEntity */ \\\"./src/core/entities/MRButtonEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRMediaEntity__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! mrjs/core/entities/MRMediaEntity */ \\\"./src/core/entities/MRMediaEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! mrjs/core/entities/MRModelEntity */ \\\"./src/core/entities/MRModelEntity.js\\\");\\n\\n\\n\\n\\n\\n\\n\\n\\n/**\\n * @class GeometryStyleSystem\\n * @classdesc Handles geometry updates for all items.\\n * @augments MRSystem\\n */\\nclass GeometryStyleSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description StyleSystem's default constructor with a starting framerate of 1/30.\\n     */\\n    constructor() {\\n        super(false);\\n\\n        this.app.addEventListener('trigger-geometry-style-update', (e) => {\\n            // The event has the entity stored as its detail.\\n            if (e.detail !== undefined) {\\n                this._updateSpecificEntity(e.detail);\\n            }\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @param {object} entity - the MREntity to be updated by this function.\\n     * @description The per entity triggered update call. Handles updating all 3D items to match whatever geometry/style is expected whether that be a 2D setup or a 3D change.\\n     */\\n    _updateSpecificEntity(entity) {\\n        // Only want to dispatch if anything was actually updated in this iteration.\\n        let changed = false;\\n\\n        // Anything needed for mrjs defined entities - the order of the below matters\\n        if (entity instanceof mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_1__.MRDivEntity) {\\n            changed = this.setUpdatedBorder(entity);\\n        }\\n\\n        changed = this.setScale(entity);\\n\\n        if (entity instanceof mrjs_core_entities_MRMediaEntity__WEBPACK_IMPORTED_MODULE_5__.MRMediaEntity) {\\n            changed = this.setUpdatedMediaPlane(entity);\\n        }\\n\\n        // User additional - Main Entity Style Change\\n        if (entity instanceof mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_2__.MREntity) {\\n            changed = entity.updateGeometryStyle();\\n        }\\n\\n        if (changed) {\\n            // TODO - TBH i think this is only needed for scale, but just in case others use changed\\n            // width/height for anything else, and update is required for children as well\\n            entity.dispatchEvent(new CustomEvent('entityupdated', { bubbles: true }));\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description The per global scene event update call. Handles updating all 3D items to match whatever geometry/style is expected whether that be a 2D setup or a 3D change.\\n     */\\n    eventUpdate = () => {\\n        for (const entity of this.registry) {\\n            this._updateSpecificEntity(entity);\\n        }\\n    };\\n\\n    /**\\n     * @function\\n     * @description The per-frame system update call.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {\\n        // FIXME: Commented out, causes a pretty nasty perf hit.\\n        // removing it doesn't seem to have any noticeable side effects. but leaving just in case\\n        // for (const entity of this.registry) {\\n        //     let changed = this.setScale(entity);\\n        //     if (changed) {\\n        //         // TODO - TBH i think this is only needed for scale, but just in case others use changed\\n        //         // width/height for anything else, and update is required for children as well\\n        //         entity.dispatchEvent(new CustomEvent('entityupdated', { bubbles: true }));\\n        //     }\\n        // }\\n        // For this system, since we have the 'per entity' and 'per scene event' update calls,\\n        // we dont need a main update call here.\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when a new entity is added to the scene. Adds said new entity to the style's system registry.\\n     * @param {MREntity} entity - the entity being added.\\n     */\\n    onNewEntity(entity) {\\n        this.registry.add(entity);\\n        this._updateSpecificEntity(entity);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Sets the scale of the MREntity based on its css scale value, otherwise defaults to 1.\\n     * @param {object} entity - the MREntity to be updated by this function.\\n     * @returns {boolean} true if updated, false otherwise.\\n     */\\n    setScale(entity) {\\n        // grab the entity's local scale\\n        let css_scale = entity.compStyle.scale != 'none' ? parseFloat(entity.compStyle.scale) : 1;\\n        let new_scale = new THREE.Vector3(css_scale, css_scale, css_scale);\\n\\n        // We need to compound the scale value from parent to child specifically\\n        // if theyre within an mr-panel, because although we have the object3D\\n        // connection, we flatten the hierarchy for objects within a panel s.t.\\n        // all of their parents are the panel itself for faster loading.\\n        if (!(entity instanceof mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_3__.MRPanelEntity) && entity.closest('mr-panel') != null) {\\n            // We're allowed to call the scale directly from the object3D\\n            // based on the assumption that the parent's entity was already\\n            // hit in this system's traversal given order of creation.\\n            //\\n            // Note: the assumption that parent's scale being set prior to\\n            // this is /vital/ for this implementation to work.\\n            new_scale.multiply(entity.parentElement.object3D.scale);\\n        }\\n\\n        if (new_scale != entity.object3D.scale) {\\n            entity.object3D.scale.set(new_scale.x, new_scale.y, new_scale.z);\\n            return true;\\n        }\\n        return false;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Sets the border of the UI based on compStyle and inputted css elements.\\n     * @param {object} entity - the MREntity to be updated by this function.\\n     * @returns {boolean} true if updated, false otherwise\\n     */\\n    setUpdatedBorder(entity) {\\n        // geometry will only update if width, height, or borderRadii have changed\\n        let w = entity.width;\\n        let h = entity.height;\\n        let b = entity.borderRadii;\\n        if (entity._storedWidth != w || entity._storedHeight != h || entity._storedBorderRadii != b) {\\n            entity._storedWidth = w;\\n            entity._storedHeight = h;\\n            entity._storedBorderRadii = b;\\n        } else {\\n            // no update needed\\n            return false;\\n        }\\n\\n        if (entity.background.geometry !== undefined) {\\n            entity.background.geometry.dispose();\\n        }\\n        entity.background.geometry = mrjsUtils.geometry.UIPlane(w, h, b, 18);\\n\\n        return true;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Updates the Media Plane for this geometry. Specific to the MRMedia subclasses.\\n     * @param {object} entity - the MRMediaEntity to be updated by this function.\\n     * @returns {boolean} true if updated, false otherwise\\n     */\\n    setUpdatedMediaPlane(entity) {\\n        entity.computeObjectFitDimensions();\\n\\n        // geometry will only update if width, height, or borderRadii have changed\\n        if (entity._storedWidth != entity.width || entity._storedHeight != entity.height || entity._storedBorderRadii != entity.borderRadii) {\\n            entity.generateNewMediaPlaneGeometry();\\n        } else {\\n            // no update needed\\n            return false;\\n        }\\n\\n        return true;\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/GeometryStyleSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/InstancingSystem.js\":\n/*!*******************************************************!*\\\n  !*** ./src/core/componentSystems/InstancingSystem.js ***!\n  \\*******************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   InstancingSystem: () => (/* binding */ InstancingSystem)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n\\n\\n\\n\\n\\n/**\\n * @class InstancingSystem\\n * @classdesc System that allows for instancing of meshes based on a given entity where the instances can be modified separately.\\n * @augments MRSystem\\n */\\nclass InstancingSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description InstancingSystem's default constructor that sets up default instancing count, transformations, and mesh information.\\n     */\\n    constructor() {\\n        super();\\n\\n        this.instanceCount = 5;\\n        this.transformations = [];\\n        this.instancedMesh = null;\\n    }\\n\\n    /**\\n     * @function\\n     * @description  The generic system update call. Updates the entity and its instances to their appropriate transformations and visuals\\n     *               based on the picked predefined option.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {\\n        for (const entity of this.registry) {\\n            switch (entity.components.get('instancing')?.type) {\\n                case 'random':\\n                    this.random(entity);\\n                    break;\\n\\n                default:\\n                    break;\\n            }\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Determines what meshes are attached from this entity and When a component is attached.\\n     * Setups up instancing based on the predefined setup option and the entity's geometry (handling properly whether that be a group or mesh).\\n     * @param {MREntity} entity - the entity with the geometry to be instanced and the chosen setup option\\n     */\\n    attachedComponent(entity) {\\n        // ----- setup for instanced geometry -----\\n\\n        let originalMesh = entity.object3D;\\n        let combinedGeometry = new three__WEBPACK_IMPORTED_MODULE_2__.BufferGeometry();\\n\\n        // grab usable mesh\\n        if (originalMesh instanceof three__WEBPACK_IMPORTED_MODULE_2__.Mesh) {\\n            combinedGeometry = originalMesh.geometry.clone();\\n        } else if (originalMesh instanceof three__WEBPACK_IMPORTED_MODULE_2__.Group) {\\n            originalMesh.traverse((child) => {\\n                if (child instanceof three__WEBPACK_IMPORTED_MODULE_2__.Mesh) {\\n                    const geometry = child.geometry.clone();\\n                    geometry.applyMatrix4(child.matrixWorld); // Apply the child's world matrix\\n                    combinedGeometry.merge(geometry);\\n                }\\n            });\\n        }\\n\\n        // ----- create instances information -----\\n\\n        // Setup for the to-be-used instance\\n        const instancedGeometry = new three__WEBPACK_IMPORTED_MODULE_2__.InstancedBufferGeometry();\\n        instancedGeometry.copy(combinedGeometry);\\n        for (let i = 0; i < this.instanceCount; ++i) {\\n            const matrix = new three__WEBPACK_IMPORTED_MODULE_2__.Matrix4();\\n            matrix.makeTranslation(Math.random() * 10 - 5, Math.random() * 10 - 5, Math.random() * 10 - 5);\\n\\n            this.transformations.push(matrix);\\n        }\\n\\n        // ----- add instances to scene -----\\n\\n        // Create an InstancedMesh using the instanced geometry and matrices\\n        const material = new three__WEBPACK_IMPORTED_MODULE_2__.MeshBasicMaterial({ color: 0xffff00 });\\n        const instancedMesh = new three__WEBPACK_IMPORTED_MODULE_2__.InstancedMesh(instancedGeometry, material, this.instanceCount);\\n        instancedMesh.instanceMatrix.setUsage(three__WEBPACK_IMPORTED_MODULE_2__.DynamicDrawUsage);\\n\\n        // Set matrices for instances\\n        for (let i = 0; i < this.instanceCount; ++i) {\\n            instancedMesh.setMatrixAt(i, this.transformations[i]);\\n        }\\n        instancedMesh.instanceMatrix.needsUpdate = true;\\n        this.instancedMesh = instancedMesh;\\n\\n        // Add the instanced mesh to the scene\\n        entity.object3D.add(instancedMesh);\\n    }\\n\\n    /************ Some options for default instancing setup ************/\\n\\n    /**\\n     * @function\\n     * @description An option for default instancing. Places the given entity instancing it at a bunch of random transformation locations.Uses threejs's `InstancedMesh`.\\n     * @param {MREntity} entity - the entity to be instanced in random locations\\n     */\\n    random = (entity) => {\\n        // update mesh for each instance\\n        for (let i = 0; i < this.instanceCount; ++i) {\\n            const matrix = new three__WEBPACK_IMPORTED_MODULE_2__.Matrix4();\\n            matrix.makeScale(Math.random() * 10 - 5, Math.random() * 10 - 5, Math.random() * 10 - 5);\\n            matrix.makeRotation(Math.random() * 10 - 5, Math.random() * 10 - 5, Math.random() * 10 - 5);\\n            matrix.makeTranslation(Math.random() * 10 - 5, Math.random() * 10 - 5, Math.random() * 10 - 5);\\n\\n            this.transformations[i].copy(matrix);\\n            this.instancedMesh.setMatrixAt(i, this.transformations[i]);\\n        }\\n    };\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/InstancingSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/LayoutSystem.js\":\n/*!***************************************************!*\\\n  !*** ./src/core/componentSystems/LayoutSystem.js ***!\n  \\***************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   LayoutSystem: () => (/* binding */ LayoutSystem)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/core/entities/MRDivEntity */ \\\"./src/core/entities/MRDivEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! mrjs/core/entities/MRPanelEntity */ \\\"./src/core/entities/MRPanelEntity.js\\\");\\n\\n\\n\\n\\n\\n\\n\\n/**\\n * @class LayoutSystem\\n * @classdesc System that allows for setup and handling of changing layout.\\n * @augments MRSystem\\n */\\nclass LayoutSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description Constructor for the layout system. Uses the default System setup.\\n     */\\n    constructor() {\\n        super(false);\\n        this.tempPosition = new three__WEBPACK_IMPORTED_MODULE_4__.Vector3();\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when a new entity is added to this system\\n     * @param {MREntity} entity - the entity being added.\\n     */\\n    onNewEntity(entity) {\\n        if (entity instanceof mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_3__.MRPanelEntity) {\\n            return;\\n        }\\n        if (entity instanceof mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_2__.MRDivEntity) {\\n            this.registry.add(entity);\\n            this.setLayoutPosition(entity);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description The generic system update call. Handles updating all 3D items to match whatever layout position is expected.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {\\n        for (const entity of this.registry) {\\n            this.setLayoutPosition(entity);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Helper function for the update call. Sets the entity's appropriate 3D layout position based on window and entity expectations.\\n     * @param {MREntity} entity - the entity being updated.\\n     */\\n    setLayoutPosition(entity) {\\n        const rect = entity.getBoundingClientRect();\\n\\n        const panel = entity.closest('mr-panel');\\n        if (!panel) {\\n            return;\\n        }\\n        const panelRect = panel.getBoundingClientRect();\\n\\n        /** setup xy positioning of the entity */\\n\\n        let innerWidth = parseFloat(panel.compStyle.width.split('px')[0]);\\n        let innerHeight = parseFloat(panel.compStyle.height.split('px')[0]);\\n        let centerX = innerWidth / 2;\\n        let centerY = innerHeight / 2;\\n\\n        let windowWidth = panel.width;\\n        let windowHeight = panel.height;\\n        let centeredX = rect.left - panelRect.left - centerX;\\n        let centeredY = rect.top - panelRect.top - centerY;\\n\\n        let threeX = (centeredX / innerWidth) * windowWidth;\\n        let threeY = (centeredY / innerHeight) * windowHeight;\\n\\n        threeX += entity.width / 2;\\n        threeY += entity.height / 2;\\n\\n        entity.object3D.position.setX(threeX);\\n        entity.object3D.position.setY(-threeY);\\n\\n        /** setup z-index positioning of the entity */\\n\\n        if (entity.compStyle.zIndex != 'auto') {\\n            // default zIndex values in css are in the 1000s - using this arbitrary divide to convert to an actual usable threejs value.\\n            entity.object3D.position.setZ(parseFloat(entity.compStyle.zIndex) / 1000);\\n\\n            if (entity.compStyle.zIndex == entity.parentElement.compStyle.zIndex) {\\n                entity.object3D.position.z += 0.0001;\\n            }\\n        } else {\\n            entity.object3D.position.z = entity.parentElement.object3D.position.z + 0.001;\\n        }\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/LayoutSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/MaskingSystem.js\":\n/*!****************************************************!*\\\n  !*** ./src/core/componentSystems/MaskingSystem.js ***!\n  \\****************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MaskingSystem: () => (/* binding */ MaskingSystem)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/entities/MRDivEntity */ \\\"./src/core/entities/MRDivEntity.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! mrjs/core/entities/MRPanelEntity */ \\\"./src/core/entities/MRPanelEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! mrjs/core/entities/MRTextEntity */ \\\"./src/core/entities/MRTextEntity.js\\\");\\n\\n\\n\\n\\n\\n\\n\\n\\n/*\\n * A system that handles elements that mask other elements by using stencil.\\n * Eg: A Panel does not display child elements if the elements are positioned\\n * outside the Panel's bounds.\\n *\\n * We use two rendering passes, one for writing to stencil buffer and another one\\n * is for rendering the result with testing stencil. Basic idea is the following.\\n *\\n * 1. Have a scene, called stencil scene here to distinguish from the main scene,\\n *    for writing to stencil buffer\\n * 2. When an entity that mask others is added\\n *   2-1. Assign an id (0-) to the entity\\n *   2-2. Create a new mesh from the entity's object and add it to stencil scene\\n *   2-3. Set up the material for the created mesh to write stencil buffer with 1 << id\\n *   2-4. Set up the materials of the child entities to test stencil buffer with 1 << id\\n * 3. In an animation loop\\n *   3-1. Update the matrices of the main scene\\n *   3-2. Copy the matrices to the the meshes in the stencil scene from the associated\\n *        entities in the main scene\\n *   3-3. Clear stencil buffer\\n *   3-4. Writing to stencil buffer by calling renderer.render() with the stencil scene\\n *   3-5. Rendering the main scene\\n *\\n * Advantage:\\n *   - Simple, we don't need to manage much stencil specialities (eg: No need to control\\n *     Object3D.renderOrder)\\n *   - Using one stencil bit per panel allows for transparent and overlap processing.\\n *\\n * Limitation:\\n *   - Up to eight entities that mask others because it's safe to think stencil has 8 bits.\\n *\\n *     > stencil buffer of at least 8 bits.\\n *     https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext#stencil\\n */\\n\\nconst MAX_PANEL_NUM = 8;\\n\\n/**\\n * @function\\n * @description Setting up a material for an object that maskes other elements\\n * @param {THREE.Material} material - the material whose values are augmented to mask as expected.\\n * @param {number} shiftBit - used to offset the stencilWriteMask and stencilRef.\\n * @param {boolean} debug - true if in debug mode, false otherwise\\n */\\nconst setupMaskingMaterial = (material, shiftBit, debug = false) => {\\n    material.transparent = true;\\n    // Nothing to render to color buffer so setting 0.0 unless debug mode\\n    material.opacity = debug ? 0.5 : 0.0;\\n    material.stencilWrite = true;\\n    material.stencilWriteMask = 1 << shiftBit;\\n    material.stencilRef = 1 << shiftBit;\\n    material.stencilFunc = three__WEBPACK_IMPORTED_MODULE_5__.AlwaysStencilFunc;\\n    material.stencilZPass = three__WEBPACK_IMPORTED_MODULE_5__.ReplaceStencilOp;\\n\\n    // Disable depth testing to avoid complexity. Depth testing and other related\\n    // tasks are left to the main scene rendering.\\n    material.depthTest = false;\\n    material.depthWrite = false;\\n};\\n\\n/**\\n * @function\\n * @description Setting up a material for an object that is masked by another element\\n * @param {THREE.Material} material - the material whose values are augmented to mask as expected.\\n * @param {number} shiftBit - used to offset the stencilWriteMask and stencilRef.\\n */\\nconst setupMaskedMaterial = (material, shiftBit) => {\\n    material.stencilWrite = true;\\n    material.stencilRef |= 1 << shiftBit;\\n    material.stencilFunc = three__WEBPACK_IMPORTED_MODULE_5__.EqualStencilFunc;\\n    material.stencilFuncMask |= 1 << shiftBit;\\n    material.stencilFail = three__WEBPACK_IMPORTED_MODULE_5__.KeepStencilOp;\\n    material.stencilZFail = three__WEBPACK_IMPORTED_MODULE_5__.KeepStencilOp;\\n    material.stencilZPass = three__WEBPACK_IMPORTED_MODULE_5__.KeepStencilOp;\\n};\\n\\n/**\\n * @class MaskingSystem\\n * @classdesc Handles specific needs for setting up the masking for all necessary items.\\n * @augments MRSystem\\n */\\nclass MaskingSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description MaskingSystem's default constructor.\\n     */\\n    constructor() {\\n        super(false);\\n\\n        this.scene = new three__WEBPACK_IMPORTED_MODULE_5__.Scene();\\n        this.scene.matrixAutoUpdate = false;\\n        this.scene.matrixWorldAutoUpdate = false;\\n\\n        this.sourceElementMap = new Map();\\n        this.maskingMeshMap = new Map();\\n        this.panels = [];\\n    }\\n\\n    /**\\n     * @function\\n     * @description ...\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {\\n        // leave for when needed.\\n    }\\n\\n    /**\\n     * @function\\n     * @description Copy the source world matrices to the objects writing to stencil buffer\\n     */\\n    sync() {\\n        // TODO: Move to update().\\n        // This method needs to be called after the matrices of the main scene are updated.\\n        // However, currently the matrices are updated MRApp after running systems' update(),\\n        // so the conditions are not met when executed in update(). Therefore, as a\\n        // temporary workaround, a new method has been added and is explicitly called\\n        // from MRApp. Moving this code into the update() method would reduce the specialities\\n        // and improve maintainability.\\n        for (const child of this.scene.children) {\\n            const source = this.sourceElementMap.get(child).background;\\n\\n            // TODO: Consider a properer way.\\n            // It seems that the geometry of a source object can be replaced with a different\\n            // geometry by other systems, so this check and replacing are needed. However,\\n            // replacing the geometry is not an appropriate use of the Three.js API. We\\n            // should consider a more robust approach to copying the shape of the source object.\\n            if (child.geometry !== source.geometry) {\\n                child.geometry = source.geometry;\\n            }\\n\\n            child.matrixWorld.copy(source.matrixWorld);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when a new entity is added to the scene. Handles masking elements to their panel.\\n     * @param {MREntity} entity - the entity being added.\\n     */\\n    onNewEntity(entity) {\\n        if (entity instanceof mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_3__.MRPanelEntity) {\\n            if (this.panels.length >= MAX_PANEL_NUM) {\\n                console.warn('Masking system supports up to eight panels.');\\n                return;\\n            }\\n\\n            // Ignoring panel removal for now.\\n            // TODO: Handle panel removal\\n            const stencilRefShift = this.panels.length;\\n            this.panels.push(entity);\\n\\n            // We need to mask based off the background mesh of this object.\\n            const sourceObj = entity.background;\\n\\n            // TODO: Optimize material.\\n            // Since only needs to write to the stencil buffer, no need to write to the color buffer,\\n            // therefore, we can use a simpler material than MeshBasicMaterial. Should we use\\n            // ShaderMaterial?\\n            const mesh = new three__WEBPACK_IMPORTED_MODULE_5__.Mesh(sourceObj.geometry, new three__WEBPACK_IMPORTED_MODULE_5__.MeshBasicMaterial());\\n            setupMaskingMaterial(mesh.material, stencilRefShift, this.app.debug);\\n\\n            // No automatic matrices update because world matrices are updated in sync().\\n            mesh.matrixAutoUpdate = false;\\n            mesh.matrixWorldAutoUpdate = false;\\n\\n            this.scene.add(mesh);\\n            this.sourceElementMap.set(mesh, entity);\\n            this.maskingMeshMap.set(entity, mesh);\\n\\n            // Child elements are masked by this panel so traverse children and set up their materials for stencil\\n            entity.traverse((child) => {\\n                if (entity === child) {\\n                    return;\\n                }\\n\\n                if (child instanceof mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_1__.MRDivEntity && !child.ignoreStencil) {\\n                    // The children we want to mask by the panel should only be DivEntities (ie UI elements). Other items\\n                    // will be clipped by the panel instead. Additionally, we want to allow for items (such as 3D elements)\\n                    // to be manually excluded from this masking by default or manual addition.\\n                    //\\n                    // Since we're stepping through every child, we only need to touch each mesh's material instead of\\n                    // updating group objects as a whole.\\n                    child.traverseObjects((object) => {\\n                        if (object.isMesh) {\\n                            setupMaskedMaterial(object.material, stencilRefShift);\\n                        }\\n                    });\\n                }\\n            });\\n        } else if (entity instanceof mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_1__.MRDivEntity && !entity.ignoreStencil) {\\n            // There is a chance that a child entity is added after parent panel addition.\\n            // Check registered panels and set up the material if panels are found in parents.\\n            for (const panel of this.panels) {\\n                if (panel.contains(entity)) {\\n                    const mesh = this.maskingMeshMap.get(panel);\\n                    const stencilRefShift = this.panels.indexOf(panel);\\n                    entity.traverseObjects((object) => {\\n                        if (object.isMesh) {\\n                            // setupMaskedMaterial is a very light function so\\n                            // calling again for materials already set up should not be a big deal\\n                            setupMaskedMaterial(object.material, stencilRefShift);\\n                        }\\n                    });\\n                }\\n            }\\n        }\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/MaskingSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/MaterialStyleSystem.js\":\n/*!**********************************************************!*\\\n  !*** ./src/core/componentSystems/MaterialStyleSystem.js ***!\n  \\**********************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MaterialStyleSystem: () => (/* binding */ MaterialStyleSystem)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/entities/MRDivEntity */ \\\"./src/core/entities/MRDivEntity.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n\\n\\n\\n\\n/**\\n * @class MaterialStyleSystem\\n * @classdesc Handles style updates for all items.\\n * @augments MRSystem\\n */\\nclass MaterialStyleSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description StyleSystem's default constructor with a starting framerate of 1/30.\\n     */\\n    constructor() {\\n        super(false);\\n\\n        this.app.addEventListener('trigger-material-style-update', (e) => {\\n            // The event has the entity stored as its detail.\\n            if (e.detail !== undefined) {\\n                this._updateSpecificEntity(e.detail);\\n            }\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @param {object} entity - the MREntity being updated.\\n     * @description The per entity triggered update call. Handles updating all 3D items to match whatever geometry/style is expected whether that be a 2D setup or a 3D change.\\n     */\\n    _updateSpecificEntity(entity) {\\n        // Anything needed for mrjs defined entities - the order of the below matters\\n        if (entity instanceof mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_1__.MRDivEntity) {\\n            this.setBackground(entity);\\n        }\\n        this.setVisibility(entity);\\n\\n        // User additional - Main Entity Style Change\\n        if (entity instanceof mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_2__.MREntity) {\\n            entity.updateMaterialStyle();\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description The per-frame system update call. Handles updating all 3D items to match whatever geometry/style is expected whether that be a 2D setup or a 3D change.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {\\n        // For this system, since we have the 'per entity' and 'per scene event' update calls,\\n        // we dont need a main update call here.\\n        for (const entity of this.registry) {\\n            this._updateSpecificEntity(entity);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when a new entity is added to the scene. Adds said new entity to the style's system registry.\\n     * @param {object} entity - the MREntity being touched by this function.\\n     */\\n    onNewEntity(entity) {\\n        this.registry.add(entity);\\n    }\\n\\n    /**\\n     * @function\\n     * @param {object} entity - the MREntity being updated.\\n     * @description Sets the background based on compStyle and inputted css elements.\\n     */\\n    setBackground(entity) {\\n        mrjsUtils.color.setObject3DColor(entity.background, entity.compStyle.backgroundColor, entity.compStyle.opacity);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Sets the visibility of the MREntity based on its css 'visibility' property.\\n     * @param {object} entity - the MREntity being updated.\\n     */\\n    setVisibility(entity) {\\n        if (entity.compStyle.visibility && entity.compStyle.visibility !== 'none' && entity.compStyle.visibility !== 'collapse') {\\n            // visbility: hidden or visible are the options we care about\\n            const isVisible = entity.compStyle.visibility !== 'hidden';\\n            entity.object3D.visible = isVisible;\\n            if (entity.background) {\\n                // The background for MRDivEntity, but we want this css property allowed\\n                // for all, so using this checker to confirm the existence first.\\n                // entity.background.visible = bool;\\n                //\\n                // XXX - right now all backgrounds are set as visible=false by default in their\\n                // MRDivEntity constructors, so toggling them here isnt useful, but in future\\n                // if this is requested for use or we want to add a feature for more use of the\\n                // background - adding in toggling for this with the object will be useful.\\n            }\\n        }\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/MaterialStyleSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/PanelSystem.js\":\n/*!**************************************************!*\\\n  !*** ./src/core/componentSystems/PanelSystem.js ***!\n  \\**************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   PanelSystem: () => (/* binding */ PanelSystem)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/entities/MRPanelEntity */ \\\"./src/core/entities/MRPanelEntity.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n\\n\\n\\n\\n\\n/**\\n * @class PanelManagementSystem\\n * @classdesc A system that manages the screen relative position of UI panels\\n * @augments MRSystem\\n */\\nclass PanelSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description Constructor for the PanelManagementSystem system. Uses the default System setup.\\n     */\\n    constructor() {\\n        super(false);\\n    }\\n\\n    eventUpdate = () => {\\n        for (const entity of this.registry) {\\n            entity.panel.scale.setScalar(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.app.scale);\\n        }\\n    };\\n\\n    /**\\n     * @function\\n     * @description The generic system update call. keeps panel positions up to date.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {\\n        for (const entity of this.registry) {\\n            this.updatePanel(entity);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when a new entity is added to this system\\n     * @param {object} entity - the entity being added.\\n     */\\n    onNewEntity(entity) {\\n        if (entity instanceof mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_1__.MRPanelEntity) {\\n            this.registry.add(entity);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description used to set the position of an individual panel\\n     * @param {object} entity - the entity being updated.\\n     */\\n    updatePanel(entity) {\\n        const rect = entity.getBoundingClientRect();\\n        const appRect = this.app.getBoundingClientRect();\\n\\n        /** setup xy positioning of the entity */\\n\\n        let innerWidth = __webpack_require__.g.appWidth;\\n        let innerHeight = __webpack_require__.g.appHeight;\\n        let centerX = innerWidth / 2;\\n        let centerY = innerHeight / 2;\\n\\n        let windowWidth = __webpack_require__.g.viewPortWidth;\\n        let windowHeight = __webpack_require__.g.viewPortHeight;\\n\\n        let top = rect.top - appRect.top;\\n        let left = rect.left - appRect.left;\\n        if (mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.xr.isPresenting) {\\n            top = (top / window.screen.height) * mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.display.VIRTUAL_DISPLAY_RESOLUTION;\\n            left = (left / window.innerWidth) * mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.display.VIRTUAL_DISPLAY_RESOLUTION;\\n        }\\n        let centeredX = left - centerX;\\n        let centeredY = top - centerY;\\n\\n        let threeX = (centeredX / innerWidth) * windowWidth;\\n        let threeY = (centeredY / innerHeight) * windowHeight;\\n\\n        threeX += entity.width / 2;\\n        threeY += entity.height / 2;\\n\\n        entity.panel.position.setX(threeX);\\n        entity.panel.position.setY(-threeY);\\n\\n        /** setup z-index positioning of the entity */\\n\\n        if (entity.compStyle.zIndex != 'auto') {\\n            // default zIndex values in css are in the 1000s - using this arbitrary divide to convert to an actual usable threejs value.\\n            entity.panel.position.setZ(parseFloat(entity.compStyle.zIndex) / 1000);\\n\\n            if (entity.compStyle.zIndex == entity.parentElement.compStyle.zIndex) {\\n                entity.panel.position.z += 0.0001;\\n            }\\n        } else {\\n            entity.panel.position.z = 0;\\n        }\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/PanelSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/PhysicsSystem.js\":\n/*!****************************************************!*\\\n  !*** ./src/core/componentSystems/PhysicsSystem.js ***!\n  \\****************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   PhysicsSystem: () => (/* binding */ PhysicsSystem)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! mrjs/core/entities/MRDivEntity */ \\\"./src/core/entities/MRDivEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! mrjs/core/entities/MRPanelEntity */ \\\"./src/core/entities/MRPanelEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! mrjs/core/entities/MRModelEntity */ \\\"./src/core/entities/MRModelEntity.js\\\");\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n/**\\n * @class PhysicsSystem\\n * @classdesc The physics system functions differently from other systems,\\n * Rather than attaching components, physical properties such as\\n * shape, body, mass, etc are definied as attributes.\\n * if shape and body are not defined, they default to the geometry\\n * of the entity, if there is no geometry, there is no physics defined\\n * on the entity.\\n *\\n * Alternatively, you can also expressly attach a comp-physics\\n * attribute for more detailed control.\\n * @augments MRSystem\\n */\\nclass PhysicsSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description PhysicsSystem's default constructor - sets up useful world and debug information alongside an initial `Rapier` event queue.\\n     */\\n    constructor() {\\n        super(false);\\n        this.debug = this.app.debug;\\n\\n        // Temp objects to not have to create and destroy the system\\n        // items in init and update functions constantly.\\n        this.tempWorldPosition = new three__WEBPACK_IMPORTED_MODULE_6__.Vector3();\\n        this.tempWorldQuaternion = new three__WEBPACK_IMPORTED_MODULE_6__.Quaternion();\\n        this.tempWorldScale = new three__WEBPACK_IMPORTED_MODULE_6__.Vector3();\\n        this.tempBBox = new three__WEBPACK_IMPORTED_MODULE_6__.Box3();\\n        this.tempSize = new three__WEBPACK_IMPORTED_MODULE_6__.Vector3();\\n        this.tempCenter = new three__WEBPACK_IMPORTED_MODULE_6__.Vector3();\\n\\n        //for oriented BBox\\n        this.savedQuaternion = new three__WEBPACK_IMPORTED_MODULE_6__.Quaternion();\\n\\n        if (this.debug && this.debug == 'true') {\\n            const material = new three__WEBPACK_IMPORTED_MODULE_6__.LineBasicMaterial({\\n                color: 0xffffff,\\n                vertexColors: true,\\n            });\\n            const geometry = new three__WEBPACK_IMPORTED_MODULE_6__.BufferGeometry();\\n            this.lines = new three__WEBPACK_IMPORTED_MODULE_6__.LineSegments(geometry, material);\\n            this.app.scene.add(this.lines);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description The per global scene event update call.  Based on the captured physics events for the frame, handles all items appropriately.\\n     */\\n    eventUpdate = () => {\\n        for (const entity of this.registry) {\\n            if (entity.physics?.body == null) {\\n                continue;\\n            }\\n            if (entity instanceof mrjs_core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_5__.MRModelEntity) {\\n                this.updateSimpleBody(entity);\\n            } else if (entity instanceof mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_3__.MRDivEntity) {\\n                this.updateUIBody(entity);\\n            }\\n        }\\n    };\\n\\n    // TODO: polish and move this into MRSystem\\n    /**\\n     * @function\\n     * @description a function called when a specific entity has an event update\\n     * @param {Event} e - the event generated by the entity\\n     */\\n    entityEventUpdate = (e) => {\\n        if (!e.target.physics.body) {\\n            return;\\n        }\\n        if (e.target instanceof mrjs_core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_5__.MRModelEntity) {\\n            this.updateSimpleBody(e.target);\\n        } else if (e.target instanceof mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_3__.MRDivEntity) {\\n            this.updateUIBody(e.target);\\n        }\\n    };\\n\\n    /**\\n     * @function\\n     * @description The per-frame system update call. Based on the captured physics events for the frame, handles all items appropriately.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {\\n        // per-frame time step\\n        mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.step(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.eventQueue);\\n\\n        for (const entity of this.registry) {\\n            if (entity.physics?.body == null) {\\n                continue;\\n            }\\n            this.updateBody(entity);\\n        }\\n\\n        this.updateDebugRenderer();\\n    }\\n\\n    /**\\n     * @function\\n     * @description When a new entity is created, adds it to the physics registry and initializes the physics aspects of the entity.\\n     * @param {MREntity} entity - the entity being set up\\n     */\\n    onNewEntity(entity) {\\n        if (entity.physics.type == 'none') {\\n            return;\\n        }\\n\\n        if (entity instanceof mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_3__.MRDivEntity) {\\n            this.initPhysicsBody(entity);\\n            this.registry.add(entity);\\n            entity.addEventListener('modelchange', (e) => {\\n                this.entityEventUpdate(e);\\n            });\\n\\n            entity.addEventListener('entityupdated', (e) => {\\n                this.entityEventUpdate(e);\\n            });\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description when an entity is removed, remove and destroy it's physics body\\n     * @param {MREntity} entity - the removed entity\\n     */\\n    entityRemoved(entity) {\\n        mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.removeRigidBody(entity.physics.body);\\n        entity.physics.body = null;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Initializes the rigid body used by the physics part of the entity\\n     * @param {MREntity} entity - the entity being updated\\n     */\\n    initPhysicsBody(entity) {\\n        const rigidBodyDesc = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.RigidBodyDesc.fixed();\\n        entity.physics.body = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.createRigidBody(rigidBodyDesc);\\n        entity.object3D.getWorldPosition(this.tempWorldPosition);\\n        entity.object3D.getWorldQuaternion(this.tempWorldQuaternion);\\n        entity.physics.body.setTranslation(...this.tempWorldPosition, true);\\n        entity.physics.body.setRotation(this.tempWorldQuaternion, true);\\n        // TODO: we should find a way to consolidate these 2, UI and Model are created in slightly different ways\\n        //       and model will get more complex as we add convexMesh support\\n        if (entity instanceof mrjs_core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_5__.MRModelEntity) {\\n            this.initSimpleBody(entity);\\n        } else if (entity instanceof mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_3__.MRDivEntity) {\\n            this.initUIEntityBody(entity);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Initializes the rigid body used by the physics for non-nr-model div entities\\n     * @param {MREntity} entity - the entity being updated\\n     */\\n    initUIEntityBody(entity) {\\n        entity.physics.halfExtents = new three__WEBPACK_IMPORTED_MODULE_6__.Vector3();\\n\\n        this.tempBBox.setFromCenterAndSize(entity.object3D.position, new three__WEBPACK_IMPORTED_MODULE_6__.Vector3(entity.width, entity.height, 0.002));\\n        this.tempWorldScale.setFromMatrixScale(entity.object3D.matrixWorld);\\n        this.tempBBox.getSize(this.tempSize);\\n        this.tempSize.multiply(this.tempWorldScale);\\n\\n        entity.physics.halfExtents.copy(this.tempSize);\\n        entity.physics.halfExtents.divideScalar(2);\\n\\n        const rigidBodyDesc = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.RigidBodyDesc.fixed();\\n        entity.physics.body = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.createRigidBody(rigidBodyDesc);\\n\\n        let colliderDesc = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.ColliderDesc.cuboid(...entity.physics.halfExtents);\\n        colliderDesc.setCollisionGroups(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.CollisionGroups.UI);\\n        entity.physics.collider = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.createCollider(colliderDesc, entity.physics.body);\\n        mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.COLLIDER_ENTITY_MAP[entity.physics.collider.handle] = entity;\\n        entity.physics.collider.setActiveCollisionTypes(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.ActiveCollisionTypes.DEFAULT | mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.ActiveCollisionTypes.KINEMATIC_FIXED);\\n        entity.physics.collider.setActiveEvents(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.ActiveEvents.COLLISION_EVENTS);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Initializes a simple bounding box collider based on the visual bounds of the entity\\n     * @param {MREntity} entity - the entity being updated\\n     */\\n    initSimpleBody(entity) {\\n        entity.physics.halfExtents = new three__WEBPACK_IMPORTED_MODULE_6__.Vector3();\\n\\n        if (entity instanceof mrjs_core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_5__.MRModelEntity) {\\n            this.savedQuaternion.copy(entity.object3D.quaternion);\\n            entity.object3D.quaternion.set(0, 0, 0, 1);\\n            entity.object3D.updateMatrixWorld(true);\\n\\n            entity.object3D.remove(entity.background);\\n\\n            this.tempBBox.setFromObject(entity.object3D, true);\\n\\n            entity.object3D.add(entity.background);\\n            entity.object3D.quaternion.copy(this.savedQuaternion);\\n        } else {\\n            this.tempBBox.setFromObject(entity.object3D, true);\\n        }\\n\\n        this.tempBBox.getSize(this.tempSize);\\n\\n        entity.physics.halfExtents.copy(this.tempSize);\\n        entity.physics.halfExtents.divideScalar(2);\\n\\n        let colliderDesc = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.ColliderDesc.cuboid(...entity.physics.halfExtents);\\n        colliderDesc.setCollisionGroups(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.CollisionGroups.UI);\\n\\n        this.tempBBox.getCenter(this.tempCenter);\\n        entity.object3D.getWorldPosition(this.tempWorldPosition);\\n        this.tempCenter.subVectors(this.tempCenter, this.tempWorldPosition);\\n\\n        colliderDesc.setTranslation(...this.tempCenter);\\n\\n        entity.physics.collider = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.createCollider(colliderDesc, entity.physics.body);\\n\\n        entity.physics.collider.setActiveCollisionTypes(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.ActiveCollisionTypes.DEFAULT | mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.ActiveCollisionTypes.KINEMATIC_FIXED);\\n        entity.physics.collider.setActiveEvents(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.ActiveEvents.COLLISION_EVENTS);\\n\\n        mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.COLLIDER_ENTITY_MAP[entity.physics.collider.handle] = entity;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Initializes a Rigid Body detailed convexMesh collider for the entity\\n     * NOTE: not currently in use until we can sync it with animations\\n     * @param {MREntity} entity - the entity being updated\\n     */\\n    initDetailedBody(entity) {\\n        const rigidBodyDesc = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.RigidBodyDesc.fixed();\\n        entity.physics.body = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.createRigidBody(rigidBodyDesc);\\n\\n        entity.physics.colliders = [];\\n\\n        entity.object3D.traverse((child) => {\\n            if (child.isMesh) {\\n                let collider = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.createCollider(this.initConvexMeshCollider(child, entity.compStyle.scale), entity.physics.body);\\n                collider.setCollisionGroups(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.CollisionGroups.UI);\\n                entity.physics.colliders.push(collider);\\n                mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.COLLIDER_ENTITY_MAP[collider.handle] = entity;\\n                collider.setActiveCollisionTypes(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.ActiveCollisionTypes.DEFAULT | mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.ActiveCollisionTypes.KINEMATIC_FIXED);\\n                collider.setActiveEvents(mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.RAPIER.ActiveEvents.COLLISION_EVENTS);\\n            }\\n        });\\n    }\\n\\n    // /**\\n    //  * @function\\n    //  * @param object3D\\n    //  * @param scale\\n    //  * @description Initializes a convexMesh collider from a THREE.js geometry\\n    //  * NOTE: not currently in use until we can sync it with animations\\n    //  * NOTE: commenting for now until we make sure this works like the other init functions.\\n    //  * @param {object} entity - the entity being updated\\n    //  */\\n    // initConvexMeshCollider(object3D, scale) {\\n    //     // const positionAttribute = object3D.geometry.getAttribute('position');\\n    //     // const vertices = [];\\n    //     // for (let i = 0; i < positionAttribute.count; i++) {\\n    //     //     const vertex = new THREE.Vector3().fromBufferAttribute(positionAttribute, i).multiplyScalar(scale);\\n    //     //     vertices.push(vertex.toArray());\\n    //     // }\\n\\n    //     // // Convert vertices to a flat Float32Array as required by RAPIER.ConvexHull\\n    //     // const verticesFlat = new Float32Array(vertices.flat());\\n\\n    //     // return mrjsUtils.physics.RAPIER.ColliderDesc.convexMesh(verticesFlat);\\n    // }\\n\\n    /**\\n     * @function\\n     * @description Updates the rigid body used by the physics part of the entity\\n     * @param {MREntity} entity - the entity being updated\\n     */\\n    updateBody(entity) {\\n        if (!entity.physics.body) {\\n            return;\\n        }\\n\\n        if ((entity.compStyle.visibility == 'hidden' || (entity.compStyle.pointerEvents == 'none' && !this.app.inspect)) && entity.physics.body.isEnabled()) {\\n            entity.physics.body.setEnabled(false);\\n        } else if (!entity.physics.body.isEnabled() && entity.compStyle.visibility == 'visible' && (entity.compStyle.pointerEvents != 'none' || this.app.inspect)) {\\n            entity.physics.body.setEnabled(true);\\n            // TODO: we should find a way to consolidate these 2, UI and Model are created in slightly different ways\\n            //       and model will get more complex as we add convexMesh support\\n            if (entity instanceof mrjs_core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_5__.MRModelEntity) {\\n                this.updateSimpleBody(entity);\\n            } else if (entity instanceof mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_3__.MRDivEntity) {\\n                this.updateUIBody(entity);\\n            }\\n        }\\n\\n        if (entity instanceof mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_4__.MRPanelEntity) {\\n            entity.panel.getWorldPosition(this.tempWorldPosition);\\n        } else {\\n            entity.object3D.getWorldPosition(this.tempWorldPosition);\\n        }\\n        entity.physics.body.setTranslation({ ...this.tempWorldPosition }, true);\\n\\n        entity.object3D.getWorldQuaternion(this.tempWorldQuaternion);\\n        entity.physics.body.setRotation(this.tempWorldQuaternion, true);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Updates the rigid body used by the physics part of the div entity\\n     * @param {MREntity} entity - the entity being updated\\n     */\\n    updateUIBody(entity) {\\n        this.tempBBox.setFromCenterAndSize(entity.object3D.position, new three__WEBPACK_IMPORTED_MODULE_6__.Vector3(entity.width, entity.height, 0.002));\\n\\n        this.tempWorldScale.setFromMatrixScale(entity instanceof mrjs_core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_4__.MRPanelEntity ? entity.panel.matrixWorld : entity.object3D.matrixWorld);\\n        this.tempBBox.getSize(this.tempSize);\\n        this.tempSize.multiply(this.tempWorldScale);\\n\\n        entity.physics.halfExtents.copy(this.tempSize);\\n        entity.physics.halfExtents.divideScalar(2);\\n\\n        entity.physics.collider.setHalfExtents(entity.physics.halfExtents);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Updates the rigid body used by the physics part of the model entity\\n     * @param {MREntity} entity - the entity being updated\\n     */\\n    updateSimpleBody(entity) {\\n        if (entity instanceof mrjs_core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_5__.MRModelEntity) {\\n            this.savedQuaternion.copy(entity.object3D.quaternion);\\n            entity.object3D.quaternion.set(0, 0, 0, 1);\\n            entity.object3D.updateMatrixWorld(true);\\n\\n            entity.object3D.remove(entity.background);\\n\\n            this.tempBBox.setFromObject(entity.object3D, true);\\n\\n            entity.object3D.add(entity.background);\\n            entity.object3D.quaternion.copy(this.savedQuaternion);\\n        } else {\\n            this.tempBBox.setFromObject(entity.object3D, true);\\n        }\\n\\n        this.tempBBox.getSize(this.tempSize);\\n\\n        entity.physics.halfExtents.copy(this.tempSize);\\n        entity.physics.halfExtents.divideScalar(2);\\n        entity.physics.collider.setHalfExtents(entity.physics.halfExtents);\\n\\n        this.tempBBox.getCenter(this.tempCenter);\\n        entity.object3D.getWorldPosition(this.tempWorldPosition);\\n        this.tempCenter.subVectors(this.tempCenter, this.tempWorldPosition);\\n        entity.physics.collider.setTranslationWrtParent({ ...this.tempCenter });\\n    }\\n\\n    /**\\n     * @function\\n     * @description Updates the debug renderer to either be on or off based on the 'this.debug' variable. Handles the drawing of the visual lines.\\n     */\\n    updateDebugRenderer() {\\n        if (!this.debug || this.debug == 'false') {\\n            return;\\n        }\\n        const buffers = mrjs__WEBPACK_IMPORTED_MODULE_2__.mrjsUtils.physics.world.debugRender();\\n        this.lines.geometry.setAttribute('position', new three__WEBPACK_IMPORTED_MODULE_6__.BufferAttribute(buffers.vertices, 3));\\n        this.lines.geometry.setAttribute('color', new three__WEBPACK_IMPORTED_MODULE_6__.BufferAttribute(buffers.colors, 4));\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/PhysicsSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/SkyBoxSystem.js\":\n/*!***************************************************!*\\\n  !*** ./src/core/componentSystems/SkyBoxSystem.js ***!\n  \\***************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   SkyBoxSystem: () => (/* binding */ SkyBoxSystem)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRSkyBoxEntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/entities/MRSkyBoxEntity */ \\\"./src/core/entities/MRSkyBoxEntity.js\\\");\\n\\n\\n\\n/**\\n * @class SkyBoxSystem\\n * @classdesc Handles skybox interactions and updates for all items.\\n * @augments MRSystem\\n */\\nclass SkyBoxSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     * @class\\n     * @description SkyBox's default constructor\\n     */\\n    constructor() {\\n        super(false);\\n\\n        // used as a helper because we cant grab the most recently added\\n        // item from registry since it's a set.\\n        this._lastItem = null;\\n    }\\n\\n    /**\\n     * @function\\n     * @description The generic system update call.\\n     * @param {number} deltaTime - given timestep to be used for any feature changes\\n     * @param {object} frame - given frame information to be used for any feature changes\\n     */\\n    update(deltaTime, frame) {\\n        // leave for when needed.\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called when a new entity is added to the scene. Adds said new entity to the style's system registry.\\n     * @param {object} entity - the entity being added.\\n     */\\n    onNewEntity(entity) {\\n        if (entity instanceof mrjs_core_entities_MRSkyBoxEntity__WEBPACK_IMPORTED_MODULE_1__.MRSkyBoxEntity) {\\n            if (entity.compStyle.scale == 'none') {\\n                // has no css scale attribute then use as default otherwise use as the user-defined version.\\n                const SCALING_OFFSET = 0.001;\\n                entity.object3D.scale.setScalar(this.registry.size == 0 ? 1 : this._lastItem.object3D.scale.z + SCALING_OFFSET);\\n                this._lastItem = entity;\\n            }\\n            this.registry.add(entity);\\n        }\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/SkyBoxSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/StatsSystem.js\":\n/*!**************************************************!*\\\n  !*** ./src/core/componentSystems/StatsSystem.js ***!\n  \\**************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   StatsSystem: () => (/* binding */ StatsSystem)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRStatsEntity__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/core/entities/MRStatsEntity */ \\\"./src/core/entities/MRStatsEntity.js\\\");\\n\\n\\n\\n\\nconst REFRESH_SEC = 1.0;\\n\\n/**\\n * @class StatsSystem\\n * @classdesc Track the elapsed time across frames and update the fps counter periodically for `mr-stats`.\\n * @augments MRSystem\\n */\\nclass StatsSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_1__.MRSystem {\\n    /**\\n     * @class\\n     * @description StatsSystem's default constructor\\n     */\\n    constructor() {\\n        super(false);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Registers MRStatsEntity\\n     * @param {MREntity} entity - given entity that might be handled by this system\\n     */\\n    onNewEntity(entity) {\\n        if (entity instanceof mrjs_core_entities_MRStatsEntity__WEBPACK_IMPORTED_MODULE_2__.MRStatsEntity) {\\n            this.registry.add(entity);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Tracks the elapsed time and updates the fps counter periodically.\\n     * @param {number} deltaTime - the time elapsed since the last update call\\n     */\\n    update(deltaTime) {\\n        for (const stats of this.registry) {\\n            stats.frame++;\\n            stats.elapsedTime += deltaTime;\\n            if (stats.elapsedTime >= REFRESH_SEC) {\\n                // Note: We dont want to directly update the stats.textContent html element\\n                // as that will fill it in as an html value on the screen in 2D. We only\\n                // want to update the stats.textObj.text here directly for the 3D element\\n                // to update.\\n                stats.textObj.text = (stats.frame / stats.elapsedTime).toFixed(2) + 'fps';\\n\\n                stats.frame = 0;\\n                stats.elapsedTime = 0.0;\\n            }\\n        }\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/StatsSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/componentSystems/TextSystem.js\":\n/*!*************************************************!*\\\n  !*** ./src/core/componentSystems/TextSystem.js ***!\n  \\*************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   TextSystem: () => (/* binding */ TextSystem)\\n/* harmony export */ });\\n/* harmony import */ var troika_three_text__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! troika-three-text */ \\\"./node_modules/troika-three-text/dist/troika-three-text.esm.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRButtonEntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/entities/MRButtonEntity */ \\\"./src/core/entities/MRButtonEntity.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! mrjs/core/entities/MRTextEntity */ \\\"./src/core/entities/MRTextEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRTextInputEntity__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! mrjs/core/entities/MRTextInputEntity */ \\\"./src/core/entities/MRTextInputEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRTextFieldEntity__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! mrjs/core/entities/MRTextFieldEntity */ \\\"./src/core/entities/MRTextFieldEntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRTextAreaEntity__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! mrjs/core/entities/MRTextAreaEntity */ \\\"./src/core/entities/MRTextAreaEntity.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n/**\\n * @class TextSystem\\n * @classdesc Handles text creation and font rendering for `mr-text`, `mr-textfield`, and `mr-textarea` with a starting framerate of 1/30.\\n * @augments MRSystem\\n */\\nclass TextSystem extends mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_2__.MRSystem {\\n    /**\\n     * @class\\n     * @description TextSystem's default constructor\\n     */\\n    constructor() {\\n        super(false);\\n\\n        // Setup all the preloaded fonts\\n        this.preloadedFonts = {};\\n        const styleSheets = Array.from(document.styleSheets);\\n        styleSheets.forEach((styleSheet) => {\\n            const cssRules = Array.from(styleSheet.cssRules);\\n            // all the font-faces rules\\n            const rulesFontFace = cssRules.filter((rule) => rule.cssText.startsWith('@font-face'));\\n\\n            rulesFontFace.forEach((fontFace) => {\\n                const fontData = this.parseFontFace(fontFace.cssText);\\n\\n                (0,troika_three_text__WEBPACK_IMPORTED_MODULE_8__.preloadFont)(\\n                    {\\n                        font: fontData.src,\\n                    },\\n                    () => {\\n                        this.preloadedFonts[fontFace.style.getPropertyValue('font-family')] = fontData.src;\\n                        document.dispatchEvent(new CustomEvent('font-loaded'));\\n                    }\\n                );\\n            });\\n        });\\n\\n        // Handle text style needs update\\n        this.app.addEventListener('trigger-text-style-update', (e) => {\\n            // The event has the entity stored as its detail.\\n            if (e.detail !== undefined) {\\n                this._updateSpecificEntity(e.detail);\\n            }\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @description When a new entity is created, adds it to the physics registry and initializes the physics aspects of the entity.\\n     * @param {MREntity} entity - the entity being set up\\n     */\\n    onNewEntity(entity) {\\n        if (!(entity instanceof mrjs_core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_3__.MRTextEntity)) {\\n            return;\\n        }\\n        this.registry.add(entity);\\n        this._updateSpecificEntity(entity);\\n    }\\n\\n    /**\\n     * @function\\n     * @param {object} entity - the entity that needs to be updated.\\n     * @description The per entity triggered update call. Handles updating all text items including updates for style and cleaning of content for special characters.\\n     */\\n    _updateSpecificEntity(entity) {\\n        this.checkIfTextContentChanged(entity);\\n        this.handleTextContentUpdate(entity);\\n    }\\n\\n    /**\\n     *\\n     * @param {object} entity - checks if the content changed and if so, updates it to match.\\n     * @returns {boolean} true if the content needed to be updated, false otherwise.\\n     */\\n    checkIfTextContentChanged(entity) {\\n        // Add a check in case a user manually updates the text value\\n        let text =\\n            entity instanceof mrjs_core_entities_MRTextInputEntity__WEBPACK_IMPORTED_MODULE_4__.MRTextInputEntity\\n                ? entity.hiddenInput?.value ?? false\\n                : // troika honors newlines/white space\\n                  // we want to mimic h1, p, etc which do not honor these values\\n                  // so we have to clean these from the text\\n                  // ref: https://github.com/protectwise/troika/issues/289#issuecomment-1841916850\\n                  entity.textContent\\n                      .replace(/(\\\\n)\\\\s+/g, '$1')\\n                      .replace(/(\\\\r\\\\n|\\\\n|\\\\r)/gm, ' ')\\n                      .trim();\\n\\n        if (entity.textObj.text != text) {\\n            entity.textObj.text = text;\\n            return true;\\n        }\\n        return false;\\n    }\\n\\n    /**\\n     *\\n     * @param {object} entity - the entity whose content updated.\\n     */\\n    handleTextContentUpdate(entity) {\\n        this.updateStyle(entity);\\n\\n        // The sync step ensures troika's text render info and geometry is up to date\\n        // with any text content changes.\\n        entity.textObj.sync(() => {\\n            if (entity instanceof mrjs_core_entities_MRButtonEntity__WEBPACK_IMPORTED_MODULE_0__.MRButtonEntity) {\\n                // MRButtonEntity\\n\\n                entity.textObj.anchorX = 'center';\\n            } else if (entity instanceof mrjs_core_entities_MRTextInputEntity__WEBPACK_IMPORTED_MODULE_4__.MRTextInputEntity) {\\n                // MRTextAreaEntity, MRTextFieldEntity, etc\\n\\n                // -- textObj positioning and dimensions -- //\\n                entity.textObj.maxWidth = entity.width;\\n                entity.textObj.maxHeight = entity.height;\\n                entity.textObj.position.setX(-entity.width / 2);\\n                entity.textObj.position.setY(entity.height / 2);\\n\\n                // -- background positioning and dimensions -- //\\n                // Always want background to be slightly bigger for input field 'niceness', but\\n                // we dont want this to be specifically based on the margin since the user might\\n                // have other purposes for the margin css attribute.\\n                entity.background.scale.x = entity.textObj.scale.x + mrjs__WEBPACK_IMPORTED_MODULE_7__.mrjsUtils.css.pxToThree(30);\\n                entity.background.scale.y = entity.textObj.scale.y + mrjs__WEBPACK_IMPORTED_MODULE_7__.mrjsUtils.css.pxToThree(30);\\n\\n                if (entity instanceof mrjs_core_entities_MRTextAreaEntity__WEBPACK_IMPORTED_MODULE_6__.MRTextAreaEntity) {\\n                    // XXX - add scrolling logic in here for areas where text is greater than\\n                    // the width/domain the user creates visually\\n                    //\\n                    // XXX - handle text wrapping properly - textarea already handles wrapping\\n                    // nicely, but textObj's start/end line index need to accomodate for that\\n                    // wrapping better. To look into: troika's setup in terms of width/height for\\n                    // why wrapping works nicely but the height limit for it doesnt.\\n\\n                    // Handle vertical limiting dimensions - check if the start-to-end\\n                    // indices range need to be updated for larger or limited view.\\n                    //\\n                    // Only offsetting the end range for any changes.\\n                    const height = entity.cursorHeight;\\n                    const num_lines = Math.floor(entity.height / (entity.lineHeight * entity.textObj.fontSize));\\n\\n                    const num_visual_lines = entity.verticalTextObjEndLineIndex - entity.verticalTextObjStartLineIndex + 1;\\n                    if (num_lines != num_visual_lines) {\\n                        const diff = Math.abs(num_visual_lines - num_lines) - 1;\\n                        if (num_lines < num_visual_lines) {\\n                            entity.verticalTextObjEndLineIndex = num_lines == 0 ? 0 : entity.verticalTextObjEndLineIndex - diff;\\n                        } else if (num_lines > num_visual_lines) {\\n                            entity.verticalTextObjEndLineIndex = entity.verticalTextObjStartLineIndex + diff;\\n                        }\\n                    }\\n                }\\n\\n                // -- cursor positioning and dimensions -- //\\n                entity.cursorStartingPosition.x = entity.textObj.position.x;\\n                entity.cursorStartingPosition.y = entity.textObj.position.y - entity.textObj.fontSize / 2;\\n\\n                // -- handle activity -- //\\n                if (entity == document.activeElement) {\\n                    entity.updateCursorPosition();\\n                } else {\\n                    entity.blur();\\n                }\\n            } else {\\n                // MRTextEntity\\n\\n                entity.textObj.position.setX(-entity.width / 2);\\n                entity.textObj.position.setY(entity.height / 2);\\n            }\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @description The per global scene event update call. Handles updating all text items including updates for style and cleaning of content for special characters.\\n     */\\n    eventUpdate = () => {\\n        for (const entity of this.registry) {\\n            this.checkIfTextContentChanged(entity);\\n            this.handleTextContentUpdate(entity);\\n        }\\n    };\\n\\n    /**\\n     * @function\\n     * @description Updates the style for the text's information based on compStyle and inputted css elements.\\n     * @param {MRTextEntity} entity - the text entity whose style is being updated\\n     */\\n    updateStyle = (entity) => {\\n        const { textObj } = entity;\\n\\n        // Font\\n        textObj.font = textObj.text.trim().length != 0 ? this.preloadedFonts[entity.compStyle.fontFamily] : null;\\n        textObj.fontSize = this.parseFontSize(entity.compStyle.fontSize, entity);\\n        textObj.fontWeight = this.parseFontWeight(entity.compStyle.fontWeight);\\n        textObj.fontStyle = entity.compStyle.fontStyle;\\n\\n        // Alignment\\n        textObj.anchorY = this.getVerticalAlign(entity.compStyle.verticalAlign, entity);\\n        textObj.textAlign = this.getTextAlign(entity.compStyle.textAlign);\\n        textObj.lineHeight = this.getLineHeight(entity.compStyle.lineHeight, entity);\\n\\n        // Color and opacity\\n        // TODO - swap this to use the mrjsUtils.color.setObject3DColor function in future.\\n        // For now since that creates a weird affect for styling (white edges), leaving as the\\n        // current implementation. This probably just means there's a default style css thing\\n        // we need to change before we swap.\\n        this.setTextObject3DColor(textObj, entity.compStyle.color);\\n\\n        // Whitespace and Wrapping\\n        textObj.whiteSpace = entity.compStyle.whiteSpace ?? textObj.whiteSpace;\\n        textObj.maxWidth = entity.width * 1.001;\\n\\n        // Offset position for visibility on top of background plane\\n        textObj.position.z = 0.0001;\\n    };\\n\\n    /**\\n     * @function\\n     * @description Handles when text is added as an entity updating content and style for the internal textObj appropriately.\\n     * @param {MRTextEntity} entity - the text entity being updated\\n     */\\n    addText = (entity) => {\\n        const text = entity.textContent.trim();\\n        entity.textObj.text = text.length > 0 ? text : ' ';\\n\\n        this.updateStyle(entity);\\n    };\\n\\n    /**\\n     * @function\\n     * @description parses the font weight as 'bold', 'normal', etc based on the given weight value\\n     * @param {number} weight - the numerical representation of the font-weight\\n     * @returns {string} - the enum of 'bold', 'normal', etc\\n     */\\n    parseFontWeight(weight) {\\n        if (weight >= 500) {\\n            return 'bold';\\n        }\\n        return 'normal';\\n    }\\n\\n    /**\\n     * @function\\n     * @description parses the font size based on its `XXpx` value and converts it to a usable result based on the virtual display resolution\\n     * @param {number} val - the value being adjusted\\n     * @param {object} el - the css element handler\\n     * @returns {number} - the font size adjusted for the display as expected\\n     */\\n    parseFontSize(val, el) {\\n        const result = parseFloat(val.split('px')[0]) / mrjs__WEBPACK_IMPORTED_MODULE_7__.mrjsUtils.display.VIRTUAL_DISPLAY_RESOLUTION;\\n        return result;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Gets the vertical align\\n     * @param {number} verticalAlign - the numerical representation in pixel space of the vertical Align\\n     * @param {MREntity} entity - the entity whose comp style (css) is relevant\\n     * @returns {string} - the string representation of the the verticalAlign\\n     */\\n    getVerticalAlign(verticalAlign, entity) {\\n        let result = verticalAlign;\\n\\n        if (typeof result === 'number') {\\n            result /= mrjs__WEBPACK_IMPORTED_MODULE_7__.mrjsUtils.css.pxToThree(entity.compStyle.fontSize);\\n        }\\n\\n        switch (result) {\\n            case 'baseline':\\n            case 'sub':\\n            case 'super':\\n                return 0;\\n            case 'text-top':\\n                return 'top-ex';\\n            case 'text-bottom':\\n                return 'bottom';\\n            case 'middle':\\n            default:\\n                return result;\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Gets the line height\\n     * @param {number} lineHeight - the numerical representation in pixel space of the line height\\n     * @param {MREntity} entity - the entity whose comp style (css) is relevant\\n     * @returns {number} - the numerical representation of the the lineHeight\\n     */\\n    getLineHeight(lineHeight, entity) {\\n        let result = mrjs__WEBPACK_IMPORTED_MODULE_7__.mrjsUtils.css.pxToThree(lineHeight);\\n\\n        if (typeof result === 'number') {\\n            result /= mrjs__WEBPACK_IMPORTED_MODULE_7__.mrjsUtils.css.pxToThree(entity.compStyle.fontSize);\\n        }\\n\\n        return result;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Gets the text alignment string\\n     * @param {string} textAlign - handles values for `start`, `end`, `left`, and `right`; otherwise, defaults to the same input as `textAlign`.\\n     * @returns {string} - the resolved `textAlign`.\\n     */\\n    getTextAlign(textAlign) {\\n        if (textAlign == 'start') {\\n            return 'left';\\n        } else if (textAlign == 'end') {\\n            return 'right';\\n        }\\n        return textAlign;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Based on the given font-face value in the passed cssString, tries to either use by default or download the requested font-face\\n     *              for use by the text object.\\n     * @param {string} cssString - the css string to be parsed for the font-face css value.\\n     * @returns {object} - json object respresenting the preloaded font-face\\n     */\\n    parseFontFace(cssString) {\\n        const obj = {};\\n        const match = cssString.match(/@font-face\\\\s*{\\\\s*([^}]*)\\\\s*}/);\\n\\n        if (match) {\\n            const fontFaceAttributes = match[1];\\n            const attributes = fontFaceAttributes.split(';');\\n\\n            attributes.forEach((attribute) => {\\n                const [key, value] = attribute.split(':').map((item) => item.trim());\\n                if (key === 'src') {\\n                    const urlMatch = value.match(/url\\\\(\\\"([^\\\"]+)\\\"\\\\)/);\\n                    if (urlMatch) {\\n                        obj[key] = urlMatch[1];\\n                    }\\n                } else {\\n                    obj[key] = value;\\n                }\\n            });\\n        }\\n\\n        return obj;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Sets the text object3D color.\\n     * @param {object} object3D - the threejs object representation of the troika textt to be colored\\n     * @param {string} color - the string representation of the color in rgba, hex, or name ('red') form\\n     * @param {string} default_color - fallback color used if the system does not understand the color parameter. Defaults to black.\\n     */\\n    setTextObject3DColor = function (object3D, color, default_color = '#000') {\\n        if (color.includes('rgba')) {\\n            const rgba = color\\n                .substring(5, color.length - 1)\\n                .split(',')\\n                .map((part) => parseFloat(part.trim()));\\n            object3D.material.color.setStyle(`rgb(${rgba[0]}, ${rgba[1]}, ${rgba[2]})`);\\n\\n            object3D.material.opacity = rgba[3];\\n        } else {\\n            object3D.material.color.setStyle(color ?? '#000');\\n        }\\n        object3D.material.needsUpdate = true;\\n    };\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/componentSystems/TextSystem.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRButtonEntity.js\":\n/*!*********************************************!*\\\n  !*** ./src/core/entities/MRButtonEntity.js ***!\n  \\*********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRButtonEntity: () => (/* binding */ MRButtonEntity)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/entities/MRTextEntity */ \\\"./src/core/entities/MRTextEntity.js\\\");\\n\\n\\n/**\\n * @class MRButtonEntity\\n * @classdesc 3D representation of a Button mimicking the html version. `mr-button`\\n * @augments MRTextEntity\\n */\\nclass MRButtonEntity extends mrjs_core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_0__.MRTextEntity {\\n    /**\\n     * @class\\n     * @description Constructor for the Button entity, does the default.\\n     */\\n    constructor() {\\n        super();\\n        this.background.castShadow = true;\\n        this.object3D.name = 'button';\\n        this.ignoreStencil = true;\\n    }\\n}\\n\\ncustomElements.get('mr-button') || customElements.define('mr-button', MRButtonEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRButtonEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRDivEntity.js\":\n/*!******************************************!*\\\n  !*** ./src/core/entities/MRDivEntity.js ***!\n  \\******************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRDivEntity: () => (/* binding */ MRDivEntity)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n\\n\\n\\n\\n\\n\\n/**\\n * @class MRDivEntity\\n * @classdesc The MREntity that is used to solely describe UI Elements. Defaults as the html `mr-div` representation. `mr-div`\\n * @augments MREntity\\n */\\nclass MRDivEntity extends mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__.MREntity {\\n    /**\\n     * @class\\n     * @description Constructor sets up the defaults for the background mesh, scaling, and world relevant elements.\\n     */\\n    constructor() {\\n        super();\\n        this.worldScale = new three__WEBPACK_IMPORTED_MODULE_2__.Vector3();\\n        this.halfExtents = new three__WEBPACK_IMPORTED_MODULE_2__.Vector3();\\n        this.physics.type = 'ui';\\n\\n        const geometry = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.geometry.UIPlane(1, 1, [0], 18);\\n        const material = new three__WEBPACK_IMPORTED_MODULE_2__.MeshStandardMaterial({\\n            color: 0xfff,\\n            roughness: 0.7,\\n            metalness: 0.0,\\n            side: three__WEBPACK_IMPORTED_MODULE_2__.DoubleSide,\\n        });\\n\\n        this.background = new three__WEBPACK_IMPORTED_MODULE_2__.Mesh(geometry, material);\\n        this.background.receiveShadow = true;\\n        this.background.renderOrder = 3;\\n        this.background.visible = false;\\n        this.background.name = 'background';\\n        this.object3D.add(this.background);\\n        this.object3D.name = 'mrDivEntity';\\n\\n        // allow stenciling when needed by default for UI elements, but also allows\\n        // overriding when needed.\\n        this.ignoreStencil = false;\\n    }\\n\\n    _storedWidth = -1;\\n    _storedHeight = -1;\\n    _storedBorderRadii = -1;\\n\\n    /**\\n     * @function\\n     * @description Calculates the height of the Entity based on the viewing-client's shape. If in Mixed Reality, adjusts the value appropriately.\\n     * @returns {number} - the resolved height\\n     */\\n    get height() {\\n        const rect = this.getBoundingClientRect();\\n\\n        if (mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr.isPresenting) {\\n            return rect.height / mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.display.VIRTUAL_DISPLAY_RESOLUTION;\\n        }\\n        return (rect.height / __webpack_require__.g.appHeight) * __webpack_require__.g.viewPortHeight;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Calculates the width of the Entity based on the viewing-client's shape. If in Mixed Reality, adjusts the value appropriately.\\n     * @returns {number} - the resolved width\\n     */\\n    get width() {\\n        const rect = this.getBoundingClientRect();\\n\\n        if (mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.xr.isPresenting) {\\n            return rect.width / mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.display.VIRTUAL_DISPLAY_RESOLUTION;\\n        }\\n        return (rect.width / __webpack_require__.g.appWidth) * __webpack_require__.g.viewPortWidth;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Calculates the border radius of the img based on the img tag in the shadow root\\n     * @returns {number} - the resolved height\\n     */\\n    get borderRadii() {\\n        return this.compStyle.borderRadius.split(' ').map((r) => mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.css.domToThree(r));\\n    }\\n\\n    /**\\n     * @function\\n     * @description Adding an entity as a sub-object of this panel (for example an mr-model, button, etc).\\n     * @param {MREntity} entity - the entity to be added.\\n     */\\n    add(entity) {\\n        // `this` must have `mr-panel` as its closest parent entity for threejs to handle positioning appropriately.\\n        let panel = this.closest('mr-panel');\\n        if (panel && entity instanceof MRDivEntity) {\\n            panel.add(entity);\\n        } else {\\n            this.object3D.add(entity.object3D);\\n        }\\n\\n        // slight bump needed to avoid overlapping, glitchy visuals.\\n        entity.object3D.position.z = this.object3D.position.z + 0.001;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Removing an entity as a sub-object of this panel (for example an mr-model, button, etc).\\n     * @param {MREntity} entity - the entity to be removed added.\\n     */\\n    removeEntity(entity) {\\n        // `this` must have `mr-panel` as its closest parent entity for threejs to handle positioning appropriately.\\n        let panel = this.closest('mr-panel');\\n        if (panel && entity instanceof MRDivEntity) {\\n            panel.removeEntity(entity);\\n        } else {\\n            this.object3D.remove(entity.object3D);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) connects the background geometry of this item to an actual UIPlane geometry.\\n     */\\n    async connected() {\\n        this.background.geometry = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.geometry.UIPlane(this.width, this.height, [0], 18);\\n    }\\n}\\n\\ncustomElements.get('mr-div') || customElements.define('mr-div', MRDivEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRDivEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRHyperlinkEntity.js\":\n/*!************************************************!*\\\n  !*** ./src/core/entities/MRHyperlinkEntity.js ***!\n  \\************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   \\\"default\\\": () => (/* binding */ MRHyperlinkEntity)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/entities/MRTextEntity */ \\\"./src/core/entities/MRTextEntity.js\\\");\\n\\n\\n/**\\n * @class MRHyperlinkEntity\\n * @classdesc 3D representation of a hyperlink. `mr-a`\\n * @augments MRTextEntity\\n */\\nclass MRHyperlinkEntity extends mrjs_core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_0__.MRTextEntity {\\n    /**\\n     * Constructor for the Model entity, does the default.\\n     */\\n    constructor() {\\n        super();\\n        this.background.castShadow = true;\\n        this.object3D.name = 'hyperlink';\\n    }\\n\\n    /**\\n     * @function\\n     * @description Creates the link object if it's not already created and handles the href and\\n     * target attributes.\\n     */\\n    _createLink() {\\n        if (!this.link) {\\n            this.link = document.createElement('a');\\n            this.link.setAttribute('href', this.getAttribute('href') ?? undefined);\\n            this.link.setAttribute('target', this.getAttribute('target') ?? undefined);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Grabs the href of the link object\\n     * @returns {string} the href value\\n     */\\n    get href() {\\n        this._createLink();\\n        return this.link.getAttribute('href');\\n    }\\n\\n    /**\\n     * @function\\n     * @description Sets the href of the link object\\n     * @param {string} src_str - the new href value\\n     */\\n    set href(src_str) {\\n        this._createLink();\\n        this.link.setAttribute('href', src_str);\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) makes sure the link object is created and sets up event\\n     * listeners for touchstart and click.\\n     */\\n    async connected() {\\n        super.connected();\\n        this._createLink();\\n\\n        this.addEventListener('touchstart', () => {\\n            this.classList.add('active');\\n        });\\n\\n        this.addEventListener('click', () => {\\n            this.link.click();\\n        });\\n    }\\n}\\n\\ncustomElements.get('mr-a') || customElements.define('mr-a', MRHyperlinkEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRHyperlinkEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRImageEntity.js\":\n/*!********************************************!*\\\n  !*** ./src/core/entities/MRImageEntity.js ***!\n  \\********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRImageEntity: () => (/* binding */ MRImageEntity)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_entities_MRMediaEntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/entities/MRMediaEntity */ \\\"./src/core/entities/MRMediaEntity.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n\\n\\n\\n\\n\\n\\n/**\\n * @class MRImageEntity\\n * @classdesc Base html image represented in 3D space. `mr-image`\\n * @augments MRMediaEntity\\n */\\nclass MRImageEntity extends mrjs_core_entities_MRMediaEntity__WEBPACK_IMPORTED_MODULE_0__.MRMediaEntity {\\n    /**\\n     * @class\\n     * @description Constructs a base image entity using a UIPlane and other 3D elements as necessary.\\n     */\\n    constructor() {\\n        super();\\n\\n        // object3D and rest of mrvideo is pre-created in MRMediaEntity\\n        this.object3D.name = 'image';\\n    }\\n\\n    /**\\n     * @function\\n     * @description Gets the width of the internal media object\\n     * @returns {number} width - the value of the width\\n     */\\n    get mediaWidth() {\\n        return this.media.width;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Gets the height of the internal media object\\n     * @returns {number} height - the value of the height\\n     */\\n    get mediaHeight() {\\n        return this.media.height;\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) handles setting up this Image and associated 3D geometry style (from css) once it is connected to run as an entity component.\\n     */\\n    async connected() {\\n        this.media = document.createElement('img');\\n        await super.connected();\\n    }\\n\\n    /**\\n     * @function\\n     * @description Loads the Media texture of the setup this.media object based on its html source info.\\n     */\\n    loadMediaTexture() {\\n        mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.material\\n            .loadTextureAsync(this.media.src)\\n            .then((texture) => {\\n                this.texture = texture;\\n                this.object3D.material.map = texture;\\n            })\\n            .catch((error) => {\\n                console.error('Error loading texture:', error);\\n            });\\n    }\\n\\n    /**\\n     * @function\\n     * @description Callback function of MREntity - Updates the image's cover,fill,etc based on the mutation request.\\n     * @param {object} mutation - the update/change/mutation to be handled.\\n     */\\n    mutated(mutation) {\\n        // Mutations are only understood by their actual type. Any mutation\\n        // passed through MRMediaEntity directly is undefined since it is not\\n        // a direct element for users. So we do the if-check here and then\\n        // follow the same as the parent's functionality.\\n        if (mutation.type == 'attributes' && mutation.attributeName == 'src') {\\n            super.mutated();\\n        }\\n    }\\n}\\n\\ncustomElements.get('mr-img') || customElements.define('mr-img', MRImageEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRImageEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRLightEntity.js\":\n/*!********************************************!*\\\n  !*** ./src/core/entities/MRLightEntity.js ***!\n  \\********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRLightEntity: () => (/* binding */ MRLightEntity)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n\\n\\n\\n\\n/**\\n * @class MRLightEntity\\n * @classdesc Represents lights in 3D space. `mr-light`\\n * @augments MREntity\\n */\\nclass MRLightEntity extends mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__.MREntity {\\n    /**\\n     * @class\\n     * @description Constructs the base 3D object.\\n     */\\n    constructor() {\\n        super();\\n        this.object3D = new three__WEBPACK_IMPORTED_MODULE_1__.PointLight({});\\n        this.object3D.name = 'pointLight';\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) handles setting up this Light once it is connected to run as an entity component.\\n     */\\n    async connected() {\\n        this.object3D.color.setStyle(this.getAttribute('color'));\\n        this.object3D.intensity = parseFloat(this.getAttribute('intensity')) ?? 1;\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) Updates the lights color and intensity as requested.\\n     * @param {object} mutation - the update/change/mutation to be handled.\\n     */\\n    mutated = (mutation) => {\\n        if (mutation.type != 'attributes') {\\n            return;\\n        }\\n        switch (mutation.attributeName) {\\n            case 'color':\\n                // TODO - set via css\\n                this.object3D.color.setStyle(this.getAttribute('color'));\\n                break;\\n\\n            case 'intensity':\\n                this.object3D.intensity = this.getAttribute('intensity');\\n                break;\\n\\n            default:\\n                break;\\n        }\\n    };\\n}\\n\\ncustomElements.get('mr-light') || customElements.define('mr-light', MRLightEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRLightEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRMediaEntity.js\":\n/*!********************************************!*\\\n  !*** ./src/core/entities/MRMediaEntity.js ***!\n  \\********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRMediaEntity: () => (/* binding */ MRMediaEntity)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/entities/MRDivEntity */ \\\"./src/core/entities/MRDivEntity.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n\\n\\n\\n\\n\\n\\n/**\\n * @class MRMediaEntity\\n * @classdesc Base html media entity represented in 3D space. `mr-media`\\n * @augments MRDivEntity\\n */\\nclass MRMediaEntity extends mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_0__.MRDivEntity {\\n    /**\\n     * @class\\n     * @description Constructs a base media entity using a UIPlane and other 3D elements as necessary.\\n     */\\n    constructor() {\\n        super();\\n        this.attachShadow({ mode: 'open' });\\n\\n        // Create the object3D. Dont need default value for geometry\\n        // until the connected call since this will get overwritten anyways.\\n        const material = new three__WEBPACK_IMPORTED_MODULE_2__.MeshStandardMaterial({\\n            side: three__WEBPACK_IMPORTED_MODULE_2__.FrontSide,\\n        });\\n        // Object3D for MRMediaEntity (mrimage,mrvideo,etc) is the actual image/video/etc itself in 3D space\\n        this.object3D = new three__WEBPACK_IMPORTED_MODULE_2__.Mesh(undefined, material);\\n        this.object3D.receiveShadow = true;\\n        this.object3D.renderOrder = 3;\\n        this.object3D.name = 'media';\\n\\n        // the media to be filled out.\\n        // for ex: document.createElement('video') or document.createElement('img');\\n        this.media = null;\\n\\n        // This is a reference to the texture that is used as part of the\\n        // threejs material. Separating it out for easier updating after it is loaded.\\n        // The texture is filled-in in the connected function.\\n        this.texture = null;\\n\\n        // This is used to aid in the formatting for certain object-fit setups\\n        // ex: contain, scale-down\\n        this.subMediaMesh = new three__WEBPACK_IMPORTED_MODULE_2__.Mesh();\\n        this.subMediaMesh.receiveShadow = true;\\n        this.subMediaMesh.renderOrder = 3;\\n        this.subMediaMesh.name = 'subMedia';\\n        this.object3D.add(this.subMediaMesh);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Calculates the width of the MRMedia object\\n     * @returns {number} - the resolved width\\n     */\\n    get width() {\\n        let width = this.objectFitDimensions?.width;\\n        return width > 0 ? width : super.width;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Calculates the height of the MRMedia object\\n     * @returns {number} - the resolved height\\n     */\\n    get height() {\\n        let height = this.objectFitDimensions?.height;\\n        return height > 0 ? height : super.height;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Calculates the width of the media based on the media tag itself\\n     * This function will error if called directly as an MRMedia item. Made to be overridden\\n     * by children.\\n     * @returns {number} - the resolved height\\n     */\\n    get mediaWidth() {\\n        mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.error.emptyParentFunction();\\n        return null;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Calculates the height of the media based on the media tag itself\\n     * This function will error if called directly as an MRMedia item. Made to be overridden\\n     * by children.\\n     * @returns {number} - the resolved height\\n     */\\n    get mediaHeight() {\\n        mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.error.emptyParentFunction();\\n        return null;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Creates the Media Plane Geometry used to draw the Image,Video,etc\\n     * This is a separate object to allow for common css styling such as 'contain' and 'scale-down'.\\n     */\\n    generateNewMediaPlaneGeometry() {\\n        if (this.object3D.geometry !== undefined) {\\n            this.object3D.geometry.dispose();\\n        }\\n        this.object3D.geometry = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.geometry.UIPlane(this.width, this.height, this.borderRadii, 18);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Loads the associated media into 3D based on its html properties.\\n     * This function will error if called directly as an MRMedia item. Made to be overridden\\n     * by children.\\n     */\\n    loadMediaTexture() {\\n        mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.error.emptyParentFunction();\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) handles setting up this media and associated 3D geometry style (from css) once it is connected to run as an entity component.\\n     */\\n    async connected() {\\n        await super.connected();\\n        this.media.setAttribute('src', mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.html.resolvePath(this.getAttribute('src')));\\n        this.media.setAttribute('style', 'object-fit:inherit; width:inherit');\\n\\n        this.objectFitDimensions = { height: 0, width: 0 };\\n        if (this.getAttribute('src') !== undefined) {\\n            this.computeObjectFitDimensions();\\n            this.generateNewMediaPlaneGeometry();\\n            this.loadMediaTexture();\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Callback function of MREntity - Updates the media's cover,fill,etc based on the mutation request.\\n     * @param {object} mutation - the update/change/mutation to be handled.\\n     */\\n    mutated(mutation) {\\n        super.mutated();\\n\\n        if (mutation.type == 'attributes' && mutation.attributeName == 'src') {\\n            this.media.setAttribute('src', this.getAttribute('src'));\\n            this.computeObjectFitDimensions();\\n            this.loadMediaTexture();\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description computes the width and height values for the image considering the value of object-fit\\n     */\\n    computeObjectFitDimensions() {\\n        if (!this.texture || !this.media) {\\n            // We assume every media item exists and has its attached texture.\\n            // If texture doesnt exist, it's just not loaded in yet, meaning\\n            // we can skip the below until it is.\\n            return;\\n        }\\n\\n        const _oldSubMediaMeshNotNeeded = () => {\\n            // All switch options other than 'contain' and 'scale-down' start with this\\n            // function.\\n            //\\n            // 'contain' and 'scale-down' are the only options that use this additional\\n            // mesh for positioning.\\n            mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.model.disposeObject3D(this.subMediaMesh);\\n        };\\n\\n        const _showMainMediaMesh = () => {\\n            // used if transitioning away from 'contain' or 'scale-down'\\n            // to make sure that texture is set properly\\n            this.object3D.material.visible = true;\\n            this.object3D.material.needsUpdate = true;\\n        };\\n\\n        const _hideMainMediaMesh = () => {\\n            // to parallel the '_makeSureMainMediaMeshHasTexture' for readability\\n            // and debugging later on.\\n            this.object3D.material.visible = false;\\n            this.object3D.material.needsUpdate = true;\\n        };\\n\\n        let containerWidth = this.parentElement.width;\\n        let containerHeight = this.parentElement.height;\\n        let mediaWidth = this.mediaWidth;\\n        let mediaHeight = this.mediaHeight;\\n        const mediaAspect = mediaWidth / mediaHeight;\\n        const containerAspect = containerWidth / containerHeight;\\n        switch (this.compStyle.objectFit) {\\n            case 'fill':\\n                _oldSubMediaMeshNotNeeded();\\n                _showMainMediaMesh();\\n                this.objectFitDimensions = { width: containerWidth, height: containerHeight };\\n\\n                break;\\n\\n            case 'contain':\\n            case 'scale-down':\\n                // `contain` and `scale-down` are the same except for one factor:\\n                // - `contain` will always scale the media to fit\\n                // - `scale-down` will only scale the media to fit if the media is larger than the container\\n                //\\n                // Implemented by making the main mesh turn into the same dimensions as the container\\n                // and making the submesh scale itself based on those values. This allows the original hit\\n                // box of mr-media to stay as expected while the media itself still changes based on object-fit.\\n\\n                if (this.compStyle.objectFit === 'contain' || mediaWidth > containerWidth || mediaHeight > containerHeight) {\\n                    const scaleRatio = Math.min(containerWidth / mediaWidth, containerHeight / mediaHeight);\\n                    mediaWidth *= scaleRatio;\\n                    mediaHeight *= scaleRatio;\\n                }\\n\\n                const mediaGeometry = new three__WEBPACK_IMPORTED_MODULE_2__.PlaneGeometry(mediaWidth, mediaHeight);\\n                const mediaMaterial = new three__WEBPACK_IMPORTED_MODULE_2__.MeshStandardMaterial({\\n                    map: this.texture,\\n                });\\n                _oldSubMediaMeshNotNeeded();\\n                this.subMediaMesh.geometry = mediaGeometry;\\n                this.subMediaMesh.material = mediaMaterial;\\n                this.subMediaMesh.geometry.needsUpdate = true;\\n                this.subMediaMesh.material.visible = true;\\n                this.subMediaMesh.material.needsUpdate = true;\\n                _hideMainMediaMesh();\\n\\n                this.objectFitDimensions = {\\n                    width: containerWidth,\\n                    height: containerHeight,\\n                };\\n\\n                break;\\n\\n            case 'cover':\\n                _oldSubMediaMeshNotNeeded();\\n                _showMainMediaMesh();\\n\\n                this.texture.repeat.set(1, 1); // Reset scaling\\n\\n                if (containerAspect > mediaAspect) {\\n                    // Plane is wider than the texture\\n                    const scale = containerAspect / mediaAspect;\\n                    this.texture.repeat.y = 1 / scale;\\n                    this.texture.offset.y = (1 - 1 / scale) / 2; // Center the texture vertically\\n                } else {\\n                    // Plane is taller than the texture\\n                    const scale = mediaAspect / containerAspect;\\n                    this.texture.repeat.x = 1 / scale;\\n                    this.texture.offset.x = (1 - 1 / scale) / 2; // Center the texture horizontally\\n                }\\n                this.texture.needsUpdate = true; // Important to update the texture\\n\\n                this.objectFitDimensions = {\\n                    width: containerWidth,\\n                    height: containerHeight,\\n                };\\n\\n                break;\\n\\n            case 'none':\\n                _oldSubMediaMeshNotNeeded();\\n                _showMainMediaMesh();\\n                this.objectFitDimensions = { width: mediaWidth, height: mediaHeight };\\n\\n                break;\\n\\n            default:\\n                throw new Error(`Unsupported object-fit value ${this.compStyle.objectFit}`);\\n        }\\n\\n        this.style.width = `${this.objectFitDimensions.width}px`;\\n        this.style.height = `${this.objectFitDimensions.height}px`;\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRMediaEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRModelEntity.js\":\n/*!********************************************!*\\\n  !*** ./src/core/entities/MRModelEntity.js ***!\n  \\********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRModelEntity: () => (/* binding */ MRModelEntity)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/core/entities/MRDivEntity */ \\\"./src/core/entities/MRDivEntity.js\\\");\\n\\n\\n\\n\\n\\n/**\\n * @class MRModelEntity\\n * @classdesc Loads in any supported 3D model type to the requested location. `mr-model`\\n * @augments MRDivEntity\\n */\\nclass MRModelEntity extends mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_2__.MRDivEntity {\\n    /**\\n     * @class\\n     * @description Constructor for the Model entity, does the default.\\n     */\\n    constructor() {\\n        super();\\n\\n        this.ignoreStencil = true;\\n        this.object3D.name = 'model';\\n\\n        // TODO: replace with single status enum.\\n        this.loading = false;\\n        this.loaded = false;\\n\\n        this.modelObj = null;\\n\\n        // Store animations for the AnimationSystem to use\\n        // Need to store this separately from the model, because with\\n        // the threejs load from glb, we cant directly add it back to\\n        // the model group itself as overarching animation as we're not\\n        // guaranteed that theyre not animations for sub-group objects.\\n        this.animations = [];\\n    }\\n\\n    #src = null;\\n\\n    /**\\n     * @function\\n     * @description Pair getter for the src property of <mr-model>. Important so that when a user tries\\n     * to run modelObject.src = `...` or perform something on modelObject.src it properly gets the html\\n     * attribute as expected instead of the pure js one.\\n     *\\n     * note: we can do this because only htmlimageelement has a `src` property by default, not htmlimagelement,\\n     * and none of the above class extensions for Model have it as a defined property.\\n     * @returns {string} the value of the src html attribute\\n     */\\n    get src() {\\n        return this.#src;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Setter for the src property of <mr-model>. Important so that when a user tries\\n     * to run modelObject.src = `...` it properly sets the html attribute as expected instead of the\\n     * pure js one.\\n     *\\n     * note: we can do this because only htmlimageelement has a `src` property by default, not htmlimagelement,\\n     * and none of the above class extensions for Model have it as a defined property.\\n     */\\n    set src(value) {\\n        if (this.#src != value) {\\n            this.#src = value;\\n            if (this.#src != this.getAttribute('src')) {\\n                this.setAttribute('src', value);\\n            }\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Callback function of MREntity - Updates the media's cover,fill,etc based on the mutation request.\\n     * @param {object} mutation - the update/change/mutation to be handled.\\n     */\\n    mutated(mutation) {\\n        super.mutated();\\n\\n        if (mutation.type == 'attributes' && mutation.attributeName == 'src') {\\n            this.src = this.getAttribute('src');\\n            if (!this.loading) {\\n                this.loadModel();\\n            }\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Async function that fills in this Model object based on src file information\\n     */\\n    async loadModel() {\\n        this.loading = true;\\n\\n        const extension = this.src.slice(((this.src.lastIndexOf('.') - 1) >>> 0) + 2);\\n\\n        let modelChanged = false;\\n        if (this.modelObj) {\\n            this.modelObj.visible = false;\\n            while (this.modelObj.parent) {\\n                this.modelObj.removeFromParent();\\n            }\\n\\n            this.modelObj = null;\\n            modelChanged = true;\\n        }\\n\\n        try {\\n            let url = mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.html.resolvePath(this.src);\\n            const result = await mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.model.loadModel(url, extension);\\n\\n            // Handle the different formats of the loaded result\\n            this.modelObj =\\n                result?.scene ?? false\\n                    ? // For loaders that return an object with multiple properties (scene, animation, joints, etc)\\n                      // For ex: GLB\\n                      result.scene\\n                    : // For loaders that return the object directly\\n                      // For ex: STL, OBJ, FBX\\n                      result;\\n            let animations = result.animations;\\n            if (animations && animations.length > 0) {\\n                this.animations = animations;\\n            }\\n\\n            this.object3D.add(this.modelObj);\\n\\n            this.modelObj.receiveShadow = true;\\n            this.modelObj.renderOrder = 3;\\n\\n            this.traverseObjects((object) => {\\n                if (object.isMesh) {\\n                    object.renderOrder = 3;\\n                    object.receiveShadow = true;\\n                    object.castShadow = true;\\n                }\\n            });\\n\\n            this.onLoad();\\n\\n            this.loading = false;\\n\\n            this.loaded = true;\\n\\n            if (this.isConnected && modelChanged) {\\n                this.dispatchEvent(new CustomEvent('modelchange', { bubbles: true }));\\n            }\\n        } catch (error) {\\n            console.error(`ERR: in loading model ${this.src}. Error was:`, error);\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) Callback function of MREntity - handles setting up this Model once it is connected to run as an entity component.\\n     * Includes loading up the model and associated data.\\n     */\\n    async connected() {\\n        this.src = this.getAttribute('src');\\n        if (!this.src || this.loaded) {\\n            return new Promise((resolve) => {\\n                const interval = setInterval(() => {\\n                    if (this.loaded) {\\n                        clearInterval(interval);\\n                        resolve();\\n                    }\\n                }, 100);\\n            });\\n        }\\n\\n        if (!this.loading) {\\n            await this.loadModel();\\n        } else {\\n            return new Promise((resolve) => {\\n                const interval = setInterval(() => {\\n                    if (this.loaded) {\\n                        clearInterval(interval);\\n                        resolve();\\n                    }\\n                }, 100);\\n            });\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description On load event function - right now defaults to do nothing.\\n     */\\n    onLoad = () => {};\\n}\\n\\ncustomElements.get('mr-model') || customElements.define('mr-model', MRModelEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRModelEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRPanelEntity.js\":\n/*!********************************************!*\\\n  !*** ./src/core/entities/MRPanelEntity.js ***!\n  \\********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRPanelEntity: () => (/* binding */ MRPanelEntity)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/entities/MRDivEntity */ \\\"./src/core/entities/MRDivEntity.js\\\");\\n/* harmony import */ var mrjs_dataTypes_MRClippingGeometry__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! mrjs/dataTypes/MRClippingGeometry */ \\\"./src/dataTypes/MRClippingGeometry.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n/**\\n * @class MRPanelEntity\\n * @classdesc The main panel entity DOM used for webpages and UI elements in 3D space. `mr-panel`\\n * @augments MRDivEntity\\n */\\nclass MRPanelEntity extends mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_1__.MRDivEntity {\\n    /**\\n     * @class\\n     * @description Constructor for the main Panel. Sets up all the relevant object3D and window information. Includes information necessary for proper scrolling usage.\\n     */\\n    constructor() {\\n        super();\\n        this.panel = new three__WEBPACK_IMPORTED_MODULE_4__.Group(); // will shift based on bounding box width\\n        this.object3D.userData.bbox = new three__WEBPACK_IMPORTED_MODULE_4__.Box3();\\n        this.object3D.userData.size = new three__WEBPACK_IMPORTED_MODULE_4__.Vector3();\\n        this.object3D.add(this.panel);\\n        this.panel.add(this.background);\\n        this.object3D.name = 'panel';\\n        this.ignoreStencil = true;\\n\\n        this.currentPosition = new three__WEBPACK_IMPORTED_MODULE_4__.Vector3();\\n        this.prevPosition = new three__WEBPACK_IMPORTED_MODULE_4__.Vector3();\\n        this.deltaVector = new three__WEBPACK_IMPORTED_MODULE_4__.Vector3();\\n        this.delta = 0;\\n\\n        this.momentumTimeout;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Gets the height of the current panel in 2D or 3D space (depending on the xr user state)\\n     * @returns {number} height - the calcualted height value\\n     */\\n    get height() {\\n        let result = this.getBoundingClientRect().height;\\n\\n        if (mrjs__WEBPACK_IMPORTED_MODULE_3__.mrjsUtils.xr.isPresenting) {\\n            result = (result / window.screen.height) * mrjs__WEBPACK_IMPORTED_MODULE_3__.mrjsUtils.display.VIRTUAL_DISPLAY_RESOLUTION;\\n        }\\n        return (result / __webpack_require__.g.appHeight) * __webpack_require__.g.viewPortHeight;\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) Callback function of MREntity - handles setting up this Panel once it is connected to run as an entity component.\\n     *              Relevant tasks include setting up clipping and setting up for all necessary dispatchEvent connections including mutations and scrolling.\\n     */\\n    async connected() {\\n        await super.connected();\\n        this.clipping = new mrjs_dataTypes_MRClippingGeometry__WEBPACK_IMPORTED_MODULE_2__.MRClippingGeometry(new three__WEBPACK_IMPORTED_MODULE_4__.BoxGeometry(this.width, this.height, 1));\\n        window.addEventListener('load', (event) => {\\n            this.dispatchEvent(new CustomEvent('panelupdate', { bubbles: true }));\\n        });\\n\\n        window.addEventListener('resize', (event) => {\\n            this.dispatchEvent(new CustomEvent('panelupdate', { bubbles: true }));\\n        });\\n\\n        this.addEventListener('anchored', (event) => {\\n            this.dispatchEvent(new CustomEvent('panelupdate', { bubbles: true }));\\n        });\\n\\n        this.parentElement.addEventListener('anchorremoved', (event) => {\\n            this.dispatchEvent(new CustomEvent('panelupdate', { bubbles: true }));\\n        });\\n\\n        document.addEventListener('enterxr', (event) => {\\n            this.dispatchEvent(new CustomEvent('panelupdate', { bubbles: true }));\\n        });\\n\\n        document.addEventListener('exitxr', (event) => {\\n            this.dispatchEvent(new CustomEvent('panelupdate', { bubbles: true }));\\n        });\\n\\n        this.addEventListener('panelupdate', (event) => {\\n            this.clipping.geometry.copy(new three__WEBPACK_IMPORTED_MODULE_4__.BoxGeometry(this.width, this.height, 1));\\n        });\\n\\n        this.addEventListener('mouseover', () => {\\n            this.focus = true;\\n        });\\n\\n        this.addEventListener('mouseleave', () => {\\n            this.focus = false;\\n        });\\n\\n        document.addEventListener('wheel', (event) => {\\n            this.onScroll(event);\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @description Adding an entity as a sub-object of this entity.\\n     * @param {MREntity} entity - the entity to be added.\\n     */\\n    add(entity) {\\n        this.panel.add(entity.object3D);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Remove an entity as a sub-object of this entity.\\n     * @param {MREntity} entity - the entity to be removed.\\n     */\\n    removeEntity(entity) {\\n        this.panel.remove(entity.object3D);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Handles what should happen when a touch event is called. Updates items appropriately for scrolling on the panel.\\n     *              Triggers to use the browser's own scrolling without a need to fake the scrolling itself.\\n     * @param {object} event - the touch event\\n     */\\n    onTouch = (event) => {\\n        if (event.type == 'touchend') {\\n            this.prevPosition.set(0, 0, 0);\\n            return;\\n        }\\n        this.currentPosition.copy(event.detail.worldPosition);\\n        if (this.prevPosition.y != 0) {\\n            this.deltaVector.subVectors(this.currentPosition, this.prevPosition);\\n        }\\n        this.prevPosition.copy(this.currentPosition);\\n\\n        this.delta = this.deltaVector.y;\\n\\n        if (this.delta == 0) {\\n            return;\\n        }\\n\\n        let app = this.closest('mr-app');\\n\\n        if (app.compStyle.overflow == 'scroll') {\\n            app.scrollTop += mrjs__WEBPACK_IMPORTED_MODULE_3__.mrjsUtils.css.threeToPx(this.delta);\\n        } else {\\n            this.scrollBy(0, mrjs__WEBPACK_IMPORTED_MODULE_3__.mrjsUtils.css.threeToPx(this.delta));\\n        }\\n    };\\n\\n    /**\\n     * @function\\n     * @description Handles what should happen when a scroll event is called. Updates items appropriately for scrolling on the panel.\\n     * @param {object} event - the scroll event\\n     */\\n    onScroll = (event) => {\\n        if (!this.focus) {\\n            return;\\n        }\\n        this.scrollTop += event.deltaY;\\n    };\\n}\\n\\ncustomElements.get('mr-panel') || customElements.define('mr-panel', MRPanelEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRPanelEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRSkyBoxEntity.js\":\n/*!*********************************************!*\\\n  !*** ./src/core/entities/MRSkyBoxEntity.js ***!\n  \\*********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRSkyBoxEntity: () => (/* binding */ MRSkyBoxEntity)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var mrjs_core_MRSystem__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n\\n\\n\\n\\n\\n/**\\n * @class MRSkyBoxEntity\\n * @classdesc The skybox entity that allows users to give multiple images to pattern into the 3D background space. `mr-skybox`\\n * @augments MREntity\\n */\\nclass MRSkyBoxEntity extends mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__.MREntity {\\n    /**\\n     * @class\\n     * @description Constructor for skybox - defaults to the usual impl of an Entity.\\n     */\\n    constructor() {\\n        super();\\n        this.object3D.name = 'skybox';\\n\\n        this.skybox = null;\\n        this.textureLoadedCallbacks = [];\\n    }\\n\\n    /**\\n     * @function\\n     * @description Callback function triggered when the texture is successfully loaded.\\n     *              It sets the loaded texture as the background and notifies all registered callbacks.\\n     * @param {THREE.Texture} texture - The loaded texture.\\n     */\\n    onTextureLoaded(texture) {\\n        if (this.skybox) {\\n            if (Array.isArray(texture.images) && texture.images.length === 6) {\\n                // Handle cube texture case\\n                if (this.skybox.material !== undefined) {\\n                    this.skybox.material.dispose();\\n                }\\n                this.skybox.material = new three__WEBPACK_IMPORTED_MODULE_2__.MeshStandardMaterial({\\n                    envMap: texture,\\n                    side: three__WEBPACK_IMPORTED_MODULE_2__.BackSide, // Render only on the inside\\n                });\\n            } else {\\n                // Handle single texture case\\n                if (this.skybox.material !== undefined) {\\n                    this.skybox.material.dispose();\\n                }\\n                this.skybox.material = new three__WEBPACK_IMPORTED_MODULE_2__.MeshBasicMaterial({\\n                    map: texture,\\n                    side: three__WEBPACK_IMPORTED_MODULE_2__.BackSide, // Render only on the inside\\n                    opacity: 1,\\n                });\\n            }\\n        }\\n        this.textureLoadedCallbacks.forEach((callback) => callback(texture));\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) Lifecycle method that is called when the entity is connected.\\n     *              This method initializes and starts the texture loading process.\\n     */\\n    async connected() {\\n        // you can have texturesList be all individual textures\\n        // or you can store them in a specified path and just\\n        // load them up solely by filename in that path.\\n\\n        this.texturesList = mrjsUtils.html.resolvePath(this.getAttribute('src'));\\n        if (!this.texturesList) {\\n            return;\\n        }\\n\\n        const textureNames = this.texturesList.split(',');\\n        const path = this.getAttribute('pathToTextures');\\n        const textureUrls = textureNames.map((name) => mrjsUtils.html.resolvePath(path ? path + name : name));\\n\\n        let geometry;\\n        let textureLoader;\\n        if (textureNames.length > 1) {\\n            geometry = new three__WEBPACK_IMPORTED_MODULE_2__.BoxGeometry(900, 900, 900);\\n            textureLoader = new three__WEBPACK_IMPORTED_MODULE_2__.CubeTextureLoader();\\n            textureLoader.load(textureUrls, this.onTextureLoaded.bind(this));\\n        } else if (textureUrls.length == 1) {\\n            geometry = new three__WEBPACK_IMPORTED_MODULE_2__.SphereGeometry(900, 32, 16);\\n            textureLoader = new three__WEBPACK_IMPORTED_MODULE_2__.TextureLoader();\\n            textureLoader.load(textureUrls[0], this.onTextureLoaded.bind(this));\\n        }\\n\\n        if (this.skybox) {\\n            // Remove existing skybox if present\\n            this.object3D.remove(this.skybox);\\n            this.skybox.dispose();\\n        }\\n        this.skybox = new three__WEBPACK_IMPORTED_MODULE_2__.Mesh(geometry); // going to passively load texture on async\\n        this.object3D.add(this.skybox);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Set the opacity of the skybox itself. Useful for blending between the outside and MR. Also\\n     * useful for cases where you want to blend between different skybox versions.\\n     */\\n    set setOpacity(val) {\\n        this.object3D.traverse((child) => {\\n            if (child.isMesh) {\\n                child.material.transparent = true;\\n                child.material.opacity = val;\\n                child.material.needsUpdate = true;\\n            }\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @description On load event function - right now defaults to do nothing.\\n     */\\n    onLoad = () => {};\\n}\\ncustomElements.define('mr-skybox', MRSkyBoxEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRSkyBoxEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRStatsEntity.js\":\n/*!********************************************!*\\\n  !*** ./src/core/entities/MRStatsEntity.js ***!\n  \\********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRStatsEntity: () => (/* binding */ MRStatsEntity)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/entities/MRTextEntity */ \\\"./src/core/entities/MRTextEntity.js\\\");\\n\\n\\n/**\\n * @class MRStatsEntity\\n * @classdesc The FPS counter entity. For simplicity, easy implementation, and good performance,\\n *            it is based on MRTextEntity and just shows the FPS counter number as text for now.\\n *            Ideally we want to improve later, like improving the visual quality and more info.\\n *            Note that stats entity that has a huge bad performance impact doesn't really make\\n *            sense so it should be kept simple and fast.\\n * @augments MRTextEntity\\n */\\nclass MRStatsEntity extends mrjs_core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_0__.MRTextEntity {\\n    /**\\n     * @class\\n     * @description Constructor for the MRStatsEntity object.\\n     *              Initializes some variables used to track and calculate the fps.\\n     */\\n    constructor() {\\n        super();\\n        this.frame = 0;\\n        this.elapsedTime = 0.0;\\n        this.object3D.name = 'stats';\\n    }\\n}\\n\\ncustomElements.get('mr-stats') || customElements.define('mr-stats', MRStatsEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRStatsEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRTextAreaEntity.js\":\n/*!***********************************************!*\\\n  !*** ./src/core/entities/MRTextAreaEntity.js ***!\n  \\***********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRTextAreaEntity: () => (/* binding */ MRTextAreaEntity)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_entities_MRTextInputEntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/entities/MRTextInputEntity */ \\\"./src/core/entities/MRTextInputEntity.js\\\");\\n\\n\\n\\n\\n/**\\n * @class MRTextAreaEntity\\n * @classdesc The text area element that simulates the behavior of an HTML <textarea> tag,\\n *            allowing for multiline text input and display. Inherits from MRTextInputEntity, which\\n *            in turn extends MRTextEntity.\\n * @augments MRTextInputEntity\\n */\\nclass MRTextAreaEntity extends mrjs_core_entities_MRTextInputEntity__WEBPACK_IMPORTED_MODULE_0__.MRTextInputEntity {\\n    /**\\n     * @class\\n     * @description Constructor for the MRTextInputEntity entity component.\\n     */\\n    constructor() {\\n        super();\\n        this.lineHeight = 1.2; // Default line height, can be adjusted as needed\\n        this.object3D.name = 'textArea';\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called by connected to make sure the hiddenInput dom element is created as expected.\\n     */\\n    createHiddenInputElement() {\\n        // setup\\n        const inputElement = document.createElement('textarea');\\n\\n        // style\\n        inputElement.style.position = 'absolute';\\n        inputElement.style.height = '1px';\\n        inputElement.style.width = '1px';\\n        inputElement.style.overflow = 'hidden';\\n\\n        // Ensure it's part of the DOM for event capturing\\n        this.shadowRoot.appendChild(inputElement);\\n        this.hiddenInput = inputElement;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called by connected after createHiddenInputElement to fill\\n     * it in with the user's given attribute information.\\n     */\\n    fillInHiddenInputElementWithUserData() {\\n        // name: The name associated with the <textarea> for form submission and backend processing.\\n        this.hiddenInput.setAttribute('name', this.getAttribute('name') ?? undefined);\\n        // rows and cols: These attributes control the size of the <textarea> in terms of the number of text rows and columns visible.\\n        this.hiddenInput.setAttribute('rows', this.getAttribute('rows') ?? undefined);\\n        this.hiddenInput.setAttribute('cols', this.getAttribute('cols') ?? undefined);\\n        // placeholder: Provides a hint to the user about what they should type into the <textarea>.\\n        this.hiddenInput.setAttribute('placeholder', this.getAttribute('placeholder') ?? '');\\n        // readonly: Makes the <textarea> uneditable, allowing the text to be only read, not modified.\\n        this.hiddenInput.setAttribute('readonly', this.getAttribute('readonly') ?? false);\\n        // disabled: Disables the text area so it cannot be interacted with or submitted.\\n        this.hiddenInput.setAttribute('disabled', this.getAttribute('disabled') ?? false);\\n        // maxlength: Specifies the maximum number of characters that the user can enter.\\n        this.hiddenInput.setAttribute('maxlength', this.getAttribute('maxlength') ?? undefined);\\n        // wrap: Controls how text is wrapped in the textarea, with values like soft and hard affecting form submission.\\n        this.hiddenInput.setAttribute('wrap', this.getAttribute('wrap') ?? undefined);\\n        // overflowwrap : Controls how wrap breaks, at whitespace characters or in the middle of words.\\n        this.hiddenInput.setAttribute('overflowWrap', this.getAttribute('overflowWrap') ?? undefined);\\n        // whitespace : Controls if text wraps with the overflowWrap feature or not.\\n        this.hiddenInput.setAttribute('whitespace', this.getAttribute('whitespace') ?? undefined);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Getter for whether this textinput should handle vertical scrolling or not.\\n     * @returns {boolean} true if it should be handled, false otherwise\\n     */\\n    get hasTextSubsetForVerticalScrolling() {\\n        return true;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Getter for whether this textinput should handle horizontal scrolling or not.\\n     * @returns {boolean} true if it should be handled, false otherwise\\n     */\\n    get hasTextSubsetForHorizontalScrolling() {\\n        // XXX - change this to accommodate wrapping or no wrapping features\\n        return false;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Used on event trigger to update the textObj visual based on\\n     * the hiddenInput DOM element.\\n     * @param {boolean} fromCursorMove - default set as false if not supplied. Used because\\n     * we only want to move the visible region if it is not already handled. Since cursor\\n     * movement already handles that region change, then we only need to update the new\\n     * text. Otherwise, we also need to scroll and update the new text.\\n     */\\n    updateTextDisplay(fromCursorMove = false) {\\n        // XXX - add scrolling logic in here for areas where text is greater than\\n        // the width/domain the user creates visually\\n        //\\n        // XXX - handle text wrapping properly - textarea already handles wrapping\\n        // nicely, but textObj's start/end line index need to accomodate for that\\n        // wrapping better. To look into: troika's setup in terms of width/height for\\n        // why wrapping works nicely but the height limit for it doesnt.\\n\\n        // check if a new line was added/removed - if so, handle offset\\n        // note: movement of the vertical indices should be handled by\\n        const allLines = this.hiddenInput.value.split('\\\\n');\\n        const cursorIndex = this.hiddenInput.selectionStart;\\n        let textBeforeCursor = this.hiddenInput.value.substring(0, cursorIndex);\\n        let linesBeforeCursor = textBeforeCursor.split('\\\\n');\\n        let cursorIsOnLineIndex = linesBeforeCursor.length - 1;\\n        if (!fromCursorMove) {\\n            // handle update for edges where key pressing adds to it\\n            const maxHiddenInputLineIndex = allLines.length - 1;\\n            if (maxHiddenInputLineIndex < 0) {\\n                // nothing\\n                this.verticalTextObjStartLineIndex = 0;\\n                this.verticalTextObjEndLineIndex = 0;\\n            } else if (cursorIsOnLineIndex < this.verticalTextObjStartLineIndex) {\\n                // deletion, scroll up\\n                --this.verticalTextObjEndLineIndex;\\n                --this.verticalTextObjStartLineIndex;\\n            } else if (cursorIsOnLineIndex > this.verticalTextObjEndLineIndex) {\\n                // adding, scroll down\\n                ++this.verticalTextObjEndLineIndex;\\n                ++this.verticalTextObjStartLineIndex;\\n            }\\n        }\\n\\n        let text = '';\\n        for (let lineIdx = this.verticalTextObjStartLineIndex; lineIdx <= this.verticalTextObjEndLineIndex && lineIdx < allLines.length; ++lineIdx) {\\n            text += allLines[lineIdx] ?? '';\\n            if (lineIdx != allLines.length - 1) {\\n                text += '\\\\n';\\n            }\\n        }\\n\\n        this.textObj.text = text;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called by the keydown event trigger. Handles the arrow key movements.\\n     * @param {event} event - the keydown event\\n     */\\n    handleKeydown(event) {\\n        const { keyCode } = event;\\n        const isLeftArrow = keyCode === 37;\\n        const isUpArrow = keyCode === 38;\\n        const isRightArrow = keyCode === 39;\\n        const isDownArrow = keyCode === 40;\\n\\n        // We need to handle the up/down arrows in a special way here; otherwise,\\n        // they'll default to the left/right implementation.\\n        //\\n        // And in all cases, we need to update the selction points and the cursor\\n        // position here.\\n\\n        // Some shared variables\\n        const cursorIndex = this.hiddenInput.selectionStart;\\n        const textBeforeCursor = this.hiddenInput.value.substring(0, cursorIndex);\\n        const allLines = this.hiddenInput.value.split('\\\\n');\\n        const cursorIsOnLineIndex = textBeforeCursor.split('\\\\n').length - 1;\\n        // Grab current local cursor index on the line. When looping skipping the\\n        // last index as that is the line that includes the cursor in it and we only\\n        // want all lines up to that line, not including it.\\n        let totalLengthToCursorIndexLine = this._totalLengthUpToLineIndex(cursorIsOnLineIndex, allLines);\\n        const cursorIndexOnCurrentLine = cursorIndex - totalLengthToCursorIndexLine;\\n\\n        // create specific variables for textObj lines subset given vertical scrolling\\n        let prevCursorIsOnTextObjLineIndex = cursorIsOnLineIndex - this.verticalTextObjStartLineIndex;\\n\\n        // Need to handle UP and DOWN arrow properly otherwise these act as LEFT\\n        // and RIGHT arrows like in textfield.\\n        if (isUpArrow) {\\n            // Only want to move up when not already on the hiddenInput top line\\n            // and if on the textObj top line, need to scroll the textobj as well\\n            if (cursorIsOnLineIndex != 0) {\\n                if (prevCursorIsOnTextObjLineIndex == 0) {\\n                    // theyre the same so cursor will move the visual display, scroll for the up arrow\\n                    --this.verticalTextObjStartLineIndex;\\n                    --this.verticalTextObjEndLineIndex;\\n                    this.updateTextDisplay(true);\\n                }\\n                // Determine where cursor should hit index on line above this one: same index or end of line\\n                const prevLineText = allLines[cursorIsOnLineIndex - 1];\\n                const maxIndexOptionOfPrevLine = prevLineText.length - 1;\\n                const cursorIndexOnNewLine = cursorIndexOnCurrentLine > maxIndexOptionOfPrevLine ? maxIndexOptionOfPrevLine : cursorIndexOnCurrentLine;\\n                this.hiddenInput.selectionStart = totalLengthToCursorIndexLine - prevLineText.length + cursorIndexOnNewLine;\\n            }\\n        } else if (isDownArrow) {\\n            // Only want to move up when not already on the top line\\n            if (cursorIsOnLineIndex != allLines.length - 1) {\\n                if (cursorIsOnLineIndex == this.verticalTextObjEndLineIndex) {\\n                    // theyre the same so cursor will move the visual display, scroll for the down arrow\\n                    ++this.verticalTextObjStartLineIndex;\\n                    ++this.verticalTextObjEndLineIndex;\\n                    this.updateTextDisplay(true);\\n                }\\n                const currentLineText = allLines[cursorIsOnLineIndex];\\n                // Determine where cursor should hit index on line below this one: same index or end of line\\n                const nextLineText = allLines[cursorIsOnLineIndex + 1];\\n                const maxIndexOptionOfNextLine = nextLineText.length - 1;\\n                const cursorIndexOnNewLine = cursorIndexOnCurrentLine > maxIndexOptionOfNextLine ? maxIndexOptionOfNextLine : cursorIndexOnCurrentLine;\\n                this.hiddenInput.selectionStart = totalLengthToCursorIndexLine + currentLineText.length + cursorIndexOnNewLine;\\n            }\\n        }\\n\\n        // Make sure selectionEnd matches the newly updated start position since\\n        // they start out that way and for consistency until we actually use them\\n        // for another purpose, we want them to be the same.\\n        this.hiddenInput.selectionEnd = this.hiddenInput.selectionStart;\\n\\n        // Ensure the cursor position is updated to reflect the current caret position\\n        // This is actually needed otherwise the cursor event's are off by a count (ie\\n        // press left 2x, the right 1x and the first press and third press wont function\\n        // as the user expects and it'll still be waiting for a 4th press. That is -\\n        // it'll go: 1)nothing 2)left 3)left 4)right\\n        // instead of expected: 1)left 2) left 3) right\\n        setTimeout(() => {\\n            this.updateCursorPosition(true);\\n        }, 0);\\n    }\\n}\\n\\ncustomElements.get('mr-textarea') || customElements.define('mr-textarea', MRTextAreaEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRTextAreaEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRTextEntity.js\":\n/*!*******************************************!*\\\n  !*** ./src/core/entities/MRTextEntity.js ***!\n  \\*******************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRTextEntity: () => (/* binding */ MRTextEntity)\\n/* harmony export */ });\\n/* harmony import */ var troika_three_text__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! troika-three-text */ \\\"./node_modules/troika-three-text/dist/troika-three-text.esm.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/entities/MRDivEntity */ \\\"./src/core/entities/MRDivEntity.js\\\");\\n\\n\\n\\n\\n/**\\n * @class MRTextEntity\\n * @classdesc The text element that is used to represent normal HTML text one would expect in a web browser.\\n *            Used specifically on `mr-div` items.\\n *            Inherits from MRDivEntity.\\n * @augments MRDivEntity\\n */\\nclass MRTextEntity extends mrjs_core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_0__.MRDivEntity {\\n    /**\\n     * @class\\n     * @description Constructor for the MRTextEntity object.\\n     *              Sets up the 3D aspect of the text, including the object, texture, and update check.\\n     *              Additionally, adds an event listener for the text to auto-augment whenever the panel size changes.\\n     */\\n    constructor() {\\n        super();\\n        this.textObj = new troika_three_text__WEBPACK_IMPORTED_MODULE_1__.Text();\\n        this.object3D.add(this.textObj);\\n        this.object3D.name = 'textObj';\\n        this.editable = false;\\n\\n        this.textObj.receiveShadow = true;\\n\\n        // This event listener is added so anytime a panel changes (resize, etc), the text changes\\n        // accordingly\\n        document.addEventListener('panelupdate', () => {\\n            this.triggerGeometryStyleUpdate();\\n            this.triggerTextStyleUpdate();\\n        });\\n\\n        document.addEventListener('font-loaded', () => {\\n            this.triggerGeometryStyleUpdate();\\n            this.triggerTextStyleUpdate();\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @description Helper for anytime text is manually touched - in connected and by use of `innerText`.\\n     * Handles setting `innerText` like expected, sanitizing it for our use, and also making sure the updates are called.\\n     */\\n    _textWasManuallyUpdated() {\\n        const text = this.textContent\\n            .replace(/(\\\\n)\\\\s+/g, '$1')\\n            .replace(/(\\\\r\\\\n|\\\\n|\\\\r)/gm, ' ')\\n            .trim();\\n        this.textObj.text = text.length > 0 ? text : ' ';\\n        this.triggerGeometryStyleUpdate();\\n        this.triggerTextStyleUpdate();\\n    }\\n\\n    /**\\n     * @function\\n     * @description setter capture. Handles setting `innerText` like expected by also making sure it's sanitized and the updates are called.\\n     */\\n    set innerText(newText) {\\n        this.textContent = newText;\\n        this._textWasManuallyUpdated();\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) sets up the textObject of the text item.\\n     */\\n    async connected() {\\n        await super.connected();\\n        this._textWasManuallyUpdated();\\n    }\\n\\n    /**\\n     * @function\\n     * @description Triggers a system run to update text specifically for the entity calling it. Useful when it's not an overall scene event and for cases where\\n     * relying on an overall scene or all items to update isnt beneficial.\\n     */\\n    triggerTextStyleUpdate() {\\n        this.dispatchEvent(new CustomEvent('trigger-text-style-update', { detail: this, bubbles: true }));\\n    }\\n\\n    /**\\n     * @function\\n     * @description Helper method for debugging the textObj visual information\\n     * @param {object} textObj - the textobj threejs renderable visual. Handled by troika.\\n     * If no object is passed, defers to the textObj within this entity.\\n     */\\n    printCurrentTextDebugInfo(textObj) {\\n        if (!textObj) {\\n            const textDebugObj = {\\n                anchorX: this.textObj.anchorX,\\n                anchorY: this.textObj.anchorY,\\n                colorRanges: this.textObj.colorRanges,\\n                curveRadius: this.textObj.curveRadius,\\n                customDepthMaterials: this.textObj.customDepthMaterials,\\n                customDistanceMaterials: this.textObj.customDistanceMaterials,\\n                direction: this.textObj.direction,\\n                font: this.textObj.font,\\n                fontSize: this.textObj.fontSize,\\n                fontStyle: this.textObj.fontStyle,\\n                fontWeight: this.textObj.fontWeight,\\n                glyphGeometryDetail: this.textObj.glyphGeometryDetail,\\n                lang: this.textObj.lang,\\n                letterSpacing: this.textObj.letterSpacing,\\n                lineHeight: this.textObj.lineHeight,\\n                material: this.textObj.material,\\n                maxWidth: this.textObj.maxWidth,\\n                overflowWrap: this.textObj.overflowWrap,\\n                sdfGlyphSize: this.textObj.sdfGlyphSize,\\n                text: this.textObj.text,\\n                textAlign: this.textObj.textAlign,\\n                textIndent: this.textObj.textIndent,\\n                textRenderInfo: this.textObj.textRenderInfo,\\n                whiteSpace: this.textObj.whiteSpace,\\n            };\\n            console.log('textDebugInfo: ', textDebugObj);\\n            return;\\n        }\\n\\n        const textDebugObj = {\\n            anchorX: textObj.anchorX,\\n            anchorY: textObj.anchorY,\\n            colorRanges: textObj.colorRanges,\\n            curveRadius: textObj.curveRadius,\\n            customDepthMaterials: textObj.customDepthMaterials,\\n            customDistanceMaterials: textObj.customDistanceMaterials,\\n            direction: textObj.direction,\\n            font: textObj.font,\\n            fontSize: textObj.fontSize,\\n            fontStyle: textObj.fontStyle,\\n            fontWeight: textObj.fontWeight,\\n            glyphGeometryDetail: textObj.glyphGeometryDetail,\\n            lang: textObj.lang,\\n            letterSpacing: textObj.letterSpacing,\\n            lineHeight: textObj.lineHeight,\\n            material: textObj.material,\\n            maxWidth: textObj.maxWidth,\\n            overflowWrap: textObj.overflowWrap,\\n            sdfGlyphSize: textObj.sdfGlyphSize,\\n            text: textObj.text,\\n            textAlign: textObj.textAlign,\\n            textIndent: textObj.textIndent,\\n            textRenderInfo: textObj.textRenderInfo,\\n            whiteSpace: textObj.whiteSpace,\\n        };\\n        console.log('textDebugInfo: ', textDebugObj);\\n    }\\n}\\n\\ncustomElements.get('mr-text') || customElements.define('mr-text', MRTextEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRTextEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRTextFieldEntity.js\":\n/*!************************************************!*\\\n  !*** ./src/core/entities/MRTextFieldEntity.js ***!\n  \\************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRTextFieldEntity: () => (/* binding */ MRTextFieldEntity)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_entities_MRTextInputEntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/entities/MRTextInputEntity */ \\\"./src/core/entities/MRTextInputEntity.js\\\");\\n\\n\\n\\n\\n/**\\n * @class MRTextFieldEntity\\n * @classdesc The text element that is used to represent normal user-entry text field items one would expect in a web-browser. Limits the one-line. `mr-textfield`\\n * @augments MRTextInputEntity\\n */\\nclass MRTextFieldEntity extends mrjs_core_entities_MRTextInputEntity__WEBPACK_IMPORTED_MODULE_0__.MRTextInputEntity {\\n    /**\\n     * @class\\n     * @description Constructor for the textField entity component.\\n     */\\n    constructor() {\\n        super();\\n        this.lineHeight = 1.2; // Default line height, can be adjusted as needed\\n        this.object3D.name = 'textField';\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called by connected to make sure the hiddenInput dom element is created as expected.\\n     */\\n    createHiddenInputElement() {\\n        // setup\\n        const inputElement = document.createElement('input');\\n        inputElement.setAttribute('type', 'text');\\n\\n        // style\\n        inputElement.style.position = 'absolute';\\n        inputElement.style.height = '1px';\\n        inputElement.style.width = '1px';\\n        inputElement.style.overflow = 'hidden';\\n\\n        // Ensure it's part of the DOM for event capturing\\n        this.shadowRoot.appendChild(inputElement);\\n        this.hiddenInput = inputElement;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called by connected after createHiddenInputElement to fill\\n     * it in with the user's given attribute information.\\n     */\\n    fillInHiddenInputElementWithUserData() {\\n        // name: The name associated with the <textfield> for form submission and backend processing.\\n        this.hiddenInput.setAttribute('name', this.getAttribute('name') ?? undefined);\\n        // value: Sets the initial value of the input field.\\n        this.hiddenInput.setAttribute('value', this.getAttribute('value') ?? undefined);\\n        // placeholder: Specifies a short hint that describes the expected value of the input field.\\n        this.hiddenInput.setAttribute('placeholder', this.getAttribute('placeholder') ?? '');\\n        // maxlength: Sets the maximum number of characters that can be entered into the input field.\\n        this.hiddenInput.setAttribute('maxlength', this.getAttribute('maxlength') ?? undefined);\\n        // size: Defines the width of the input field in characters.\\n        this.hiddenInput.setAttribute('size', this.getAttribute('size') ?? 10);\\n        // autofocus: If present, specifies that the input field should automatically get focus when the page loads.\\n        this.hiddenInput.setAttribute('autofocus', this.getAttribute('autofocus') ?? false);\\n        // readonly: If present, specifies that the input field is read-only and cannot be edited by the user.\\n        this.hiddenInput.setAttribute('readonly', this.getAttribute('readonly') ?? false);\\n        // disabled: If present, disables the input field so that it cannot be interacted with or submitted.\\n        this.hiddenInput.setAttribute('disabled', this.getAttribute('disabled') ?? false);\\n        // required: If present, specifies that the input field must be filled out before submitting the form.\\n        this.hiddenInput.setAttribute('required', this.getAttribute('required') ?? false);\\n        // autocomplete: Enables or disables autocomplete suggestions for the input field. Values can be \\\"on\\\" or \\\"off\\\".\\n        this.hiddenInput.setAttribute('autocomplete', this.getAttribute('autocomplete') ?? undefined);\\n        // pattern: Specifies a regular expression that the input's value must match in order for the form to be submitted.\\n        this.hiddenInput.setAttribute('pattern', this.getAttribute('pattern') ?? undefined);\\n        // title: Provides a tooltip or advisory information about the input field when hovered over.\\n        this.hiddenInput.setAttribute('title', this.getAttribute('title') ?? undefined);\\n        // id: Specifies a unique ID for the input field, which can be used for targeting with CSS or JavaScript.\\n        this.hiddenInput.setAttribute('id', this.getAttribute('id') ?? undefined);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Used on event trigger to update the textObj visual based on\\n     * the hiddenInput DOM element.\\n     * @param {boolean} fromCursorMove - default set as false if not supplied. Used because\\n     * we only want to move the visible region if it is not already handled. Since cursor\\n     * movement already handles that region change, then we only need to update the new\\n     * text. Otherwise, we also need to scroll and update the new text.\\n     */\\n    updateTextDisplay(fromCursorMove = false) {\\n        // XXX - add scrolling logic in here for areas where text is greater than\\n        // the width/domain the user creates visually\\n\\n        this.textObj.text = this.hiddenInput.value;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Getter for whether this textinput should handle vertical scrolling or not.\\n     * @returns {boolean} true if it should be handled, false otherwise\\n     */\\n    get hasTextSubsetForVerticalScrolling() {\\n        return false;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Getter for whether this textinput should handle horizontal scrolling or not.\\n     * @returns {boolean} true if it should be handled, false otherwise\\n     */\\n    get hasTextSubsetForHorizontalScrolling() {\\n        // XXX - not handling this yet, but true for when it is. Need to change the truth-ness\\n        // based on if they have char limit or not based on width, etc.\\n        return true;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Handles keydown events for scrolling and cursor navigation. Note\\n     * that this is different than an input event which for our purposes,\\n     * handles the non-navigation key-presses.\\n     * @param {event} event - the keydown event\\n     */\\n    handleKeydown(event) {\\n        const { keyCode } = event;\\n\\n        // We dont need to do anything fancy to differentiate up/down versus left/right\\n        // arrow keys, we just need to make sure theyre handled properly, so we\\n        // update the selction points and the cursor position here.\\n\\n        // Make sure selectionEnd matches the newly updated start position since\\n        // they start out that way and for consistency until we actually use them\\n        // for another purpose, we want them to be the same.\\n        this.hiddenInput.selectionEnd = this.hiddenInput.selectionStart;\\n\\n        // Ensure the cursor position is updated to reflect the current caret position\\n        this.updateCursorPosition(true);\\n    }\\n}\\n\\ncustomElements.get('mr-textfield') || customElements.define('mr-textfield', MRTextFieldEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRTextFieldEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRTextInputEntity.js\":\n/*!************************************************!*\\\n  !*** ./src/core/entities/MRTextInputEntity.js ***!\n  \\************************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRTextInputEntity: () => (/* binding */ MRTextInputEntity)\\n/* harmony export */ });\\n/* harmony import */ var troika_three_text__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! troika-three-text */ \\\"./node_modules/troika-three-text/dist/troika-three-text.esm.js\\\");\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjs_core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/entities/MRTextEntity */ \\\"./src/core/entities/MRTextEntity.js\\\");\\n\\n\\n\\n\\n\\n\\n/**\\n * @class MRTextInputEntity\\n * @classdesc Base text inpu entity represented in 3D space. `mr-text-input`\\n * @augments MRTextEntity\\n */\\nclass MRTextInputEntity extends mrjs_core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_0__.MRTextEntity {\\n    /**\\n     * @class\\n     * @description Constructor for the MRTextInputEntity entity component.\\n     */\\n    constructor() {\\n        super();\\n        this.attachShadow({ mode: 'open' });\\n    }\\n\\n    /**\\n     * @function\\n     * @description Gets the value of the text for the current hiddenInput DOM object\\n     * @returns {string} value - the text value of the current hiddenInput DOM object\\n     */\\n    get value() {\\n        return this.hiddenInput.value;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Sets the value of the text for the current hiddenInput DOM object\\n     */\\n    set value(val) {\\n        this.hiddenInput.value = val;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Function to be overwritten by children. Called by connected to make sure\\n     * the hiddenInput dom element is created as expected.\\n     */\\n    createHiddenInputElement() {\\n        mrjsUtils.error.emptyParentFunction();\\n    }\\n\\n    /**\\n     * @function\\n     * @description Function to be overwritten by children. Called by connected after\\n     * createHiddenInputElement to fill it in with the user's given\\n     * attribute information.\\n     */\\n    fillInHiddenInputElementWithUserData() {\\n        mrjsUtils.error.emptyParentFunction();\\n    }\\n\\n    /**\\n     * @function\\n     * @description Function to be overwritten by children. Used on event trigger to\\n     * update the textObj visual based on the hiddenInput DOM element.\\n     * @param {boolean} fromCursorMove - default set as false if not supplied. See `MRTextArea`\\n     * and `MRTextField` as examples. This param is helpful for cases where the visible\\n     * region of text can differ from the full text value. Since cursor movement already handles\\n     * scrolling for that region change, then we only need to update the new text. Otherwise, we\\n     * also need to scroll and update the new text.\\n     */\\n    updateTextDisplay(fromCursorMove = false) {\\n        mrjsUtils.error.emptyParentFunction();\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) Handles setting up this textarea once it is connected to run as an entity component.\\n     */\\n    async connected() {\\n        // await super.connected(); // TODO - uncomment this in the textfield pr if this is actually needed, but atm it's not since not exposed.\\n\\n        // Cursor Setup\\n        this.cursorWidth = 0.002;\\n        this.cursorHeight = mrjsUtils.css.pxToThree(mrjsUtils.css.extractNumFromPixelStr(this.compStyle.fontSize));\\n        this._createCursorObject();\\n        // initial style\\n        this.cursor.position.z += 0.001;\\n        this.cursor.visible = false;\\n        // We store this for the geometry so we can do our geometry vs web origin calculations\\n        // more easily as well. We update this based on the geometry's own changes.\\n        //\\n        // Set as 0,0,0 to start, and updated when the geometry updates in case it changes in 3d space.\\n        this.cursorStartingPosition = new three__WEBPACK_IMPORTED_MODULE_1__.Vector3(0, 0, 0);\\n        this.object3D.add(this.cursor);\\n\\n        // DOM\\n        this.createHiddenInputElement();\\n        // this.fillInHiddenInputElementWithUserData(); // TODO - need good list of defaults\\n\\n        // Make it trigger happy\\n        this.setupEventListeners();\\n\\n        // Updates for baseline visual\\n        this.triggerGeometryStyleUpdate();\\n        this.triggerTextStyleUpdate();\\n\\n        // All items should start out as 'not selected'\\n        // unless noted otherwise.\\n        if (!this.hiddenInput.getAttribute('autofocus') ?? false) {\\n            this._blur();\\n        }\\n\\n        // Handle any placeholder setup s.t. it can be overwritten easily.\\n        if (this.hiddenInput.getAttribute('placeholder') ?? false) {\\n            this.textObj.text = this.hiddenInput.getAttribute('placeholder');\\n        }\\n\\n        // TODO - this needs better boolean naming\\n        if (this.hasTextSubsetForVerticalScrolling) {\\n            this.verticalTextObjStartLineIndex = 0;\\n            this.verticalTextObjEndLineIndex = 0;\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Internal function used to setup the cursor object and associated variables\\n     * needed during runtime. Sets the cursor geometry based on dev updated cursorWidth and\\n     * cursorHeight MRTextInputEntity variables.\\n     */\\n    _createCursorObject() {\\n        if (!this.cursor) {\\n            // Setup basic cursor info and material for if it was reset.\\n            this.cursor = new three__WEBPACK_IMPORTED_MODULE_1__.Mesh();\\n            const material = new three__WEBPACK_IMPORTED_MODULE_1__.MeshBasicMaterial({\\n                color: 0x000000,\\n                side: three__WEBPACK_IMPORTED_MODULE_1__.DoubleSide,\\n            });\\n            this.cursor.material = material;\\n        }\\n        if (this.cursor.geometry !== undefined) {\\n            // Handle geometry reclearing\\n            this.cursor.geometry.dispose();\\n        }\\n        // Setup basic cursor geometry\\n        this.cursor.geometry = new three__WEBPACK_IMPORTED_MODULE_1__.PlaneGeometry(this.cursorWidth, this.cursorHeight);\\n        this.cursor.geometry.needsUpdate = true;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Internal function used to setup the cursor object and associated variables\\n     * needed during runtime. User can pass in a new height directly or the function checks\\n     * whether cursor height should be updated based on fontSize compared to line height\\n     * and other aspects.\\n     * @param {number} newHeight - an optional parameter to be used as the cursor's new height.\\n     */\\n    _updateCursorSize(newHeight) {\\n        const cursorVisibleHeight = newHeight ?? this.textObj.fontSize * this.lineHeight;\\n        if (this.cursor.geometry.parameters.height != cursorVisibleHeight) {\\n            this.cursorHeight = cursorVisibleHeight;\\n            this._createCursorObject();\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Function to be overwritten by children. Called by the keydown event trigger.\\n     * @param {event} event - the keydown event\\n     */\\n    handleKeydown(event) {\\n        mrjsUtils.error.emptyParentFunction();\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called by the mouse click event trigger. Handles determining the\\n     * caret position based on the 3D textObj to hiddenInput DOM position conversion.\\n     * @param {event} event - the mouseclick event\\n     */\\n    handleMouseClick(event) {\\n        console.log(event);\\n        // Convert isx position from world position to local:\\n        // - make sure textObj has updated matrices so we're not calculating info wrong\\n        // - note: textObj doesnt need sync\\n        this.textObj.updateMatrixWorld(true);\\n        const inverseMatrixWorld = new three__WEBPACK_IMPORTED_MODULE_1__.Matrix4().copy(this.textObj.matrixWorld).invert();\\n        const localPosition = inverseMatrixWorld * event.worldPosition;\\n\\n        // update cursor position based on click\\n        // TODO - hitting an issue where carret's hit locations are undefined (ie not hit when it should)\\n        // so the return is defaulting to 0 index. Tried also the below of maybe with textObj but then it\\n        // never actually runs the code either (bc no text sync update is needed).\\n        // this.textObj.sync(() => {\\n        //     const caret = getCaretAtPoint(this.textObj.textRenderInfo, localPosition.x, localPosition.y);\\n        //     console.log('caret position: ', caret);\\n        //     this.hiddenInput.selectionStart = caret.charIndex;\\n        //     this.updateCursorPosition();\\n        // });\\n        const caret = (0,troika_three_text__WEBPACK_IMPORTED_MODULE_2__.getCaretAtPoint)(this.textObj.textRenderInfo, localPosition.x, localPosition.y);\\n        console.log('caret position: ', caret);\\n        this.hiddenInput.selectionStart = caret.charIndex;\\n        this.updateCursorPosition();\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called by the focus event trigger and in other 'focus' situations. We use the\\n     * private version of this function signature to not hit the intersection of the actual 'focus()'\\n     * event naming that we have connected. See 'setupEventListeners()' description for more info.\\n     * @param {boolean} isPureFocusEvent - Boolean to allow us to update the cursor position with this function\\n     * directly. Otherwise, we assume there's other things happening after focus was called as part of the event\\n     * and that the cursor position will be handled there instead.\\n     */\\n    _focus(isPureFocusEvent = false) {\\n        if (!this.hiddenInput) {\\n            return;\\n        }\\n        this.hiddenInput.focus();\\n\\n        if (isPureFocusEvent) {\\n            // Only want to update cursor and selection position if\\n            // this is a pure focus event; otherwise, we're assuming\\n            // the other event will position those properly (so that\\n            // we dont do redundant positioning here and then there as well).\\n            this.hiddenInput.selectionStart = this.hiddenInput.value.length;\\n            this.updateCursorPosition();\\n        }\\n\\n        this.cursor.visible = true;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Called by the blur event trigger and in other 'blur' situations. We use the\\n     * private version of this function signature to not hit the intersection of the actual 'blur()'\\n     * event naming that we have connected. See 'setupEventListeners()' description for more info.\\n     */\\n    _blur() {\\n        if (!this.hiddenInput) {\\n            return;\\n        }\\n        this.hiddenInput.blur();\\n\\n        this.cursor.visible = false;\\n    }\\n\\n    // TODO - better name?\\n    /**\\n     * @function\\n     * @description Getter for whether this textinput should handle vertical scrolling or not.\\n     * @returns {boolean} true if it should be handled, false otherwise\\n     */\\n    get hasTextSubsetForVerticalScrolling() {\\n        // Leaving this as a function instead of a pure boolean if in case it's dependant\\n        // on certain parameters changing that need to be recalculated depending on the input\\n        // setup, etc.\\n        mrjsUtils.error.emptyParentFunction();\\n        return false;\\n    }\\n\\n    // TODO - better name?\\n    /**\\n     * @function\\n     * @description Getter for whether this textinput should handle horizontal scrolling or not.\\n     * @returns {boolean} true if it should be handled, false otherwise\\n     */\\n    get hasTextSubsetForHorizontalScrolling() {\\n        // Leaving this as a function instead of a pure boolean if in case it's dependant\\n        // on certain parameters changing that need to be recalculated depending on the input\\n        // setup, etc.\\n        mrjsUtils.error.emptyParentFunction();\\n        return false;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Getter for a commonly needed attribute: 'disabled' for whether this input is still being updated.\\n     * @returns {boolean} true if disabled, false otherwise\\n     */\\n    get inputIsDisabled() {\\n        return this.hiddenInput.getAttribute('disabled') ?? false;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Getter for a commonly needed attribute: 'readonly' for whether this input's text can still be changed.\\n     * @returns {boolean} true if readonly, false otherwise\\n     */\\n    get inputIsReadOnly() {\\n        return this.hiddenInput.getAttribute('readonly') ?? false;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Connecting the event listeners to the actual functions that handle them. Includes\\n     * additional calls where necessary.\\n     *\\n     * Since we want the text input children to be able\\n     * to override the parent function event triggers,\\n     * separating them into an actual function here\\n     * and calling them manually instead of doing the pure\\n     * 'functionname () => {} event type setup'. This manual\\n     * connection allows us to call super.func() for event\\n     * functions; otherwise, theyre not accessible nor implemented\\n     * in the subclasses.\\n     */\\n    setupEventListeners() {\\n        // Blur events\\n        this.addEventListener('blur', () => {\\n            this._blur();\\n        });\\n\\n        // Pure Focus Events\\n        this.addEventListener('focus', () => {\\n            if (this.inputIsDisabled || this.inputIsReadOnly) {\\n                return;\\n            }\\n            this._focus(true);\\n        });\\n        this.addEventListener('click', () => {\\n            if (this.inputIsDisabled || this.inputIsReadOnly) {\\n                return;\\n            }\\n            this._focus(true);\\n        });\\n\\n        // Focus and Handle Event\\n        this.addEventListener('touchstart', (event) => {\\n            if (this.inputIsDisabled || this.inputIsReadOnly) {\\n                return;\\n            }\\n            this._focus();\\n            this.handleMouseClick(event);\\n        });\\n\\n        // Keyboard events to capture text in the hidden input.\\n        this.hiddenInput.addEventListener('input', (event) => {\\n            if (this.inputIsDisabled || this.inputIsReadOnly) {\\n                return;\\n            }\\n\\n            // Input captures all main text character inputs\\n            // BUT it does not capture arrow keys, so we handle\\n            // those specifically by the 'keydown' event.\\n            //\\n            // We handle all the rest by relying on the internal\\n            // 'hiddenInput's update system so we dont have to\\n            // manage as many things directly ourselves.\\n\\n            this.updateTextDisplay(false);\\n            this.updateCursorPosition(false);\\n        });\\n        this.hiddenInput.addEventListener('keydown', (event) => {\\n            if (this.inputIsDisabled || this.inputIsReadOnly) {\\n                return;\\n            }\\n\\n            // Only using keydown for arrow keys, everything else is\\n            // handled by the input event - check the comment there\\n            // for more reasoning.\\n\\n            if (event.key == 'ArrowUp' || event.key == 'ArrowDown' || event.key == 'ArrowLeft' || event.key == 'ArrowRight') {\\n                this.handleKeydown(event);\\n            }\\n        });\\n\\n        // Separate trigger call just in case.\\n        this.addEventListener('update-cursor-position', () => {\\n            if (this.inputIsDisabled || this.inputIsReadOnly) {\\n                return;\\n            }\\n\\n            this.updateCursorPosition();\\n        });\\n    }\\n\\n    // TODO - see note where this is called - need to rethink small part of indexing\\n    // logic so this manual aspect is not necessary.\\n    /**\\n     * @function\\n     * @description Helper function for `handleKeyDown` and `updateCursorPosition` when\\n     * handling textObj.\\n     * @param {number} lineIndex - the ending line index non-inclusive of the summation.\\n     * @param {Array} allLines - the array of line strings\\n     * @returns {number} length of summed string.\\n     */\\n    _totalLengthUpToLineIndex(lineIndex, allLines) {\\n        let totalLengthTolineIndex = 0;\\n        for (let i = 0; i < lineIndex; ++i) {\\n            totalLengthTolineIndex += allLines[i].length + 1; // one additional for '\\\\n' char\\n        }\\n        // TODO - will we need a check/fix to handle the case where the last index\\n        // may or may not have a '\\\\n' in it?\\n        return totalLengthTolineIndex;\\n    }\\n\\n    // TODO - see note where this is called - need to rethink small part of indexing\\n    // logic so this manual aspect is not necessary.\\n    /**\\n     * @function\\n     * @description Helper function for `handleKeyDown` and `updateCursorPosition` when\\n     * handling textObj.\\n     * @param {number} lineIndexStart - the starting line index inclusive of the summation.\\n     * @param {number} lineIndexEnd - the starting line index non-inclusive of the summation.\\n     * @param {Array} allLines - the array of line strings\\n     * @returns {number} length of summed string.\\n     */\\n    _totalLengthBetweenLineIndices(lineIndexStart, lineIndexEnd, allLines) {\\n        let totalLengthTolineIndex = 0;\\n        for (let i = lineIndexStart; i < lineIndexEnd; ++i) {\\n            totalLengthTolineIndex += allLines[i].length + 1; // one additional for '\\\\n' char\\n        }\\n        // TODO - will we need a check/fix to handle the case where the last index\\n        // may or may not have a '\\\\n' in it?\\n        return totalLengthTolineIndex;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Updates the cursor position based on click and selection location.\\n     * @param {boolean} fromCursorMove - false by default. Used to determine if we need to run\\n     * based off a text object update sync or we can directly grab information. This requirement\\n     * occurs because the sync isnt usable if no text content changed.\\n     *\\n     * Note: this function does not change anything about the this.hiddenInput.selectionStart nor\\n     * this.hiddenInput.selectionEnd. Those values should be changed prior to this function being\\n     * called.\\n     */\\n    updateCursorPosition(fromCursorMove = false) {\\n        // TODO - QUESTION: handle '\\\\n' --> as '/\\\\r?\\\\n/' for crossplatform compat\\n        // does the browser handle this for us?\\n\\n        const updateBasedOnSelectionRects = (cursorIndex) => {\\n            // Setup variables for calculations.\\n            let textBeforeCursor = this.hiddenInput.value.substring(0, cursorIndex);\\n            let allLines = this.hiddenInput.value.split('\\\\n');\\n            let linesBeforeCursor = textBeforeCursor.split('\\\\n');\\n            let cursorIsOnLineIndex = linesBeforeCursor.length - 1;\\n\\n            let rectX = undefined;\\n            let rectY = undefined;\\n            let rect = undefined;\\n\\n            // Setup textObj variables for calculations\\n            let cursorIsOnTextObjLineIndex = cursorIsOnLineIndex - this.verticalTextObjStartLineIndex;\\n            // TODO - there needs to be a cleaner way to do this than summing up every time\\n            let lengthToCursorTextObjStartLineIndex = this._totalLengthUpToLineIndex(this.verticalTextObjStartLineIndex, allLines);\\n            let lengthToTextObjCursorLine = this._totalLengthBetweenLineIndices(this.verticalTextObjStartLineIndex, cursorIsOnLineIndex, allLines);\\n            // note: add one to start it on the actual start line so we can index cursor Index at 0 if beg of line\\n            let cursorIndexWithinTextObj = cursorIndex - (lengthToCursorTextObjStartLineIndex + 1);\\n\\n            const prevIsNewlineChar = '\\\\n' === textBeforeCursor.charAt(textBeforeCursor.length - 1);\\n            if (prevIsNewlineChar) {\\n                // When on newline char, hiddenInput puts selection at end of newline char,\\n                // not beginning of next line. Make sure cursor visual is at beginning\\n                // of the next line without moving selection point.\\n                //\\n                // \\\"\\\"\\\"\\n                // This is an example of text\\\\n\\n                // the way troika handles it\\n                // \\\"\\\"\\\"\\n                //\\n                // In the below, using (*) to denote the 'you are here'.\\n                const isFakeNewLine = cursorIsOnLineIndex == allLines.length - 1;\\n                let indexOfBegOfLine = lengthToTextObjCursorLine;\\n                if (isFakeNewLine) {\\n                    // \\\"\\\"\\\"\\n                    // This is an example of text\\\\n\\n                    // the way troika handles it\\\\n(*)\\n                    // \\\"\\\"\\\"\\n                    //\\n                    // Special case where next line doesnt exist yet, fake it sitting below with our\\n                    // current line's information.\\n                    let usingIndex = indexOfBegOfLine - 1;\\n                    let selectionRects = (0,troika_three_text__WEBPACK_IMPORTED_MODULE_2__.getSelectionRects)(this.textObj.textRenderInfo, usingIndex, usingIndex + 1);\\n                    // rect information for use in cursor positioning\\n                    rect = selectionRects[0];\\n                    rectY = rect.bottom - this.cursorHeight;\\n                } else {\\n                    // \\\"\\\"\\\"\\n                    // This is an example of text\\\\n(*)\\n                    // the way troika handles it\\n                    // \\\"\\\"\\\"\\n                    let usingIndex = cursorIndexWithinTextObj;\\n                    let selectionRects = (0,troika_three_text__WEBPACK_IMPORTED_MODULE_2__.getSelectionRects)(this.textObj.textRenderInfo, usingIndex, usingIndex + 1);\\n                    rect = selectionRects[0];\\n                    rectY = rect.bottom;\\n                }\\n                rectX = 0;\\n            } else {\\n                // default\\n                let usingIndex = cursorIndexWithinTextObj;\\n                let selectionRects = (0,troika_three_text__WEBPACK_IMPORTED_MODULE_2__.getSelectionRects)(this.textObj.textRenderInfo, usingIndex, usingIndex + 1);\\n                // rect information for use in cursor positioning\\n                rect = selectionRects[0];\\n                rectX = rect.right;\\n                rectY = rect.bottom;\\n            }\\n\\n            this._updateCursorSize();\\n\\n            // Add the cursor dimension info to the position s.t. it doesnt touch the text itself. We want\\n            // a little bit of buffer room.\\n            const cursorXOffsetPosition = rectX + this.cursorWidth;\\n            const cursorYOffsetPosition = rectY + this.cursorHeight;\\n\\n            // Update the cursor's 3D position\\n            this.cursor.position.x = this.cursorStartingPosition.x + cursorXOffsetPosition;\\n            this.cursor.position.y = this.cursorStartingPosition.y + cursorYOffsetPosition;\\n            this.cursor.visible = true;\\n        };\\n\\n        // Check if we have any DOM element to work with.\\n        if (!this.hiddenInput) {\\n            return;\\n        }\\n\\n        // Since no text is selected, this and selectionEnd are just the cursor position.\\n        // XXX - when we actually allow for selection in future, some of the below will need to\\n        // be thought through again.\\n        const cursorIndex = this.hiddenInput.selectionStart;\\n\\n        // early escape for empty text based on hiddenInput top line\\n        if (cursorIndex == 0) {\\n            this._updateCursorSize();\\n            this.cursor.position.x = this.cursorStartingPosition.x;\\n            this.cursor.position.y = this.cursorStartingPosition.y;\\n            this.cursor.visible = true;\\n            return;\\n        }\\n\\n        // Separating textObj sync from the cursor update based on rects\\n        // since textObj sync resolves when there's actual changes to the\\n        // object. Otherwise, it'll hang and never hit the update function.\\n        if (fromCursorMove) {\\n            updateBasedOnSelectionRects(cursorIndex);\\n        } else {\\n            this.textObj.sync(() => {\\n                updateBasedOnSelectionRects(cursorIndex);\\n            });\\n        }\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRTextInputEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRVideoEntity.js\":\n/*!********************************************!*\\\n  !*** ./src/core/entities/MRVideoEntity.js ***!\n  \\********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRVideoEntity: () => (/* binding */ MRVideoEntity)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_entities_MRMediaEntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/entities/MRMediaEntity */ \\\"./src/core/entities/MRMediaEntity.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n\\n\\n\\n\\n\\n\\n/**\\n * @class MRVideoEntity\\n * @classdesc Base html video represented in 3D space. `mr-video`\\n * @augments MRMediaEntity\\n */\\nclass MRVideoEntity extends mrjs_core_entities_MRMediaEntity__WEBPACK_IMPORTED_MODULE_0__.MRMediaEntity {\\n    /**\\n     * @class\\n     * @description Constructs a base video entity using a UIPlane and other 3D elements as necessary.\\n     */\\n    constructor() {\\n        super();\\n        this.object3D.name = 'video';\\n        this.playing = false;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Calculates the width of the video based on the video tag itself\\n     * @returns {number} - the resolved width\\n     */\\n    get mediaWidth() {\\n        return this.media.videoWidth;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Calculates the height of the video based on the video tag itself\\n     * @returns {number} - the resolved height\\n     */\\n    get mediaHeight() {\\n        return this.media.videoHeight;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Loads the associated video into 3D based on its html properties.\\n     */\\n    loadMediaTexture() {\\n        mrjs__WEBPACK_IMPORTED_MODULE_1__.mrjsUtils.material\\n            .loadVideoTextureAsync(this.media)\\n            .then((texture) => {\\n                this.texture = texture;\\n                this.object3D.material.map = texture;\\n                this.playing = true; // since we have videos auto play on silent to start\\n            })\\n            .catch((error) => {\\n                console.error('Error loading texture:', error);\\n            });\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) handles setting up this video and associated 3D geometry style (from css) once it is connected to run as an entity component.\\n     */\\n    async connected() {\\n        this.media = document.createElement('video');\\n        this.media.setAttribute('crossorigin', 'anonymous');\\n\\n        await super.connected();\\n    }\\n\\n    /**\\n     * @function\\n     * @description Sets the srcObject of the video media (since it uses 'srcObject' instead of 'src' like other items).\\n     * @param {string} src - the string to the new source object we want\\n     */\\n    set srcObject(src) {\\n        this.media.srcObject = src;\\n        // on loadeddata event, update the objectFitDimensions\\n        this.media.addEventListener('loadeddata', () => {\\n            this.computeObjectFitDimensions();\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @description Plays the video in the shadow root\\n     */\\n    play() {\\n        this.media.play();\\n        this.playing = true;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Pauses the video in the shadow root\\n     */\\n    pause() {\\n        this.media.pause();\\n        this.playing = false;\\n    }\\n}\\n\\ncustomElements.get('mr-video') || customElements.define('mr-video', MRVideoEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRVideoEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/entities/MRVolumeEntity.js\":\n/*!*********************************************!*\\\n  !*** ./src/core/entities/MRVolumeEntity.js ***!\n  \\*********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRVolumeEntity: () => (/* binding */ MRVolumeEntity)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n\\n\\n/**\\n * @class MRVolumeEntity\\n * @classdesc Representation of a visible region in 3D space. Models and other entities can move\\n * throughout the space and leave the space, yet will only be rendered in the visual area of\\n * the volume. From a conceptual perspective it is considered a ‘clipping volume’.\\n * @augments MREntity\\n */\\nclass MRVolumeEntity extends mrjs_core_MREntity__WEBPACK_IMPORTED_MODULE_0__.MREntity {\\n    /**\\n     * @class\\n     * @description Creates the volume as a base THREE.js object3D\\n     */\\n    constructor() {\\n        super();\\n        this.volume = new THREE.Object3D();\\n        this.object3D.add(this.volume);\\n    }\\n\\n    /**\\n     * @function\\n     * @description (async) handles creating clipping geometry around the entire volume for visible restrictions.\\n     */\\n    async connected() {\\n        this.clipping = new MRClippingGeometry(new THREE.BoxGeometry(1, 1, 1));\\n        this.ignoreStencil = true;\\n\\n        this.addEventListener('anchored', () => {\\n            if (this.plane) {\\n                let height = this.plane.dimensions.x <= this.plane.dimensions.z ? this.plane.dimensions.x : this.plane.dimensions.z;\\n                this.volume.position.y += height / 2;\\n                this.clipping.geometry.copy(new THREE.BoxGeometry(this.plane.dimensions.x, height, this.plane.dimensions.z));\\n            }\\n        });\\n    }\\n}\\n\\ncustomElements.get('mr-volume') || customElements.define('mr-volume', MRVolumeEntity);\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/entities/MRVolumeEntity.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/user/MRHand.js\":\n/*!*********************************!*\\\n  !*** ./src/core/user/MRHand.js ***!\n  \\*********************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRHand: () => (/* binding */ MRHand)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var three_addons_webxr_XRControllerModelFactory_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three/addons/webxr/XRControllerModelFactory.js */ \\\"./node_modules/three/examples/jsm/webxr/XRControllerModelFactory.js\\\");\\n/* harmony import */ var three_addons_webxr_XRHandModelFactory_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three/addons/webxr/XRHandModelFactory.js */ \\\"./node_modules/three/examples/jsm/webxr/XRHandModelFactory.js\\\");\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n\\n\\n\\n\\n\\n\\nconst ORIENTATION_OFFSET = new three__WEBPACK_IMPORTED_MODULE_1__.Quaternion(0.7071068, 0, 0, 0.7071068);\\nconst mrjs = 0x000b0001;\\n\\nconst joints = [\\n    'wrist',\\n    'thumb-metacarpal',\\n    'thumb-phalanx-proximal',\\n    'thumb-phalanx-distal',\\n    'thumb-tip',\\n    'index-finger-metacarpal',\\n    'index-finger-phalanx-proximal',\\n    'index-finger-phalanx-intermediate',\\n    'index-finger-phalanx-distal',\\n    'index-finger-tip',\\n    'middle-finger-metacarpal',\\n    'middle-finger-phalanx-proximal',\\n    'middle-finger-phalanx-intermediate',\\n    'middle-finger-phalanx-distal',\\n    'middle-finger-tip',\\n    'ring-finger-metacarpal',\\n    'ring-finger-phalanx-proximal',\\n    'ring-finger-phalanx-intermediate',\\n    'ring-finger-phalanx-distal',\\n    'ring-finger-tip',\\n    'pinky-finger-metacarpal',\\n    'pinky-finger-phalanx-proximal',\\n    'pinky-finger-phalanx-intermediate',\\n    'pinky-finger-phalanx-distal',\\n    'pinky-finger-tip',\\n];\\n\\nconst HAND_MAPPING = {\\n    left: 0,\\n    right: 1,\\n};\\n\\n/**\\n * @class MRHand\\n * @classdesc Class describing the MRHand object representing the UX of the hand object for MR interactions.\\n * @property {boolean} pinch - Indicates if the hand is in a pinch gesture.\\n * @property {object} jointPhysicsBodies - Physics bodies associated with the hand joints.\\n * @property {THREE.Vector3} identityPosition - A reference position for the hand.\\n * @property {THREE.Vector3} tempJointPosition - Temporary storage for a joint's position.\\n * @property {THREE.Quaternion} tempJointOrientation - Temporary storage for a joint's orientation.\\n * @property {XRControllerModelFactory} controllerModelFactory - Factory for creating controller models.\\n * @property {XRHandModelFactory} handModelFactory - Factory for creating hand models.\\n * @property {THREE.Mesh} mesh - The 3D mesh representing the hand.\\n * @property {THREE.Object3D} controller - The controller object.\\n * @property {THREE.Object3D} grip - The grip associated with the controller.\\n * @property {THREE.Object3D} hand - The 3D object representing the hand.\\n * @property {THREE.Object3D} model - The model of the hand.\\n */\\nclass MRHand {\\n    jointCursors = [];\\n    /**\\n     * @class\\n     * @description Constructor for the MRHand class object. Setups up all attributes for MRHand including physics, mouse/cursor information, hand tracking and state, and model\\n     * @param {object} handedness - enum for the `left`` or `right` hand.\\n     * @param {object} scene - the threejs scene object with information from the MRApp.\\n     */\\n    constructor(handedness, scene) {\\n        this.handedness = handedness;\\n        this.pinch = false;\\n\\n        this.lastPosition = new three__WEBPACK_IMPORTED_MODULE_1__.Vector3();\\n        this.active = false;\\n\\n        this.jointPhysicsBodies = {};\\n        this.pointer = new three__WEBPACK_IMPORTED_MODULE_1__.Object3D();\\n\\n        this.identityPosition = new three__WEBPACK_IMPORTED_MODULE_1__.Vector3();\\n\\n        this.tempJointPosition = new three__WEBPACK_IMPORTED_MODULE_1__.Vector3();\\n        this.tempJointOrientation = new three__WEBPACK_IMPORTED_MODULE_1__.Quaternion();\\n\\n        this.controllerModelFactory = new three_addons_webxr_XRControllerModelFactory_js__WEBPACK_IMPORTED_MODULE_2__.XRControllerModelFactory();\\n        this.handModelFactory = new three_addons_webxr_XRHandModelFactory_js__WEBPACK_IMPORTED_MODULE_3__.XRHandModelFactory();\\n\\n        this.mesh;\\n        this.controller = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.getController(HAND_MAPPING[handedness]);\\n        this.controller.add(this.pointer);\\n        this.pointer.position.setZ(-0.5);\\n\\n        this.grip = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.getControllerGrip(HAND_MAPPING[handedness]);\\n        this.grip.add(this.controllerModelFactory.createControllerModel(this.grip));\\n\\n        this.hand = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.getHand(HAND_MAPPING[handedness]);\\n        this.model = this.handModelFactory.createHandModel(this.hand, 'mesh');\\n\\n        this.hand.add(this.model);\\n\\n        this.hand.addEventListener('selectstart', this.onSelect);\\n        this.hand.addEventListener('selectend', this.onSelect);\\n\\n        scene.add(this.controller);\\n        scene.add(this.grip);\\n        scene.add(this.hand);\\n        this.initPhysicsBodies();\\n    }\\n\\n    /**\\n     * @function\\n     * @description Initializes the physics bodies that the hand represents. Useful for collision detection and UX interactions in MR space.\\n     */\\n    initPhysicsBodies() {\\n        for (const joint of joints) {\\n            this.tempJointPosition = this.getJointPosition(joint);\\n            this.tempJointOrientation = this.getJointOrientation(joint);\\n            const rigidBodyDesc = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.RAPIER.RigidBodyDesc.kinematicPositionBased().setTranslation(...this.tempJointPosition);\\n\\n            let colliderDesc;\\n\\n            if (joint.includes('tip')) {\\n                colliderDesc = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.RAPIER.ColliderDesc.ball(0.015);\\n            } else {\\n                colliderDesc = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.RAPIER.ColliderDesc.capsule(0.01, 0.01);\\n            }\\n\\n            colliderDesc.setCollisionGroups(mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.CollisionGroups.USER);\\n\\n            this.jointPhysicsBodies[joint] = { body: mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.world.createRigidBody(rigidBodyDesc) };\\n            this.jointPhysicsBodies[joint].body.setRotation(...this.tempJointOrientation);\\n\\n            this.jointPhysicsBodies[joint].collider = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.world.createCollider(colliderDesc, this.jointPhysicsBodies[joint].body);\\n\\n            this.jointPhysicsBodies[joint].body.enableCcd(true);\\n\\n            // RAPIER.ActiveCollisionTypes.KINEMATIC_KINEMATIC for joint to joint collisions\\n            this.jointPhysicsBodies[joint].collider.setActiveCollisionTypes(\\n                mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.RAPIER.ActiveCollisionTypes.DEFAULT | mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.RAPIER.ActiveCollisionTypes.KINEMATIC_FIXED\\n            );\\n            this.jointPhysicsBodies[joint].collider.setActiveEvents(mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.RAPIER.ActiveEvents.COLLISION_EVENTS);\\n\\n            if (joint.includes('index-finger-tip')) {\\n                this.jointPhysicsBodies[`${joint}-hover`] = { body: mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.world.createRigidBody(rigidBodyDesc) };\\n                this.jointPhysicsBodies[`${joint}-hover`].body.setRotation(...this.tempJointOrientation);\\n\\n                // This should be replaced with a cone or something\\n                const hoverColDesc = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.RAPIER.ColliderDesc.ball(0.03);\\n                this.jointPhysicsBodies[`${joint}-hover`].collider = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.world.createCollider(hoverColDesc, this.jointPhysicsBodies[`${joint}-hover`].body);\\n                mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.INPUT_COLLIDER_HANDLE_NAMES[this.jointPhysicsBodies[joint].collider.handle] = joint;\\n                mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.INPUT_COLLIDER_HANDLE_NAMES[this.jointPhysicsBodies[`${joint}-hover`].collider.handle] = `${joint}-hover`;\\n\\n                this.jointCursors.push({ name: joint, collider: this.jointPhysicsBodies[joint].collider });\\n                this.jointCursors.push({ name: `${joint}-hover`, collider: this.jointPhysicsBodies[`${joint}-hover`].collider });\\n            }\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Update function for the Hand object. Updates the physics bodies and checks whether a pinch has happened or is in progress in any way.\\n     */\\n    update() {\\n        this.active = !this.lastPosition.equals(this.controller.position);\\n        this.lastPosition.copy(this.controller.position);\\n\\n        this.setMesh();\\n        this.updatePhysicsBodies();\\n        this.pinchMoved();\\n    }\\n\\n    /**\\n     * @function\\n     * @description If a pinch happens, updates the MR cursor position while sending out an event that movement has occured from this hand.\\n     */\\n    pinchMoved() {\\n        if (!this.pinch) {\\n            return;\\n        }\\n        const position = this.getCursorPosition();\\n        document.dispatchEvent(\\n            new CustomEvent('selectmoved', {\\n                bubbles: true,\\n                detail: {\\n                    handedness: this.handedness,\\n                    position,\\n                },\\n            })\\n        );\\n    }\\n\\n    /**\\n     * @function\\n     * @description Update function for the physics associated with this hand. Runs for every joint in the system and moves all elements of the hand model.\\n     */\\n    updatePhysicsBodies() {\\n        for (const joint of joints) {\\n            this.tempJointPosition = this.getJointPosition(joint);\\n            this.tempJointOrientation = this.getJointOrientation(joint);\\n\\n            if (!joint.includes('tip')) {\\n                this.tempJointOrientation.multiply(ORIENTATION_OFFSET);\\n            }\\n\\n            this.jointPhysicsBodies[joint].body.setTranslation({ ...this.tempJointPosition }, true);\\n            this.jointPhysicsBodies[joint].body.setRotation(this.tempJointOrientation, true);\\n\\n            if (joint.includes('index-finger-tip')) {\\n                this.jointPhysicsBodies[`${joint}-hover`].body.setTranslation({ ...this.tempJointPosition }, true);\\n                this.jointPhysicsBodies[`${joint}-hover`].body.setRotation(this.tempJointOrientation, true);\\n            }\\n        }\\n    }\\n\\n    /**\\n     * @function\\n     * @description Handles the setMesh callback.\\n     */\\n    setMesh = () => {\\n        if (this.mesh) {\\n            return;\\n        }\\n        this.mesh = this.hand.getObjectByProperty('type', 'SkinnedMesh');\\n        if (!this.mesh) {\\n            return;\\n        }\\n        this.mesh.material.colorWrite = false;\\n        this.mesh.renderOrder = 2;\\n    };\\n\\n    /**\\n     * @function\\n     * @description Handles the onSelect event\\n     * @param {event} event - the on pinch event object\\n     */\\n    onSelect = (event) => {\\n        this.pinch = event.type == 'selectstart';\\n        const position = this.getCursorPosition();\\n        document.dispatchEvent(\\n            new CustomEvent(event.type, {\\n                bubbles: true,\\n                detail: {\\n                    handedness: this.handedness,\\n                    position,\\n                },\\n            })\\n        );\\n    };\\n\\n    /**\\n     * @function\\n     * @description Gets the joint orientation of the named joint in the hand.\\n     * @param {string} jointName - the string name of the joint whose information is requested.\\n     * @returns {THREE.Quaternion} - the quaternion representation or the joint orientation.\\n     */\\n    getJointOrientation(jointName) {\\n        const result = new three__WEBPACK_IMPORTED_MODULE_1__.Quaternion();\\n\\n        if (!this.mesh) {\\n            return result;\\n        }\\n        const joint = this.mesh.skeleton.getBoneByName(jointName);\\n\\n        if (joint == null) {\\n            return result;\\n        }\\n\\n        joint.getWorldQuaternion(result);\\n\\n        return result;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Gets the joint position of the named joint in the hand.\\n     * @param {string} jointName - the string name of the joint whose information is requested.\\n     * @returns {THREE.Vector3} - the position representation or the joint orientation.\\n     */\\n    getJointPosition(jointName) {\\n        const result = new three__WEBPACK_IMPORTED_MODULE_1__.Vector3();\\n\\n        // Using an offset value with rapier to throw the items into the distance when inactive since there\\n        // is no way at the moment to remove them when inactive.\\n        const offset = 10000;\\n\\n        if (!this.mesh) {\\n            result.addScalar(offset);\\n            return result;\\n        }\\n        const joint = this.mesh.skeleton.getBoneByName(jointName);\\n\\n        if (joint == null) {\\n            result.addScalar(offset);\\n            return result;\\n        }\\n\\n        joint.getWorldPosition(result);\\n\\n        if (result.equals(this.identityPosition)) {\\n            result.addScalar(offset);\\n        }\\n\\n        return result;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Gets the expected cursor position of this hand based on the index finger and thumb's tip positions.\\n     * @returns {number} - the resolved position of the cursor.\\n     */\\n    getCursorPosition() {\\n        const index = this.getJointPosition('index-finger-tip');\\n        const thumb = this.getJointPosition('thumb-tip');\\n        return index.lerp(thumb, 0.5);\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/user/MRHand.js?\");\n\n/***/ }),\n\n/***/ \"./src/core/user/MRUser.js\":\n/*!*********************************!*\\\n  !*** ./src/core/user/MRUser.js ***!\n  \\*********************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   \\\"default\\\": () => (/* binding */ MRUser)\\n/* harmony export */ });\\n/* harmony import */ var mrjs_core_user_MRHand__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs/core/user/MRHand */ \\\"./src/core/user/MRHand.js\\\");\\n\\n\\n/**\\n * @class MRUser\\n */\\nclass MRUser {\\n    forward = new THREE.Object3D();\\n\\n    origin = new THREE.Object3D();\\n\\n    spotlight = null;\\n\\n    hands = {\\n        left: null,\\n        right: null,\\n    };\\n    /**\\n     * Constructor for the MRUser class, sets up the camera, hands, and spotlight information.\\n     * @param {object} camera - the threejs camera to be used as the user's pov.\\n     * @param {object} scene - the threejs scene in which the user will be immersed.\\n     */\\n    constructor(camera, scene) {\\n        this.camera = camera;\\n\\n        this.hands.left = new mrjs_core_user_MRHand__WEBPACK_IMPORTED_MODULE_0__.MRHand('left', scene);\\n        this.hands.right = new mrjs_core_user_MRHand__WEBPACK_IMPORTED_MODULE_0__.MRHand('right', scene);\\n\\n        this.camera.add(this.forward);\\n        this.forward.position.setZ(-0.5);\\n        this.forward.position.setX(0.015);\\n\\n        this.camera.add(this.origin);\\n        this.origin.position.setX(0.015);\\n\\n        this.leftWorldPosition = new THREE.Vector3();\\n        this.rightWorldPosition = new THREE.Vector3();\\n        this.worldPosition = new THREE.Vector3();\\n\\n        this.leftDistance = 0;\\n        this.rightDistance = 0;\\n\\n        this.spotLightScale = 1;\\n    }\\n\\n    /**\\n     * Initializes the spotlight associated with the user's pov.\\n     * @returns {object} spotlight - the spotlight to be used.\\n     */\\n    initSpotlight() {\\n        this.spotlight = new THREE.Mesh(new THREE.CircleGeometry(1.3, 64), new THREE.MeshBasicMaterial());\\n        this.spotlight.material.colorWrite = false;\\n        this.spotlight.renderOrder = 2;\\n        this.spotlight.rotation.x = -Math.PI / 2;\\n\\n        return this.spotlight;\\n    }\\n\\n    /**\\n     * The update function for a user, its spotlight, and its hands.\\n     */\\n    update() {\\n        this.hands.left.update();\\n        this.hands.right.update();\\n\\n        if (this.spotlight) {\\n            this.worldPosition.setFromMatrixPosition(this.origin.matrixWorld);\\n            this.worldPosition.y = 0;\\n\\n            if (this.hands.left.active) {\\n                this.hands.left.controller.getWorldPosition(this.leftWorldPosition);\\n                this.leftWorldPosition.y = 0;\\n                this.leftDistance = this.worldPosition.distanceTo(this.leftWorldPosition);\\n            } else {\\n                this.leftDistance = 0;\\n            }\\n\\n            if (this.hands.right.active) {\\n                this.hands.right.controller.getWorldPosition(this.rightWorldPosition);\\n                this.rightWorldPosition.y = 0;\\n                this.rightDistance = this.worldPosition.distanceTo(this.rightWorldPosition);\\n            } else {\\n                this.rightDistance = 0;\\n            }\\n\\n            this.spotLightScale = this.leftDistance > this.rightDistance ? this.leftDistance : this.rightDistance;\\n\\n            if (this.spotLightScale > 0) {\\n                this.spotLightScale += 1;\\n                this.spotlight.scale.setScalar(this.spotLightScale);\\n            }\\n\\n            this.spotlight.position.setFromMatrixPosition(this.origin.matrixWorld);\\n            this.spotlight.position.y = 0;\\n        }\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/core/user/MRUser.js?\");\n\n/***/ }),\n\n/***/ \"./src/dataManagers/MRPlaneManager.js\":\n/*!********************************************!*\\\n  !*** ./src/dataManagers/MRPlaneManager.js ***!\n  \\********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRPlaneManager: () => (/* binding */ MRPlaneManager)\\n/* harmony export */ });\\n/* harmony import */ var mrjs__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjs */ \\\"./src/index.js\\\");\\n/* harmony import */ var mrjs_dataTypes_MRPlane__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mrjs/dataTypes/MRPlane */ \\\"./src/dataTypes/MRPlane.js\\\");\\n\\n\\n\\nconst PLANE_LABELS = ['floor', 'wall', 'ceiling', 'table', 'desk', 'couch', 'door', 'window', 'shelf', 'bed', 'screen', 'lamp', 'plant', 'wall art', 'other'];\\n\\n/**\\n * @class MRPlaneManager\\n * @classdesc creates and manages the MRjs representation of XR planes.\\n * The resulting planes have RAPIER rigid bodies and THREE.js meshes that occlude virtual content by default\\n */\\nclass MRPlaneManager {\\n    /**\\n     * @class\\n     * @param {object} scene - the MRApp's threejs scene object\\n     * @param {boolean} occlusion - whether or not the MRPlaneManager should make the planes visible or not\\n     */\\n    constructor(scene, occlusion) {\\n        // TODO: add app level controls for:\\n        // - planes\\n        // - mesh\\n\\n        this.occlusion = occlusion ?? 'enable';\\n\\n        this.scene = scene;\\n\\n        this.matrix = new THREE.Matrix4();\\n\\n        this.currentPlanes = new Map();\\n\\n        this.planeDictionary = {};\\n\\n        for (const label of PLANE_LABELS) {\\n            this.planeDictionary[label] = new Set();\\n        }\\n\\n        this.tempPosition = new THREE.Vector3();\\n        this.tempQuaternion = new THREE.Quaternion();\\n        this.tempScale = new THREE.Vector3();\\n\\n        this.tempDimensions = new THREE.Vector3();\\n\\n        let floorPlane = {\\n            semanticLabel: 'floor',\\n            orientation: 'horizontal',\\n        };\\n\\n        let floorMRPlane = this.initPlane(floorPlane, 10, 10);\\n\\n        floorMRPlane.mesh.geometry = new THREE.CircleGeometry(2, 32);\\n        floorMRPlane.mesh.position.set(0, 0, 0);\\n        floorMRPlane.mesh.rotation.x = -Math.PI / 2;\\n\\n        floorMRPlane.mesh.visible = false;\\n        floorMRPlane.body.setEnabled(false);\\n\\n        document.addEventListener('enterxr', () => {\\n            floorMRPlane.mesh.visible = true;\\n            floorMRPlane.body.setEnabled(true);\\n        });\\n\\n        document.addEventListener('exitxr', () => {\\n            for (const [plane, mrplane] of this.currentPlanes) {\\n                this.removePlane(plane, mrplane);\\n            }\\n        });\\n\\n        mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.addEventListener('planesdetected', (event) => {\\n            const planes = event.data.detectedPlanes;\\n\\n            mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.session.requestAnimationFrame((t, frame) => {\\n                for (const plane of planes) {\\n                    if (this.currentPlanes.has(plane) === false) {\\n                        const pose = frame.getPose(plane.planeSpace, mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.xr.referenceSpace);\\n                        this.matrix.fromArray(pose.transform.matrix);\\n                        this.matrix.decompose(this.tempPosition, this.tempQuaternion, this.tempScale);\\n\\n                        const polygon = plane.polygon;\\n\\n                        let minX = Number.MAX_SAFE_INTEGER;\\n                        let maxX = Number.MIN_SAFE_INTEGER;\\n                        let minZ = Number.MAX_SAFE_INTEGER;\\n                        let maxZ = Number.MIN_SAFE_INTEGER;\\n\\n                        for (const point of polygon) {\\n                            minX = Math.min(minX, point.x);\\n                            maxX = Math.max(maxX, point.x);\\n                            minZ = Math.min(minZ, point.z);\\n                            maxZ = Math.max(maxZ, point.z);\\n                        }\\n\\n                        const width = maxX - minX;\\n                        const height = maxZ - minZ;\\n\\n                        if (plane.semanticLabel == 'floor') {\\n                            this.removePlane(floorPlane, floorMRPlane);\\n                        }\\n\\n                        this.initPlane(plane, width, height);\\n                    }\\n                }\\n            });\\n        });\\n    }\\n\\n    /**\\n     * @function\\n     * @description Initializes the MRPlane for this.currentPlanes at the 'plane' key\\n     * @param {object} plane - the map key of this.currentPlanes for which we want to initPlane to fill in its value.\\n     * @param {number} width - expected width of the new MRPlane\\n     * @param {number} height - expected height of the new MRPlane\\n     * @returns {object} MRPlane - the MRPlane object that was initialized by this function.\\n     */\\n    initPlane(plane, width, height) {\\n        let mrPlane = new mrjs_dataTypes_MRPlane__WEBPACK_IMPORTED_MODULE_1__.MRPlane();\\n\\n        mrPlane.label = plane.semanticLabel;\\n        mrPlane.orientation = plane.orientation;\\n        mrPlane.dimensions.setX(width);\\n        mrPlane.dimensions.setY(0.001);\\n        mrPlane.dimensions.setZ(height);\\n\\n        const geometry = new THREE.BoxGeometry(width, 0.01, height);\\n        const material = new THREE.MeshBasicMaterial({ color: 0xffffff });\\n\\n        mrPlane.mesh = new THREE.Mesh(geometry, material);\\n        mrPlane.mesh.position.setFromMatrixPosition(this.matrix);\\n        mrPlane.mesh.quaternion.setFromRotationMatrix(this.matrix);\\n        mrPlane.mesh.material.colorWrite = false;\\n        mrPlane.mesh.renderOrder = 2;\\n        this.scene.add(mrPlane.mesh);\\n\\n        if (this.occlusion != 'enable') {\\n            mrPlane.mesh.visible = false;\\n        }\\n\\n        this.tempDimensions.setX(width / 2);\\n        this.tempDimensions.setY(0.01);\\n        this.tempDimensions.setZ(height / 2);\\n\\n        mrPlane.body = this.initPhysicsBody();\\n\\n        this.currentPlanes.set(plane, mrPlane);\\n        this.planeDictionary[mrPlane.label].add(mrPlane);\\n        return mrPlane;\\n    }\\n\\n    /**\\n     * @function\\n     * @description Removes the MRPlane from the scene and removes the plane object from the currentPlanes map.\\n     * @param {object} plane - plane object associated with this specific MRPlane in the scene\\n     * @param {object} mrplane - the specific MRPlane object being removed from the scene\\n     */\\n    removePlane(plane, mrplane) {\\n        mrplane.mesh.geometry.dispose();\\n        mrplane.mesh.material.dispose();\\n        this.scene.remove(mrplane.mesh);\\n\\n        mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.world.removeRigidBody(mrplane.body);\\n\\n        this.currentPlanes.delete(plane);\\n        this.planeDictionary[mrplane.label].delete(mrplane);\\n    }\\n\\n    /**\\n     * @function\\n     * @description Initializes the physics body of an MRPlane\\n     * @returns {object} body - the created rigid body for the plane\\n     */\\n    initPhysicsBody() {\\n        const rigidBodyDesc = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.RAPIER.RigidBodyDesc.kinematicPositionBased().setTranslation(...this.tempPosition);\\n        let colliderDesc = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.RAPIER.ColliderDesc.cuboid(...this.tempDimensions);\\n        colliderDesc.setCollisionGroups(mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.CollisionGroups.PLANES);\\n        let body = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.world.createRigidBody(rigidBodyDesc);\\n        body.setRotation(this.tempQuaternion, true);\\n        let collider = mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.world.createCollider(colliderDesc, body);\\n\\n        collider.setActiveCollisionTypes(mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.RAPIER.ActiveCollisionTypes.DEFAULT | mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.RAPIER.ActiveCollisionTypes.KINEMATIC_FIXED);\\n        collider.setActiveEvents(mrjs__WEBPACK_IMPORTED_MODULE_0__.mrjsUtils.physics.RAPIER.ActiveEvents.COLLISION_EVENTS);\\n\\n        return body;\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/dataManagers/MRPlaneManager.js?\");\n\n/***/ }),\n\n/***/ \"./src/dataTypes/MRClippingGeometry.js\":\n/*!*********************************************!*\\\n  !*** ./src/dataTypes/MRClippingGeometry.js ***!\n  \\*********************************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRClippingGeometry: () => (/* binding */ MRClippingGeometry)\\n/* harmony export */ });\\n/**\\n * @class MRClippingGeometry\\n * @classdesc Geometry used in the clipping plane step. Separated out for clarity in the calculations.\\n */\\nclass MRClippingGeometry {\\n    planes = [];\\n\\n    intersection = false;\\n\\n    global = false;\\n\\n    // NOTE: There is probably a better way to do this\\n\\n    // TODO - separate this out so it's only needed within the Clipping Geometry System. This is not useful being separate from that\\n    // must do that before deletion\\n\\n    /**\\n     * @class\\n     * @description Constructor for the clipping geometry class. Sets the internal geometry object to the geometry that is passed through.\\n     * @param {object} geometry - The geometry to be captured internally by `this.geometry`.\\n     */\\n    constructor(geometry) {\\n        // Limits to one segment BoxGeometry instance like created with\\n        // \\\"new BoxGeometry(width, height, depth);\\\" for simplicity for now.\\n\\n        // The geometry type limitation may not be immediately obvious to users of this module.\\n        // If unsupported geometry is passed, no errors may be raised, but the behavior may\\n        // become erratic, and such bugs can be difficult to investigate. This check is in\\n        // place to avoid such unnecessary effort.\\n        if (geometry.type !== 'BoxGeometry' || geometry.parameters?.widthSegments !== 1 || geometry.parameters?.heightSegments !== 1 || geometry.parameters?.depthSegments !== 1) {\\n            throw new Error('Unsupported Clipping geometry type.');\\n        }\\n\\n        this.geometry = geometry;\\n    }\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/dataTypes/MRClippingGeometry.js?\");\n\n/***/ }),\n\n/***/ \"./src/dataTypes/MRPlane.js\":\n/*!**********************************!*\\\n  !*** ./src/dataTypes/MRPlane.js ***!\n  \\**********************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRPlane: () => (/* binding */ MRPlane)\\n/* harmony export */ });\\n/**\\n * @class MRPlane\\n * @classdesc a name space representation of an MR Plane\\n */\\nclass MRPlane {\\n    // The semantic label of the plane\\n    // possible values: wall, table, ceiling, floor\\n    label = null;\\n\\n    // The orientation of the plane\\n    // possible values: horizontal, vertical\\n    orientation = null;\\n\\n    // the physical dimensions of the plane\\n    dimensions = new THREE.Vector3();\\n\\n    // a flag indicating whether or not the plane is currently occupied by an anchored entity\\n    occupied = false; // Each plane can have one Entity anchored to it for simplicity.\\n\\n    // the THREE.js Mesh representation\\n    mesh = null;\\n\\n    // the RAPIER physics body\\n    body = null;\\n}\\n\\n\\n//# sourceURL=webpack://mrjs/./src/dataTypes/MRPlane.js?\");\n\n/***/ }),\n\n/***/ \"./src/extras/Refractor.js\":\n/*!*********************************!*\\\n  !*** ./src/extras/Refractor.js ***!\n  \\*********************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   Refractor: () => (/* binding */ Refractor)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n\\n\\n/**\\n *\\n */\\nclass Refractor extends three__WEBPACK_IMPORTED_MODULE_0__.Mesh {\\n    /**\\n     *\\n     * @param geometry\\n     * @param options\\n     */\\n    constructor(geometry, options = {}) {\\n        super(geometry);\\n\\n        this.isRefractor = true;\\n\\n        this.type = 'Refractor';\\n        this.camera = new three__WEBPACK_IMPORTED_MODULE_0__.PerspectiveCamera();\\n\\n        const scope = this;\\n\\n        const color = options.color !== undefined ? new three__WEBPACK_IMPORTED_MODULE_0__.Color(options.color) : new three__WEBPACK_IMPORTED_MODULE_0__.Color(0x7f7f7f);\\n        const textureWidth = options.textureWidth || 512;\\n        const textureHeight = options.textureHeight || 512;\\n        const clipBias = options.clipBias || 0;\\n        const shader = options.shader || Refractor.RefractorShader;\\n        const multisample = options.multisample !== undefined ? options.multisample : 4;\\n\\n        //\\n\\n        const virtualCamera = this.camera;\\n        virtualCamera.matrixAutoUpdate = false;\\n        virtualCamera.userData.refractor = true;\\n\\n        //\\n\\n        const refractorPlane = new three__WEBPACK_IMPORTED_MODULE_0__.Plane();\\n        const textureMatrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n        // render target\\n\\n        const renderTarget = new three__WEBPACK_IMPORTED_MODULE_0__.WebGLRenderTarget(textureWidth, textureHeight, { samples: multisample, type: three__WEBPACK_IMPORTED_MODULE_0__.HalfFloatType });\\n\\n        // material\\n\\n        this.material = new three__WEBPACK_IMPORTED_MODULE_0__.ShaderMaterial({\\n            name: shader.name !== undefined ? shader.name : 'unspecified',\\n            uniforms: three__WEBPACK_IMPORTED_MODULE_0__.UniformsUtils.clone(shader.uniforms),\\n            vertexShader: shader.vertexShader,\\n            fragmentShader: shader.fragmentShader,\\n            transparent: true, // ensures, refractors are drawn from farthest to closest\\n        });\\n\\n        this.material.uniforms['color'].value = color;\\n        this.material.uniforms['tDiffuse'].value = renderTarget.texture;\\n        this.material.uniforms['textureMatrix'].value = textureMatrix;\\n\\n        // functions\\n\\n        const visible = (function () {\\n            const refractorWorldPosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n            const cameraWorldPosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n            const rotationMatrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\\n\\n            const view = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n            const normal = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n            return function visible(camera) {\\n                refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld);\\n                cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);\\n\\n                view.subVectors(refractorWorldPosition, cameraWorldPosition);\\n\\n                rotationMatrix.extractRotation(scope.matrixWorld);\\n\\n                normal.set(0, 0, 1);\\n                normal.applyMatrix4(rotationMatrix);\\n\\n                return view.dot(normal) < 0;\\n            };\\n        })();\\n\\n        const updateRefractorPlane = (function () {\\n            const normal = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n            const position = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n            const quaternion = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\\n            const scale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\\n\\n            return function updateRefractorPlane() {\\n                scope.matrixWorld.decompose(position, quaternion, scale);\\n                normal.set(0, 0, 1).applyQuaternion(quaternion).normalize();\\n\\n                // flip the normal because we want to cull everything above the plane\\n\\n                normal.negate();\\n\\n                refractorPlane.setFromNormalAndCoplanarPoint(normal, position);\\n            };\\n        })();\\n\\n        const updateVirtualCamera = (function () {\\n            const clipPlane = new three__WEBPACK_IMPORTED_MODULE_0__.Plane();\\n            const clipVector = new three__WEBPACK_IMPORTED_MODULE_0__.Vector4();\\n            const q = new three__WEBPACK_IMPORTED_MODULE_0__.Vector4();\\n\\n            return function updateVirtualCamera(camera) {\\n                virtualCamera.matrixWorld.copy(camera.matrixWorld);\\n                virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert();\\n                virtualCamera.projectionMatrix.copy(camera.projectionMatrix);\\n                virtualCamera.far = camera.far; // used in WebGLBackground\\n\\n                // The following code creates an oblique view frustum for clipping.\\n                // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.\\n                // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16\\n\\n                clipPlane.copy(refractorPlane);\\n                clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse);\\n\\n                clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant);\\n\\n                // calculate the clip-space corner point opposite the clipping plane and\\n                // transform it into camera space by multiplying it by the inverse of the projection matrix\\n\\n                const projectionMatrix = virtualCamera.projectionMatrix;\\n\\n                q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];\\n                q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];\\n                q.z = -1.0;\\n                q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];\\n\\n                // calculate the scaled plane vector\\n\\n                clipVector.multiplyScalar(2.0 / clipVector.dot(q));\\n\\n                // replacing the third row of the projection matrix\\n\\n                projectionMatrix.elements[2] = clipVector.x;\\n                projectionMatrix.elements[6] = clipVector.y;\\n                projectionMatrix.elements[10] = clipVector.z + 1.0 - clipBias;\\n                projectionMatrix.elements[14] = clipVector.w;\\n            };\\n        })();\\n\\n        // This will update the texture matrix that is used for projective texture mapping in the shader.\\n        // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf\\n\\n        /**\\n         *\\n         * @param camera\\n         */\\n        function updateTextureMatrix(camera) {\\n            // this matrix does range mapping to [ 0, 1 ]\\n\\n            textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);\\n\\n            // we use \\\"Object Linear Texgen\\\", so we need to multiply the texture matrix T\\n            // (matrix above) with the projection and view matrix of the virtual camera\\n            // and the model matrix of the refractor\\n\\n            textureMatrix.multiply(camera.projectionMatrix);\\n            textureMatrix.multiply(camera.matrixWorldInverse);\\n            textureMatrix.multiply(scope.matrixWorld);\\n        }\\n\\n        //\\n\\n        /**\\n         *\\n         * @param renderer\\n         * @param scene\\n         * @param camera\\n         */\\n        function render(renderer, scene, camera) {\\n            scope.visible = false;\\n\\n            const currentRenderTarget = renderer.getRenderTarget();\\n            const currentXrEnabled = renderer.xr.enabled;\\n            const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;\\n\\n            renderer.xr.enabled = false; // avoid camera modification\\n            renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows\\n\\n            renderer.setRenderTarget(renderTarget);\\n            if (renderer.autoClear === false) renderer.clear();\\n            renderer.render(scene, virtualCamera);\\n\\n            renderer.xr.enabled = currentXrEnabled;\\n            renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;\\n            renderer.setRenderTarget(currentRenderTarget);\\n\\n            // restore viewport\\n\\n            const viewport = camera.viewport;\\n\\n            if (viewport !== undefined) {\\n                renderer.state.viewport(viewport);\\n            }\\n\\n            scope.visible = true;\\n        }\\n\\n        //\\n\\n        this.onBeforeRender = function (renderer, scene, camera) {\\n            // ensure refractors are rendered only once per frame\\n\\n            if (camera.userData.refractor === true) return;\\n\\n            // avoid rendering when the refractor is viewed from behind\\n\\n            if (!visible(camera) === true) return;\\n\\n            // update\\n\\n            updateRefractorPlane();\\n\\n            updateTextureMatrix(camera);\\n\\n            updateVirtualCamera(camera);\\n\\n            render(renderer, scene, camera);\\n        };\\n\\n        this.getRenderTarget = function () {\\n            return renderTarget;\\n        };\\n\\n        this.dispose = function () {\\n            renderTarget.dispose();\\n            scope.material.dispose();\\n        };\\n    }\\n}\\n\\nRefractor.RefractorShader = {\\n    name: 'RefractorShader',\\n\\n    uniforms: {\\n        color: {\\n            value: null,\\n        },\\n\\n        tDiffuse: {\\n            value: null,\\n        },\\n\\n        textureMatrix: {\\n            value: null,\\n        },\\n    },\\n\\n    vertexShader: /* glsl */ `\\n\\n\\t\\tuniform mat4 textureMatrix;\\n\\n\\t\\tvarying vec4 vUv;\\n\\n\\t\\tvoid main() {\\n\\n\\t\\t\\tvUv = textureMatrix * vec4( position, 1.0 );\\n\\t\\t\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n\\n\\t\\t}`,\\n\\n    fragmentShader: /* glsl */ `\\n\\n\\t\\tuniform vec3 color;\\n\\t\\tuniform sampler2D tDiffuse;\\n\\n\\t\\tvarying vec4 vUv;\\n\\n\\t\\tfloat blendOverlay( float base, float blend ) {\\n\\n\\t\\t\\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\\n\\n\\t\\t}\\n\\n\\t\\tvec3 blendOverlay( vec3 base, vec3 blend ) {\\n\\n\\t\\t\\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\\n\\n\\t\\t}\\n\\n\\t\\tvoid main() {\\n\\n\\t\\t\\tvec4 base = texture2DProj( tDiffuse, vUv );\\n\\t\\t\\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\\n\\n\\t\\t\\t#include <tonemapping_fragment>\\n\\t\\t\\t#include <colorspace_fragment>\\n\\n\\t\\t}`,\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/extras/Refractor.js?\");\n\n/***/ }),\n\n/***/ \"./src/extras/Water.js\":\n/*!*****************************!*\\\n  !*** ./src/extras/Water.js ***!\n  \\*****************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   Water: () => (/* binding */ Water),\\n/* harmony export */   WaterSystem: () => (/* binding */ WaterSystem)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var three_examples_jsm_objects_Refractor_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three/examples/jsm/objects/Refractor.js */ \\\"./node_modules/three/examples/jsm/objects/Refractor.js\\\");\\n/* harmony import */ var _core_MRSystem__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n\\n\\n\\n\\n/**\\n * References:\\n *\\thttps://alex.vlachos.com/graphics/Vlachos-SIGGRAPH10-WaterFlow.pdf\\n *\\thttp://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html\\n *\\n */\\n\\n/**\\n *\\n */\\nclass Water extends three__WEBPACK_IMPORTED_MODULE_1__.Mesh {\\n    /**\\n     *\\n     * @param geometry\\n     * @param options\\n     */\\n    constructor(geometry, options = {}) {\\n        super(geometry);\\n\\n        this.isWater = true;\\n\\n        this.type = 'Water';\\n\\n        this.color = options.color !== undefined ? new three__WEBPACK_IMPORTED_MODULE_1__.Color(options.color) : new three__WEBPACK_IMPORTED_MODULE_1__.Color(0xffffff);\\n        this.textureWidth = options.textureWidth || 512;\\n        this.textureHeight = options.textureHeight || 512;\\n        this.clipBias = options.clipBias || 0;\\n        this.flowDirection = options.flowDirection || new three__WEBPACK_IMPORTED_MODULE_1__.Vector2(1, 0);\\n        this.flowSpeed = options.flowSpeed || 0.03;\\n        this.reflectivity = options.reflectivity || 0.02;\\n        this.shaderScale = options.scale || 1;\\n        this.shader = options.shader || this.WaterShader;\\n\\n        this.textureLoader = new three__WEBPACK_IMPORTED_MODULE_1__.TextureLoader();\\n\\n        this.flowMap = options.flowMap || undefined;\\n        this.normalMap0 = options.normalMap0 || textureLoader.load('textures/water/Water_1_M_Normal.jpg');\\n        this.normalMap1 = options.normalMap1 || textureLoader.load('textures/water/Water_2_M_Normal.jpg');\\n\\n        this.cycle = 0.15; // a cycle of a flow map phase\\n        this.halfCycle = this.cycle * 0.5;\\n        this.textureMatrix = new three__WEBPACK_IMPORTED_MODULE_1__.Matrix4();\\n        this.fps = options.fps || 30;\\n\\n        // internal components\\n\\n        if (three_examples_jsm_objects_Refractor_js__WEBPACK_IMPORTED_MODULE_2__.Refractor === undefined) {\\n            console.error('THREE.Water: Required component Refractor not found.');\\n            return;\\n        }\\n\\n        this.refractor = new three_examples_jsm_objects_Refractor_js__WEBPACK_IMPORTED_MODULE_2__.Refractor(geometry, {\\n            textureWidth: this.textureWidth,\\n            textureHeight: this.textureHeight,\\n            clipBias: this.clipBias,\\n        });\\n\\n        this.refractor.matrixAutoUpdate = false;\\n\\n        // material\\n\\n        this.material = new three__WEBPACK_IMPORTED_MODULE_1__.ShaderMaterial({\\n            name: this.shader.name,\\n            uniforms: three__WEBPACK_IMPORTED_MODULE_1__.UniformsUtils.merge([three__WEBPACK_IMPORTED_MODULE_1__.UniformsLib['fog'], this.shader.uniforms]),\\n            vertexShader: this.shader.vertexShader,\\n            fragmentShader: this.shader.fragmentShader,\\n            fog: true,\\n        });\\n\\n        if (this.flowMap !== undefined) {\\n            this.material.defines.USE_FLOWMAP = '';\\n            this.material.uniforms['tFlowMap'] = {\\n                type: 't',\\n                value: this.flowMap,\\n            };\\n        } else {\\n            this.material.uniforms['flowDirection'] = {\\n                type: 'v2',\\n                value: this.flowDirection,\\n            };\\n        }\\n\\n        // maps\\n\\n        this.normalMap0.wrapS = this.normalMap0.wrapT = three__WEBPACK_IMPORTED_MODULE_1__.RepeatWrapping;\\n        this.normalMap1.wrapS = this.normalMap1.wrapT = three__WEBPACK_IMPORTED_MODULE_1__.RepeatWrapping;\\n\\n        this.material.uniforms['tRefractionMap'].value = this.refractor.getRenderTarget().texture;\\n        this.material.uniforms['tNormalMap0'].value = this.normalMap0;\\n        this.material.uniforms['tNormalMap1'].value = this.normalMap1;\\n\\n        // water\\n\\n        this.material.uniforms['color'].value = this.color;\\n        this.material.uniforms['reflectivity'].value = this.reflectivity;\\n        this.material.uniforms['textureMatrix'].value = this.textureMatrix;\\n\\n        // inital values\\n\\n        this.material.uniforms['config'].value.x = 0; // flowMapOffset0\\n        this.material.uniforms['config'].value.y = this.halfCycle; // flowMapOffset1\\n        this.material.uniforms['config'].value.z = this.halfCycle; // halfCycle\\n        this.material.uniforms['config'].value.w = this.shaderScale; // scale\\n\\n        this.ws = new WaterSystem(this);\\n    }\\n\\n    // functions\\n\\n    /**\\n     *\\n     * @param camera\\n     */\\n    updateTextureMatrix(camera) {\\n        this.textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);\\n\\n        this.textureMatrix.multiply(camera.projectionMatrix);\\n        this.textureMatrix.multiply(camera.matrixWorldInverse);\\n        this.textureMatrix.multiply(this.matrixWorld);\\n    }\\n\\n    /**\\n     *\\n     * @param delta\\n     */\\n    updateFlow(delta) {\\n        this.delta = delta;\\n        this.config = this.material.uniforms['config'];\\n\\n        this.config.value.x += this.flowSpeed * this.delta; // flowMapOffset0\\n        this.config.value.y = this.config.value.x + this.halfCycle; // flowMapOffset1\\n\\n        // Important: The distance between offsets should be always the value of \\\"halfCycle\\\".\\n        // Moreover, both offsets should be in the range of [ 0, cycle ].\\n        // This approach ensures a smooth water flow and avoids \\\"reset\\\" effects.\\n\\n        if (this.config.value.x >= this.cycle) {\\n            this.config.value.x = 0;\\n            this.config.value.y = this.halfCycle;\\n        } else if (this.config.value.y >= this.cycle) {\\n            this.config.value.y = this.config.value.y - this.cycle;\\n        }\\n    }\\n\\n    // shader\\n    WaterShader = {\\n        name: 'WaterShader',\\n\\n        uniforms: {\\n            color: {\\n                type: 'c',\\n                value: null,\\n            },\\n\\n            reflectivity: {\\n                type: 'f',\\n                value: 0,\\n            },\\n\\n            tRefractionMap: {\\n                type: 't',\\n                value: null,\\n            },\\n\\n            tNormalMap0: {\\n                type: 't',\\n                value: null,\\n            },\\n\\n            tNormalMap1: {\\n                type: 't',\\n                value: null,\\n            },\\n\\n            textureMatrix: {\\n                type: 'm4',\\n                value: null,\\n            },\\n\\n            config: {\\n                type: 'v4',\\n                value: new three__WEBPACK_IMPORTED_MODULE_1__.Vector4(),\\n            },\\n        },\\n\\n        vertexShader: /* glsl */ `\\n\\t\\n\\t\\t\\t#include <common>\\n\\t\\t\\t#include <fog_pars_vertex>\\n\\t\\t\\t#include <logdepthbuf_pars_vertex>\\n\\t\\n\\t\\t\\tuniform mat4 textureMatrix;\\n\\t\\n\\t\\t\\tvarying vec4 vCoord;\\n\\t\\t\\tvarying vec2 vUv;\\n\\t\\t\\tvarying vec3 vToEye;\\n\\t\\t\\t#include <clipping_planes_pars_vertex>\\n\\t\\n\\t\\n\\t\\t\\tvoid main() {\\n\\t\\n\\t\\t\\t\\tvUv = uv;\\n\\t\\t\\t\\tvCoord = textureMatrix * vec4( position, 1.0 );\\n\\t\\n\\t\\n\\t\\t\\t\\t#include <begin_vertex>\\n\\t\\t\\t\\t#include <project_vertex>\\n\\t\\t\\t\\t#include <worldpos_vertex>\\n\\t\\t\\t\\t#include <clipping_planes_vertex>\\n\\t\\n\\t\\t\\t\\tworldPosition = modelMatrix * vec4( position, 1.0 );\\n\\t\\t\\t\\tvToEye = cameraPosition - worldPosition.xyz;\\n\\t\\n\\t\\t\\t\\tmvPosition =  viewMatrix * worldPosition; // used in fog_vertex\\n\\t\\t\\t\\tgl_Position = projectionMatrix * mvPosition;\\n\\t\\n\\t\\t\\t\\t#include <logdepthbuf_vertex>\\n\\t\\t\\t\\t#include <fog_vertex>\\n\\t\\n\\t\\t\\t}`,\\n\\n        fragmentShader: /* glsl */ `\\n\\t\\t\\t#include <clipping_planes_pars_fragment>\\n\\t\\n\\t\\n\\t\\t\\t#include <common>\\n\\t\\t\\t#include <fog_pars_fragment>\\n\\t\\t\\t#include <logdepthbuf_pars_fragment>\\n\\t\\n\\t\\t\\tuniform sampler2D tRefractionMap;\\n\\t\\t\\tuniform sampler2D tNormalMap0;\\n\\t\\t\\tuniform sampler2D tNormalMap1;\\n\\t\\n\\t\\t\\t#ifdef USE_FLOWMAP\\n\\t\\t\\t\\tuniform sampler2D tFlowMap;\\n\\t\\t\\t#else\\n\\t\\t\\t\\tuniform vec2 flowDirection;\\n\\t\\t\\t#endif\\n\\t\\n\\t\\t\\tuniform vec3 color;\\n\\t\\t\\tuniform float reflectivity;\\n\\t\\t\\tuniform vec4 config;\\n\\t\\n\\t\\t\\tvarying vec4 vCoord;\\n\\t\\t\\tvarying vec2 vUv;\\n\\t\\t\\tvarying vec3 vToEye;\\n\\t\\n\\t\\t\\tvoid main() {\\n\\t\\t\\t\\t#include <clipping_planes_fragment>\\n\\t\\n\\t\\n\\t\\t\\t\\tfloat flowMapOffset0 = config.x;\\n\\t\\t\\t\\tfloat flowMapOffset1 = config.y;\\n\\t\\t\\t\\tfloat halfCycle = config.z;\\n\\t\\t\\t\\tfloat scale = config.w;\\n\\t\\n\\t\\t\\t\\tvec3 toEye = normalize( vToEye );\\n\\t\\n\\t\\t\\t\\t// determine flow direction\\n\\t\\t\\t\\tvec2 flow;\\n\\t\\t\\t\\t#ifdef USE_FLOWMAP\\n\\t\\t\\t\\t\\tflow = texture2D( tFlowMap, vUv ).rg * 2.0 - 1.0;\\n\\t\\t\\t\\t#else\\n\\t\\t\\t\\t\\tflow = flowDirection;\\n\\t\\t\\t\\t#endif\\n\\t\\t\\t\\tflow.x *= - 1.0;\\n\\t\\n\\t\\t\\t\\t// sample normal maps (distort uvs with flowdata)\\n\\t\\t\\t\\tvec4 normalColor0 = texture2D( tNormalMap0, ( vUv * scale ) + flow * flowMapOffset0 );\\n\\t\\t\\t\\tvec4 normalColor1 = texture2D( tNormalMap1, ( vUv * scale ) + flow * flowMapOffset1 );\\n\\t\\n\\t\\t\\t\\t// linear interpolate to get the final normal color\\n\\t\\t\\t\\tfloat flowLerp = abs( halfCycle - flowMapOffset0 ) / halfCycle;\\n\\t\\t\\t\\tvec4 normalColor = mix( normalColor0, normalColor1, flowLerp );\\n\\t\\n\\t\\t\\t\\t// calculate normal vector\\n\\t\\t\\t\\tvec3 normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b,  normalColor.g * 2.0 - 1.0 ) );\\n\\t\\n\\t\\t\\t\\t// calculate the fresnel term to blend reflection and refraction maps\\n\\t\\t\\t\\tfloat theta = max( dot( toEye, normal ), 0.0 );\\n\\t\\t\\t\\tfloat reflectance = reflectivity + ( 1.0 - reflectivity ) * pow( ( 1.0 - theta ), 5.0 );\\n\\t\\n\\t\\t\\t\\t// calculate final uv coords\\n\\t\\t\\t\\tvec3 coord = vCoord.xyz / vCoord.w;\\n\\t\\t\\t\\tvec2 uv = coord.xy + coord.z * normal.xz * 0.05;\\n\\t\\n\\t\\t\\t\\tvec4 refractColor = texture2D( tRefractionMap, uv );\\n\\t\\n\\t\\t\\t\\t// Set the fragment color to the refraction color only, ignoring reflection\\n\\t\\t\\t\\tgl_FragColor = vec4( color, 1.0 ) * refractColor;\\n\\t\\n\\t\\t\\t\\t\\n\\t\\t\\t\\t#include <tonemapping_fragment>\\n\\t\\t\\t\\t#include <logdepthbuf_fragment>\\n\\t\\t\\t\\t#include <fog_fragment>\\n\\t\\n\\t\\t\\t}`,\\n    };\\n}\\n\\n/**\\n *\\n */\\nclass WaterSystem extends _core_MRSystem__WEBPACK_IMPORTED_MODULE_0__.MRSystem {\\n    /**\\n     *\\n     * @param water\\n     */\\n    constructor(water) {\\n        super(false, 1 / water.fps);\\n        this.water = water;\\n    }\\n\\n    /**\\n     *\\n     * @param dt\\n     * @param f\\n     */\\n    update(dt, f) {\\n        if (this.water.visible) {\\n            this.water.updateTextureMatrix(this.app.camera);\\n            this.water.updateFlow(dt);\\n\\n            this.water.visible = false;\\n\\n            this.water.refractor.matrixWorld.copy(this.water.matrixWorld);\\n\\n            this.water.refractor.onBeforeRender(this.app.renderer, this.app.scene, this.app.camera);\\n\\n            this.water.visible = true;\\n        }\\n    }\\n}\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/extras/Water.js?\");\n\n/***/ }),\n\n/***/ \"./src/extras/index.js\":\n/*!*****************************!*\\\n  !*** ./src/extras/index.js ***!\n  \\*****************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   Refractor: () => (/* reexport safe */ _Refractor_js__WEBPACK_IMPORTED_MODULE_0__.Refractor),\\n/* harmony export */   Water: () => (/* reexport safe */ _Water_js__WEBPACK_IMPORTED_MODULE_1__.Water),\\n/* harmony export */   WaterRefractionShader: () => (/* reexport safe */ three_examples_jsm_shaders_WaterRefractionShader_js__WEBPACK_IMPORTED_MODULE_2__.WaterRefractionShader),\\n/* harmony export */   WaterSystem: () => (/* reexport safe */ _Water_js__WEBPACK_IMPORTED_MODULE_1__.WaterSystem)\\n/* harmony export */ });\\n/* harmony import */ var _Refractor_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./Refractor.js */ \\\"./src/extras/Refractor.js\\\");\\n/* harmony import */ var _Water_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./Water.js */ \\\"./src/extras/Water.js\\\");\\n/* harmony import */ var three_examples_jsm_shaders_WaterRefractionShader_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three/examples/jsm/shaders/WaterRefractionShader.js */ \\\"./node_modules/three/examples/jsm/shaders/WaterRefractionShader.js\\\");\\n// /**\\n//  * @module mrjsExtras\\n//  * @description mrjsExtras module acts as a one stop shop for all extras of mrjs. Ie things that are part of it for now but arent part of the main library.\\n//  * Items can be grabbed by importing as `import { class } from 'mrjs';` like any other class in mrjs.\\n//  */\\n\\n// // TODO - this should auto grab instead of manually be updated as manual updates will create problems.\\n\\n\\n\\n\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/extras/index.js?\");\n\n/***/ }),\n\n/***/ \"./src/global.js\":\n/*!***********************!*\\\n  !*** ./src/global.js ***!\n  \\***********************/\n/***/ ((__unused_webpack_module, __unused_webpack_exports, __webpack_require__) => {\n\neval(\"/**\\n * @global\\n * @type {number}\\n * @description the noted viewport height\\n */\\n__webpack_require__.g.viewPortHeight = 0;\\n\\n/**\\n * @global\\n * @type {number}\\n * @description the noted viewport width\\n */\\n__webpack_require__.g.viewPortWidth = 0;\\n\\n/**\\n * @global\\n * @type {number}\\n * @description UI needs to be scaled down in XR, 1:1 scale is huuuuge\\n */\\n__webpack_require__.g.XRScale = 1 / 2;\\n\\n\\n//# sourceURL=webpack://mrjs/./src/global.js?\");\n\n/***/ }),\n\n/***/ \"./src/index.js\":\n/*!**********************!*\\\n  !*** ./src/index.js ***!\n  \\**********************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   MRButtonEntity: () => (/* reexport safe */ _core_entities_MRButtonEntity__WEBPACK_IMPORTED_MODULE_13__.MRButtonEntity),\\n/* harmony export */   MRDivEntity: () => (/* reexport safe */ _core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_14__.MRDivEntity),\\n/* harmony export */   MREntity: () => (/* reexport safe */ _core_MREntity__WEBPACK_IMPORTED_MODULE_9__.MREntity),\\n/* harmony export */   MRImageEntity: () => (/* reexport safe */ _core_entities_MRImageEntity__WEBPACK_IMPORTED_MODULE_16__.MRImageEntity),\\n/* harmony export */   MRLightEntity: () => (/* reexport safe */ _core_entities_MRLightEntity__WEBPACK_IMPORTED_MODULE_17__.MRLightEntity),\\n/* harmony export */   MRMediaEntity: () => (/* reexport safe */ _core_entities_MRMediaEntity__WEBPACK_IMPORTED_MODULE_18__.MRMediaEntity),\\n/* harmony export */   MRModelEntity: () => (/* reexport safe */ _core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_19__.MRModelEntity),\\n/* harmony export */   MRPanelEntity: () => (/* reexport safe */ _core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_20__.MRPanelEntity),\\n/* harmony export */   MRSkyBoxEntity: () => (/* reexport safe */ _core_entities_MRSkyBoxEntity__WEBPACK_IMPORTED_MODULE_21__.MRSkyBoxEntity),\\n/* harmony export */   MRSystem: () => (/* reexport safe */ _core_MRSystem__WEBPACK_IMPORTED_MODULE_10__.MRSystem),\\n/* harmony export */   MRTextAreaEntity: () => (/* reexport safe */ _core_entities_MRTextAreaEntity__WEBPACK_IMPORTED_MODULE_24__.MRTextAreaEntity),\\n/* harmony export */   MRTextEntity: () => (/* reexport safe */ _core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_23__.MRTextEntity),\\n/* harmony export */   MRTextFieldEntity: () => (/* reexport safe */ _core_entities_MRTextFieldEntity__WEBPACK_IMPORTED_MODULE_25__.MRTextFieldEntity),\\n/* harmony export */   MRVideoEntity: () => (/* reexport safe */ _core_entities_MRVideoEntity__WEBPACK_IMPORTED_MODULE_27__.MRVideoEntity),\\n/* harmony export */   MRVolumeEntity: () => (/* reexport safe */ _core_entities_MRVolumeEntity__WEBPACK_IMPORTED_MODULE_28__.MRVolumeEntity),\\n/* harmony export */   Refractor: () => (/* reexport safe */ _extras_index_js__WEBPACK_IMPORTED_MODULE_43__.Refractor),\\n/* harmony export */   THREE: () => (/* reexport module object */ three__WEBPACK_IMPORTED_MODULE_1__),\\n/* harmony export */   Water: () => (/* reexport safe */ _extras_index_js__WEBPACK_IMPORTED_MODULE_43__.Water),\\n/* harmony export */   WaterRefractionShader: () => (/* reexport safe */ _extras_index_js__WEBPACK_IMPORTED_MODULE_43__.WaterRefractionShader),\\n/* harmony export */   WaterSystem: () => (/* reexport safe */ _extras_index_js__WEBPACK_IMPORTED_MODULE_43__.WaterSystem),\\n/* harmony export */   mrjsUtils: () => (/* reexport safe */ _utils_index_js__WEBPACK_IMPORTED_MODULE_44__.mrjsUtils)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var _package_json__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../package.json */ \\\"./package.json\\\");\\n/* harmony import */ var _package_json__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(_package_json__WEBPACK_IMPORTED_MODULE_0__);\\n/* harmony import */ var _defaultStyle_css__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./defaultStyle.css */ \\\"./src/defaultStyle.css\\\");\\n/* harmony import */ var _global__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./global */ \\\"./src/global.js\\\");\\n/* harmony import */ var _global__WEBPACK_IMPORTED_MODULE_3___default = /*#__PURE__*/__webpack_require__.n(_global__WEBPACK_IMPORTED_MODULE_3__);\\n/* harmony import */ var _dataTypes_MRClippingGeometry__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./dataTypes/MRClippingGeometry */ \\\"./src/dataTypes/MRClippingGeometry.js\\\");\\n/* harmony import */ var _dataTypes_MRPlane__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ./dataTypes/MRPlane */ \\\"./src/dataTypes/MRPlane.js\\\");\\n/* harmony import */ var _dataManagers_MRPlaneManager__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ./dataManagers/MRPlaneManager */ \\\"./src/dataManagers/MRPlaneManager.js\\\");\\n/* harmony import */ var _core_MRApp__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ./core/MRApp */ \\\"./src/core/MRApp.js\\\");\\n/* harmony import */ var _core_MRElement__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! ./core/MRElement */ \\\"./src/core/MRElement.js\\\");\\n/* harmony import */ var _core_MREntity__WEBPACK_IMPORTED_MODULE_9__ = __webpack_require__(/*! mrjs/core/MREntity */ \\\"./src/core/MREntity.js\\\");\\n/* harmony import */ var _core_MRSystem__WEBPACK_IMPORTED_MODULE_10__ = __webpack_require__(/*! mrjs/core/MRSystem */ \\\"./src/core/MRSystem.js\\\");\\n/* harmony import */ var _core_user_MRHand__WEBPACK_IMPORTED_MODULE_11__ = __webpack_require__(/*! ./core/user/MRHand */ \\\"./src/core/user/MRHand.js\\\");\\n/* harmony import */ var _core_user_MRUser__WEBPACK_IMPORTED_MODULE_12__ = __webpack_require__(/*! ./core/user/MRUser */ \\\"./src/core/user/MRUser.js\\\");\\n/* harmony import */ var _core_entities_MRButtonEntity__WEBPACK_IMPORTED_MODULE_13__ = __webpack_require__(/*! mrjs/core/entities/MRButtonEntity */ \\\"./src/core/entities/MRButtonEntity.js\\\");\\n/* harmony import */ var _core_entities_MRDivEntity__WEBPACK_IMPORTED_MODULE_14__ = __webpack_require__(/*! mrjs/core/entities/MRDivEntity */ \\\"./src/core/entities/MRDivEntity.js\\\");\\n/* harmony import */ var _core_entities_MRHyperlinkEntity__WEBPACK_IMPORTED_MODULE_15__ = __webpack_require__(/*! mrjs/core/entities/MRHyperlinkEntity */ \\\"./src/core/entities/MRHyperlinkEntity.js\\\");\\n/* harmony import */ var _core_entities_MRImageEntity__WEBPACK_IMPORTED_MODULE_16__ = __webpack_require__(/*! mrjs/core/entities/MRImageEntity */ \\\"./src/core/entities/MRImageEntity.js\\\");\\n/* harmony import */ var _core_entities_MRLightEntity__WEBPACK_IMPORTED_MODULE_17__ = __webpack_require__(/*! mrjs/core/entities/MRLightEntity */ \\\"./src/core/entities/MRLightEntity.js\\\");\\n/* harmony import */ var _core_entities_MRMediaEntity__WEBPACK_IMPORTED_MODULE_18__ = __webpack_require__(/*! mrjs/core/entities/MRMediaEntity */ \\\"./src/core/entities/MRMediaEntity.js\\\");\\n/* harmony import */ var _core_entities_MRModelEntity__WEBPACK_IMPORTED_MODULE_19__ = __webpack_require__(/*! mrjs/core/entities/MRModelEntity */ \\\"./src/core/entities/MRModelEntity.js\\\");\\n/* harmony import */ var _core_entities_MRPanelEntity__WEBPACK_IMPORTED_MODULE_20__ = __webpack_require__(/*! mrjs/core/entities/MRPanelEntity */ \\\"./src/core/entities/MRPanelEntity.js\\\");\\n/* harmony import */ var _core_entities_MRSkyBoxEntity__WEBPACK_IMPORTED_MODULE_21__ = __webpack_require__(/*! mrjs/core/entities/MRSkyBoxEntity */ \\\"./src/core/entities/MRSkyBoxEntity.js\\\");\\n/* harmony import */ var _core_entities_MRStatsEntity__WEBPACK_IMPORTED_MODULE_22__ = __webpack_require__(/*! ./core/entities/MRStatsEntity */ \\\"./src/core/entities/MRStatsEntity.js\\\");\\n/* harmony import */ var _core_entities_MRTextEntity__WEBPACK_IMPORTED_MODULE_23__ = __webpack_require__(/*! mrjs/core/entities/MRTextEntity */ \\\"./src/core/entities/MRTextEntity.js\\\");\\n/* harmony import */ var _core_entities_MRTextAreaEntity__WEBPACK_IMPORTED_MODULE_24__ = __webpack_require__(/*! mrjs/core/entities/MRTextAreaEntity */ \\\"./src/core/entities/MRTextAreaEntity.js\\\");\\n/* harmony import */ var _core_entities_MRTextFieldEntity__WEBPACK_IMPORTED_MODULE_25__ = __webpack_require__(/*! mrjs/core/entities/MRTextFieldEntity */ \\\"./src/core/entities/MRTextFieldEntity.js\\\");\\n/* harmony import */ var _core_entities_MRTextInputEntity__WEBPACK_IMPORTED_MODULE_26__ = __webpack_require__(/*! ./core/entities/MRTextInputEntity */ \\\"./src/core/entities/MRTextInputEntity.js\\\");\\n/* harmony import */ var _core_entities_MRVideoEntity__WEBPACK_IMPORTED_MODULE_27__ = __webpack_require__(/*! mrjs/core/entities/MRVideoEntity */ \\\"./src/core/entities/MRVideoEntity.js\\\");\\n/* harmony import */ var _core_entities_MRVolumeEntity__WEBPACK_IMPORTED_MODULE_28__ = __webpack_require__(/*! mrjs/core/entities/MRVolumeEntity */ \\\"./src/core/entities/MRVolumeEntity.js\\\");\\n/* harmony import */ var _core_componentSystems_AnchorSystem__WEBPACK_IMPORTED_MODULE_29__ = __webpack_require__(/*! ./core/componentSystems/AnchorSystem */ \\\"./src/core/componentSystems/AnchorSystem.js\\\");\\n/* harmony import */ var _core_componentSystems_AnimationSystem__WEBPACK_IMPORTED_MODULE_30__ = __webpack_require__(/*! ./core/componentSystems/AnimationSystem */ \\\"./src/core/componentSystems/AnimationSystem.js\\\");\\n/* harmony import */ var _core_componentSystems_BoundaryVisibilitySystem__WEBPACK_IMPORTED_MODULE_31__ = __webpack_require__(/*! ./core/componentSystems/BoundaryVisibilitySystem */ \\\"./src/core/componentSystems/BoundaryVisibilitySystem.js\\\");\\n/* harmony import */ var _core_componentSystems_ClippingSystem__WEBPACK_IMPORTED_MODULE_32__ = __webpack_require__(/*! ./core/componentSystems/ClippingSystem */ \\\"./src/core/componentSystems/ClippingSystem.js\\\");\\n/* harmony import */ var _core_componentSystems_ControlSystem__WEBPACK_IMPORTED_MODULE_33__ = __webpack_require__(/*! ./core/componentSystems/ControlSystem */ \\\"./src/core/componentSystems/ControlSystem.js\\\");\\n/* harmony import */ var _core_componentSystems_GeometryStyleSystem__WEBPACK_IMPORTED_MODULE_34__ = __webpack_require__(/*! ./core/componentSystems/GeometryStyleSystem */ \\\"./src/core/componentSystems/GeometryStyleSystem.js\\\");\\n/* harmony import */ var _core_componentSystems_InstancingSystem__WEBPACK_IMPORTED_MODULE_35__ = __webpack_require__(/*! ./core/componentSystems/InstancingSystem */ \\\"./src/core/componentSystems/InstancingSystem.js\\\");\\n/* harmony import */ var _core_componentSystems_LayoutSystem__WEBPACK_IMPORTED_MODULE_36__ = __webpack_require__(/*! ./core/componentSystems/LayoutSystem */ \\\"./src/core/componentSystems/LayoutSystem.js\\\");\\n/* harmony import */ var _core_componentSystems_MaskingSystem__WEBPACK_IMPORTED_MODULE_37__ = __webpack_require__(/*! ./core/componentSystems/MaskingSystem */ \\\"./src/core/componentSystems/MaskingSystem.js\\\");\\n/* harmony import */ var _core_componentSystems_MaterialStyleSystem__WEBPACK_IMPORTED_MODULE_38__ = __webpack_require__(/*! ./core/componentSystems/MaterialStyleSystem */ \\\"./src/core/componentSystems/MaterialStyleSystem.js\\\");\\n/* harmony import */ var _core_componentSystems_PhysicsSystem__WEBPACK_IMPORTED_MODULE_39__ = __webpack_require__(/*! ./core/componentSystems/PhysicsSystem */ \\\"./src/core/componentSystems/PhysicsSystem.js\\\");\\n/* harmony import */ var _core_componentSystems_SkyBoxSystem__WEBPACK_IMPORTED_MODULE_40__ = __webpack_require__(/*! ./core/componentSystems/SkyBoxSystem */ \\\"./src/core/componentSystems/SkyBoxSystem.js\\\");\\n/* harmony import */ var _core_componentSystems_StatsSystem__WEBPACK_IMPORTED_MODULE_41__ = __webpack_require__(/*! ./core/componentSystems/StatsSystem */ \\\"./src/core/componentSystems/StatsSystem.js\\\");\\n/* harmony import */ var _core_componentSystems_TextSystem__WEBPACK_IMPORTED_MODULE_42__ = __webpack_require__(/*! ./core/componentSystems/TextSystem */ \\\"./src/core/componentSystems/TextSystem.js\\\");\\n/* harmony import */ var _extras_index_js__WEBPACK_IMPORTED_MODULE_43__ = __webpack_require__(/*! ./extras/index.js */ \\\"./src/extras/index.js\\\");\\n/* harmony import */ var _utils_index_js__WEBPACK_IMPORTED_MODULE_44__ = __webpack_require__(/*! ./utils/index.js */ \\\"./src/utils/index.js\\\");\\n/**\\n * @module mrjs\\n * @description The one-stop-shop module for mrjs (including an import for mrjsUtils). Includes the ability to access threejs directly as well.\\n */\\n\\n// TODO - this should auto grab instead of manually be updated as manual updates will create problems.\\n// for import and export\\n\\n\\n\\n// Log the version number\\n\\nconsole.log('-- ᴍʀjs Current Versioning --\\\\nᴍʀjs :', _package_json__WEBPACK_IMPORTED_MODULE_0__.version, '( using threejs :', three__WEBPACK_IMPORTED_MODULE_1__.REVISION, ')');\\n\\n// STYLE\\n\\n\\n// GLOBAL\\n\\n\\n// DATATYPES\\n\\n\\n// DATAMANAGERS\\n\\n\\n// CORE\\n\\n\\n\\n\\n// CORE - USER\\n\\n\\n// CORE - ENTITIES\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n// CORE - COMPONENT-SYSTEMS\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n// EXPORTS\\n\\n// THREE - So users dont need a separate versioning import for it.\\n\\n\\n// MRJS - Exporting only necessary items for users to overwrite as they use MRjs.\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n// EXTRAS\\n\\n\\n// UTILS - exporting as a named group since it's a submodule of this js module\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/index.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/App.js\":\n/*!**************************!*\\\n  !*** ./src/utils/App.js ***!\n  \\**************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   app: () => (/* binding */ app)\\n/* harmony export */ });\\n/**\\n * @namespace app\\n * @description Useful namespace for helping with app utility functions.\\n */\\nlet app = {\\n    get scale() {\\n        if (mrjsUtils.xr.isPresenting) {\\n            return 0.5;\\n        }\\n        return 1;\\n    },\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/App.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/CSS.js\":\n/*!**************************!*\\\n  !*** ./src/utils/CSS.js ***!\n  \\**************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   css: () => (/* binding */ css)\\n/* harmony export */ });\\n/* harmony import */ var mrjsUtils_Notify__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjsUtils/Notify */ \\\"./src/utils/Notify.js\\\");\\n\\n\\n/**\\n * @namespace css\\n * @description Useful namespace for helping with CSS utility functions\\n */\\nlet css = {};\\n\\nlet rootStyle = undefined;\\ncss.getVarFromRoot = function (str) {\\n    if (!rootStyle) {\\n        const root = document.documentElement;\\n        rootStyle = getComputedStyle(root);\\n        if (!rootStyle) {\\n            mrjsUtils.warning.warn('Bad var value. Tracked as css-variable, but no `:root` setup found:', str);\\n            return;\\n        }\\n    }\\n\\n    return rootStyle.getPropertyValue(str).trim();\\n};\\n\\ncss.extractNumFromPixelStr = function (str) {\\n    const result = str.match(/(\\\\d+)px/);\\n    return result ? parseInt(result[1]) : null;\\n};\\n\\n/**\\n * @function\\n * @description Converts the dom string to a 3D numerical value\\n * @param {string} val - the dom css information includes items of the form `XXXpx`, `XXX%`, etc\\n * @returns {number} - the 3D numerical represenation of the dom css value\\n */\\ncss.domToThree = function (val) {\\n    if (typeof val === 'string') {\\n        const valuepair = val.split(/(\\\\d+(?:\\\\.\\\\d+)?)/).filter(Boolean);\\n        if (valuepair.length > 1) {\\n            switch (valuepair[1]) {\\n                case 'px':\\n                    if (mrjsUtils.xr.isPresenting) {\\n                        return val.split('px')[0] / __webpack_require__.g.appWidth;\\n                    }\\n                    return (val.split('px')[0] / __webpack_require__.g.appWidth) * __webpack_require__.g.viewPortWidth;\\n                case '%':\\n                    if (mrjsUtils.xr.isPresenting) {\\n                        return parseFloat(val) / 100;\\n                    }\\n                    return (parseFloat(val) / 100) * __webpack_require__.g.viewPortWidth;\\n                default:\\n                    return val;\\n            }\\n        }\\n    }\\n    return val;\\n};\\n\\n/**\\n * @function\\n * @memberof css\\n * @description Converts 3D world positions to display positions based on global viewPort information.\\n *              Useful as part of the layout system and css value handling (px<-->threejs).\\n * @param {number} val - the 3D value to be converted to 2D pixel space\\n * @returns {number} - the 2D pixel space representation of value.\\n */\\ncss.threeToPx = function (val) {\\n    return (val / __webpack_require__.g.viewPortHeight) * __webpack_require__.g.appHeight;\\n};\\n\\n/**\\n * @function\\n * @memberof css\\n * @description Converts display positions to 3D world positions to based on global viewPort information.\\n * Useful as part of the layout system and css value handling (px<-->threejs).\\n * @param {number} val - the 2D pixel space value to be converted to 3D space.\\n * @returns {number} - the 3D representation of value.\\n */\\ncss.pxToThree = function (val) {\\n    let px = val instanceof String ? val.split('px')[0] : val;\\n\\n    if (mrjsUtils.xr.isPresenting) {\\n        return px / __webpack_require__.g.appWidth;\\n    }\\n    return (px / __webpack_require__.g.appWidth) * __webpack_require__.g.viewPortWidth;\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/CSS.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/Color.js\":\n/*!****************************!*\\\n  !*** ./src/utils/Color.js ***!\n  \\****************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   color: () => (/* binding */ color)\\n/* harmony export */ });\\n/**\\n * @namespace color\\n * @description Useful namespace for helping with color utility functions\\n */\\nlet color = {};\\n\\n/**\\n * @function\\n * @memberof color\\n * @param {string} hex - the hex code including \\\"#\\\" at the beginning\\n * @description Converts a hex code into a usable rgba object value\\n * @returns {object} - the calculated rgba value representation of the hex code\\n * {\\n *      r: number, // Red component (0-255)\\n *      g: number, // Green component (0-255)\\n *      b: number, // Blue component (0-255)\\n *      a: number  // Alpha component (0-1 for transparency)\\n * }\\n */\\ncolor.hexToRgba = function (hex) {\\n    let r = 0,\\n        g = 0,\\n        b = 0,\\n        a = 1; // Default is black\\n    if (hex.startsWith('#')) {\\n        hex = hex.substring(1);\\n    }\\n\\n    if (hex.length === 3) {\\n        r = parseInt(hex[0] + hex[0], 16);\\n        g = parseInt(hex[1] + hex[1], 16);\\n        b = parseInt(hex[2] + hex[2], 16);\\n    } else if (hex.length === 6) {\\n        r = parseInt(hex.substring(0, 2), 16);\\n        g = parseInt(hex.substring(2, 4), 16);\\n        b = parseInt(hex.substring(4, 6), 16);\\n    } else if (hex.length === 4) {\\n        r = parseInt(hex[0] + hex[0], 16);\\n        g = parseInt(hex[1] + hex[1], 16);\\n        b = parseInt(hex[2] + hex[2], 16);\\n        a = parseInt(hex[3] + hex[3], 16) / 255;\\n    } else if (hex.length === 8) {\\n        r = parseInt(hex.substring(0, 2), 16);\\n        g = parseInt(hex.substring(2, 4), 16);\\n        b = parseInt(hex.substring(4, 6), 16);\\n        a = parseInt(hex.substring(6, 8), 16) / 255;\\n    }\\n    return { r, g, b, a };\\n};\\n\\ncolor.setObject3DColor = function (object3D, new_color, compStyle_opacity = '1', default_color = '#000') {\\n    const setColor = (object3D, new_color, compStyle_opacity, default_color) => {\\n        if (new_color.startsWith('rgba')) {\\n            const rgba = new_color\\n                .match(/rgba?\\\\(([^)]+)\\\\)/)[1]\\n                .split(',')\\n                .map((n) => parseFloat(n.trim()));\\n            object3D.material.color.setStyle(`rgb(${rgba[0]}, ${rgba[1]}, ${rgba[2]})`);\\n            object3D.material.transparent = rgba.length === 4 && rgba[3] < 1;\\n            object3D.material.opacity = rgba.length === 4 ? rgba[3] : 1;\\n            object3D.visible = !(rgba.length === 4 && rgba[3] === 0);\\n        } else if (new_color.startsWith('rgb')) {\\n            // RGB colors are treated as fully opaque\\n            object3D.material.color.setStyle(new_color);\\n            object3D.material.transparent = false;\\n            object3D.visible = true;\\n        } else if (new_color.startsWith('#')) {\\n            const { r, g, b, a } = mrjsUtils.color.hexToRgba(new_color);\\n            object3D.material.color.setStyle(`rgb(${r}, ${g}, ${b})`);\\n            object3D.material.transparent = a < 1;\\n            object3D.material.opacity = a;\\n            object3D.visible = a !== 0;\\n        } else {\\n            // This assumes the color is a CSS color word or another valid CSS color value\\n            object3D.material.color.setStyle(new_color ?? default_color);\\n            object3D.material.transparent = false;\\n            object3D.visible = true;\\n        }\\n        if (compStyle_opacity < 1) {\\n            object3D.material.opacity = compStyle_opacity;\\n        }\\n        object3D.material.needsUpdate = true;\\n    };\\n\\n    if (object3D.isGroup) {\\n        mrjsUtils.warn.warn(\\\"setObject3DColor will not handle groups as expected, please use 'setEntityColor' instead.\\\");\\n    } else {\\n        setColor(object3D, new_color, compStyle_opacity, default_color);\\n    }\\n};\\n\\ncolor.setEntityOpacity = function (object3D, compStyle_opacity) {\\n    entity.traverseObjects((object) => {\\n        if (object.isMesh) {\\n            mrjsUtils.color.setObject3DOpacity(object, compStyle_opacity);\\n        }\\n    });\\n};\\n\\ncolor.setObject3DOpacity = function (object3D, compStyle_opacity) {\\n    const setOpacity = (object3D, compStyle_opacity) => {\\n        if (compStyle_opacity <= 1) {\\n            object3D.material.opacity = compStyle_opacity;\\n        }\\n        object3D.material.needsUpdate = true;\\n    };\\n\\n    if (object3D.isGroup) {\\n        mrjsUtils.warn.warn(\\\"setObject3DOpacity will not handle groups as expected, please use 'setEntityOpacity' instead.\\\");\\n    } else {\\n        setOpacity(object3D, compStyle_opacity);\\n    }\\n};\\n\\ncolor.setEntityColor = function (entity, new_color, compStyle_opacity = '1', default_color = '#000') {\\n    entity.traverseObjects((object) => {\\n        if (object.isMesh) {\\n            mrjsUtils.color.setObject3DColor(object, new_color, compStyle_opacity, default_color);\\n        }\\n    });\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/Color.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/Display.js\":\n/*!******************************!*\\\n  !*** ./src/utils/Display.js ***!\n  \\******************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   display: () => (/* binding */ display)\\n/* harmony export */ });\\n/**\\n * @namespace display\\n * @description Useful namespace for helping with Display utility functions\\n */\\nlet display = {};\\n\\n// const _VIRTUAL_DISPLAY_RESOLUTION = 1080;\\n/**\\n * @memberof display\\n * @description Defaults to 1080;\\n */\\ndisplay.VIRTUAL_DISPLAY_RESOLUTION = 1080; //alert(_VIRTUAL_DISPLAY_RESOLUTION);\\n\\n/**\\n * @function\\n * @memberof display\\n * @description Checks whether the user is on mobile or not based on a large list of potential options.\\n * @returns {boolean} - returns true if on any mobile devices.\\n */\\ndisplay.mobileCheckFunction = function () {\\n    let userAgent = navigator.userAgent || navigator.vendor || window.opera;\\n    const userAgentRegex0 = new RegExp(\\n        '(android|bbd+|meego).+mobile|avantgo|bada/|blackberry|blazer|\\\\\\n        compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |\\\\\\n        maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|\\\\\\n        phone|p(ixi|re)/|plucker|pocket|psp|series(4|6)0|symbian|treo|\\\\\\n        up.(browser|link)|vodafone|wap|windows ce|xda|xiino',\\n        'is'\\n    );\\n    const userAgentRegex1 = new RegExp(\\n        '/1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s-)|\\\\\\n        ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|\\\\\\n        attw|au(di|-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|\\\\\\n        bumb|bw-(n|u)|c55/|capi|ccwa|cdm-|cell|chtm|cldc|cmd-|co(mp|nd)|\\\\\\n        craw|da(it|ll|ng)|dbte|dc-s|devi|dica|dmob|do(c|p)o|ds(12|-d)|\\\\\\n        el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(-|_)|\\\\\\n        g1 u|g560|gene|gf-5|g-mo|go(.w|od)|gr(ad|un)|haie|hcit|hd-(m|p|t)|\\\\\\n        hei-|hi(pt|ta)|hp( i|ip)|hs-c|ht(c(-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|\\\\\\n        i-(20|go|ma)|i230|iac( |-|/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|\\\\\\n        iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |/)|klon|kpt |kwc-|\\\\\\n        kyo(c|k)|le(no|xi)|lg( g|/(k|l|u)|50|54|-[a-w])|libw|lynx|m1-w|\\\\\\n        m3ga|m50/|ma(te|ui|xo)|mc(01|21|ca)|m-cr|me(rc|ri)|mi(o8|oa|ts)|\\\\\\n        mmef|mo(01|02|bi|de|do|t(-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|\\\\\\n        n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)-|on|tf|wf|wg|wt)|\\\\\\n        nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|-([1-8]|c))|\\\\\\n        phil|pire|pl(ay|uc)|pn-2|po(ck|rt|se)|prox|psio|pt-g|qa-a|qc(07|12|21|32|60|-[2-7]|i-)|\\\\\\n        qtek|r380|r600|raks|rim9|ro(ve|zo)|s55/|sa(ge|ma|mm|ms|ny|va)|sc(01|h-|oo|p-)|\\\\\\n        sdk/|se(c(-|0|1)|47|mc|nd|ri)|sgh-|shar|sie(-|m)|sk-0|sl(45|id)|sm(al|ar|b3|it|t5)|\\\\\\n        so(ft|ny)|sp(01|h-|v-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|\\\\\\n        tcl-|tdg-|tel(i|m)|tim-|t-mo|to(pl|sh)|ts(70|m-|m3|m5)|tx-9|\\\\\\n        up(.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|-v)|vm40|\\\\\\n        voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(-| )|webc|whit|\\\\\\n        wi(g |nc|nw)|wmlb|wonu|x700|yas-|your|zeto|zte-',\\n        'is'\\n    );\\n    return userAgentRegex0.test(userAgent) || userAgentRegex1.test(userAgent.substr(0, 4));\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/Display.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/Geometry.js\":\n/*!*******************************!*\\\n  !*** ./src/utils/Geometry.js ***!\n  \\*******************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   geometry: () => (/* binding */ geometry)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n\\n\\n/**\\n * @namespace geometry\\n * @description Useful namespace for helping with geometry utility functions\\n */\\nlet geometry = {};\\n\\n/**\\n * @function\\n * @memberof geometry\\n * @description This construction function creates the UIPlane that is used as the backdrop for most mrjs Panel divs.\\n * @param {number} width - the expected width of the plane.\\n * @param {number} height - the expected height of the plane.\\n * @param {number} radius_corner - the expected radius value to curve the planes corners.\\n * @param {number} smoothness - the expected smoothness value.\\n * @returns {THREE.BufferGeometry} - The completed threejs plane object.\\n */\\ngeometry.UIPlane = function (width, height, radius_corner, smoothness) {\\n    let w = width == 'auto' ? 1 : width;\\n    w = w != 0 ? w : 1;\\n    let h = height == 'auto' ? 1 : height;\\n    h = h != 0 ? h : 1;\\n    const r = radius_corner[0] == 0 ? 0.0001 : radius_corner[0];\\n    const s = smoothness; // shortening for calculation quickness.\\n\\n    if (!w || !h || !r || !s) {\\n        return null;\\n    }\\n\\n    // helper const's\\n    const wi = w / 2 - r; // inner width\\n    const hi = h / 2 - r; // inner height\\n    const ul = r / w; // u left\\n    const ur = (w - r) / w; // u right\\n    const vl = r / h; // v low\\n    const vh = (h - r) / h; // v high\\n\\n    const positions = [wi, hi, 0, -wi, hi, 0, -wi, -hi, 0, wi, -hi, 0];\\n\\n    const uvs = [ur, vh, ul, vh, ul, vl, ur, vl];\\n\\n    const n = [3 * (s + 1) + 3, 3 * (s + 1) + 4, s + 4, s + 5, 2 * (s + 1) + 4, 2, 1, 2 * (s + 1) + 3, 3, 4 * (s + 1) + 3, 4, 0];\\n\\n    const indices = [n[0], n[1], n[2], n[0], n[2], n[3], n[4], n[5], n[6], n[4], n[6], n[7], n[8], n[9], n[10], n[8], n[10], n[11]];\\n\\n    let phi;\\n    let cos;\\n    let sin;\\n    let xc;\\n    let yc;\\n    let uc;\\n    let vc;\\n    let idx;\\n\\n    for (let i = 0; i < 4; i++) {\\n        xc = i < 1 || i > 2 ? wi : -wi;\\n        yc = i < 2 ? hi : -hi;\\n\\n        uc = i < 1 || i > 2 ? ur : ul;\\n        vc = i < 2 ? vh : vl;\\n\\n        for (let j = 0; j <= s; j++) {\\n            phi = (Math.PI / 2) * (i + j / s);\\n            cos = Math.cos(phi);\\n            sin = Math.sin(phi);\\n\\n            positions.push(xc + r * cos, yc + r * sin, 0);\\n\\n            uvs.push(uc + ul * cos, vc + vl * sin);\\n\\n            if (j < s) {\\n                idx = (s + 1) * i + j + 4;\\n                indices.push(i, idx, idx + 1);\\n            }\\n        }\\n    }\\n\\n    const geo = new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\\n    geo.setIndex(new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Uint32Array(indices), 1));\\n    geo.setAttribute('position', new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Float32Array(positions), 3));\\n    geo.setAttribute('uv', new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Float32Array(uvs), 2));\\n    geo.computeBoundingBox();\\n    geo.computeVertexNormals();\\n\\n    geo.name = 'uiPlane';\\n\\n    return geo;\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/Geometry.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/HTML.js\":\n/*!***************************!*\\\n  !*** ./src/utils/HTML.js ***!\n  \\***************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   html: () => (/* binding */ html)\\n/* harmony export */ });\\n/**\\n * @namespace html\\n * @description Useful namespace for helping with html utility functions\\n */\\nlet html = {};\\n\\n/**\\n * @function\\n * @memberof html\\n * @param {string} path - either a relative or full path inputted to an element. This can also be a path that has items separated by ',' so\\n * that you can resolve multiple items at once, since we allow users to send us multiple files that way.\\n * @param {string} baseUrl - a separate entry for if you want your url to start differently. this defaults to your window.location.origin.\\n * Additionally removes all queries from the end of the url, leaving the input as just the origin and its pathname.\\n * For ex: 'https://example.com/images/photo.png?version=2' becomes 'https://example.com/images/photo.png'\\n * @description Given the path returns an absolute path resolved so relative linking works as expected.\\n * @returns {string} a.href - the absolute path (or paths)\\n */\\nhtml.resolvePath = function (path, baseUrl = window.location.origin) {\\n    const fixPath = (path, baseUrl) => {\\n        let a = document.createElement('a');\\n        a.href = html.removeUrlQueries(path, baseUrl);\\n        return a.href;\\n    };\\n\\n    // Handle multiple paths separated by commas\\n    if (path.includes(',')) {\\n        return path\\n            .split(',')\\n            .map((p) => fixPath(p.trim()))\\n            .join(',');\\n    }\\n\\n    // singular path\\n    return fixPath(path, baseUrl);\\n};\\n\\n/**\\n * @function\\n * @memberof html\\n * @param {string} path - either a relative or full path inputted to an element.\\n * @param {string} baseUrl - a separate entry for if you want your url to start differently. this defaults to your window.location.origin.\\n * @description Removes all queries from the end of the url, leaving the input as just the origin and its pathname.\\n * For ex: 'https://example.com/images/photo.png?version=2' becomes 'https://example.com/images/photo.png'\\n * @returns {string} a.href - the absolute path\\n */\\nhtml.removeUrlQueries = function (path, baseUrl = window.location.origin) {\\n    try {\\n        // Check if path is absolute. If not, use baseUrl as the second parameter\\n        let urlObj = new URL(path, baseUrl);\\n        return urlObj.origin + urlObj.pathname;\\n    } catch (error) {\\n        console.warn('Error processing URL:', error.message);\\n        return path; // Return the original path if there's an error\\n    }\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/HTML.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/JS.js\":\n/*!*************************!*\\\n  !*** ./src/utils/JS.js ***!\n  \\*************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   js: () => (/* binding */ js)\\n/* harmony export */ });\\n\\n\\n/**\\n * @namespace js\\n * @description Useful namespace for helping with common needed JS quick functions\\n */\\nlet js = {};\\n\\n/**\\n * @function\\n * @memberof js\\n * @param {object} instance - the object whose class is being checked\\n * @param {object} BaseClass - the given name of the BaseClass being checked against. Not in quotes.\\n * @example JS.isInstanceOfBaseClassOnly(entity, MRDivEntity) would return true only on <mr-div> entities.\\n * @description Given the parent, grabs either the parent's direct material or (in the case of a group) the\\n * material of the first child hit.\\n * @returns {object} material - the grabbed material\\n */\\njs.isInstanceOfBaseClassOnly = function (instance, BaseClass) {\\n    return instance.constructor === BaseClass;\\n};\\n\\njs.applyAttributes = function (object, attribMap) {\\n    Object.entries(attributeMap).forEach(([key, value]) => {\\n        if (key in object) {\\n            object[key] = value;\\n        }\\n    });\\n};\\n\\njs.isVariableDeclared = function (myVar) {\\n    return typeof myVar !== 'undefined';\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/JS.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/Material.js\":\n/*!*******************************!*\\\n  !*** ./src/utils/Material.js ***!\n  \\*******************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   material: () => (/* binding */ material)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var mrjsUtils_HTML__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mrjsUtils/HTML */ \\\"./src/utils/HTML.js\\\");\\n\\n\\n\\n/**\\n * @namespace material\\n * @description Useful namespace for helping with Materials and threejs utility functions\\n */\\nlet material = {};\\n\\n/**\\n * @function\\n * @memberof material\\n * @param {object} parent - either a THREE.Group or a THREE.mesh/object\\n * @description Given the parent, grabs either the parent's direct material or (in the case of a group) the\\n * material of the first child hit.\\n * @returns {object} material - the grabbed material\\n */\\nmaterial.getObjectMaterial = function (parent) {\\n    let foundMesh = false;\\n    let material;\\n\\n    if (parent instanceof three__WEBPACK_IMPORTED_MODULE_1__.Group) {\\n        parent.traverse((child) => {\\n            if (!foundMesh && child instanceof three__WEBPACK_IMPORTED_MODULE_1__.Mesh) {\\n                material = child.material;\\n                foundMesh = true;\\n            }\\n        });\\n    } else {\\n        material = parent.material;\\n    }\\n\\n    return material;\\n};\\n\\n/**\\n * @function\\n * @memberof material\\n * @param {object} parent - either a THREE.Group or a THREE.mesh/object\\n * @param {object} material - a threejs material to be set for either the parent's direct material or\\n * (in the case of a group) the material of all children within the parent group.\\n * @description Given the parent, grabs either the parents direct material or (in the case of a group) the\\n * material of the first child hit.\\n * @returns {object} parent - the updated parent object\\n */\\nmaterial.setObjectMaterial = function (parent, material) {\\n    if (parent instanceof three__WEBPACK_IMPORTED_MODULE_1__.Group) {\\n        parent.traverse((child) => {\\n            if (child instanceof three__WEBPACK_IMPORTED_MODULE_1__.Mesh) {\\n                child.material = material;\\n                child.material.needsUpdate = true;\\n            }\\n        });\\n    } else {\\n        parent.material = material;\\n        parent.material.needsUpdate = true;\\n    }\\n    return parent;\\n};\\n\\n/**\\n * @function\\n * @memberof material\\n * @param {object} src - the url path to the data to be loaded\\n * @description Function to load the texture asynchronously and return a promise\\n * @returns {object} texture - the fully loaded texture\\n */\\nmaterial.loadTextureAsync = function (src) {\\n    return new Promise((resolve, reject) => {\\n        const textureLoader = new three__WEBPACK_IMPORTED_MODULE_1__.TextureLoader();\\n\\n        let resolvedSrc = mrjsUtils_HTML__WEBPACK_IMPORTED_MODULE_0__.html.resolvePath(src);\\n\\n        // Use the img's src to load the texture\\n        textureLoader.load(\\n            resolvedSrc,\\n            (texture) => {\\n                resolve(texture);\\n            },\\n            undefined,\\n            (error) => {\\n                reject(error);\\n            }\\n        );\\n    });\\n};\\n\\n/**\\n * @function\\n * @memberof material\\n * @param {object} video - the html video element whose src contains the path to the data to be loaded\\n * @description Function to load the texture asynchronously and return a promise\\n * @returns {object} texture - the fully loaded texture\\n */\\nmaterial.loadVideoTextureAsync = function (video) {\\n    video.src = mrjsUtils_HTML__WEBPACK_IMPORTED_MODULE_0__.html.resolvePath(video.src);\\n\\n    video.muted = true; // Mute the video to allow autoplay\\n    video.autoplay = false; //true; // Attempt to autoplay\\n\\n    return new Promise((resolve, reject) => {\\n        // Event listener to ensure video is ready\\n        video.onloadeddata = () => {\\n            const videoTexture = new three__WEBPACK_IMPORTED_MODULE_1__.VideoTexture(video);\\n            videoTexture.needsUpdate = true; // Ensure the texture updates when the video plays\\n\\n            video\\n                .play()\\n                .then(() => {\\n                    console.log('Video playback started');\\n                    resolve(videoTexture);\\n                })\\n                .catch((e) => {\\n                    console.error('Error trying to play the video:', e);\\n                    reject(e);\\n                });\\n        };\\n\\n        video.onerror = (error) => {\\n            reject(new Error('Error loading video: ' + error.message));\\n        };\\n\\n        // This can help with ensuring the video loads in some cases\\n        video.load();\\n    });\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/Material.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/Math.js\":\n/*!***************************!*\\\n  !*** ./src/utils/Math.js ***!\n  \\***************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   math: () => (/* binding */ math)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n\\n\\n/**\\n * @namespace math\\n * @description Useful namespace for helping with Math utility functions including numerical, 3d, etc.\\n */\\nlet math = {};\\n\\n/**************************/\\n/***** NUMERICAL MATH *****/\\n/**************************/\\n\\n/**\\n * @function\\n * @memberof math\\n * @description Rounds the inputted val to the nearest decimal place as denoted by the decimal parameter.\\n * @example For example: roundTo(832.456, 10) = 832.4; roundTo(832.456, 1000) = 832.456; roundTo(832.456, 0.01) = 800;\\n * @param {number} val - The number to be rounded.\\n * @param {number} decimal - The decimal place targeted in the rounding.\\n * @returns {number} - The rounded number to the requested decimal amount.\\n */\\nmath.roundTo = function (val, decimal) {\\n    return Math.round(val * decimal) / decimal;\\n};\\n\\n/**\\n * @function\\n * @memberof math\\n * @description Rounds the inputted vector to the nearest decimal place as denoted by the decimal parameter.\\n * @example For example: roundTo(<832.456, 92.10003, 23452.1>, 10) = <832.4, 92.1, 2342.1>;\\n * @param {vector} vector - The vector of numbers to be rounded.\\n * @param {number} decimal - The decimal place targeted in the rounding.\\n */\\nmath.roundVectorTo = function (vector, decimal) {\\n    vector.multiplyScalar(decimal);\\n    vector.roundToZero();\\n    vector.divideScalar(decimal);\\n};\\n\\n/**\\n * @function\\n * @memberof math\\n * @description Performs the radian To Degree calculation commonly used in math.\\n * https://en.wikipedia.org/wiki/Degree_(angle) https://en.wikipedia.org/wiki/Radian\\n * @param {number} val - The number to be converted from radians to degrees\\n * @returns {number} - the calculated degree representation of val.\\n */\\nmath.radToDeg = function (val) {\\n    return (val * Math.PI) / 180;\\n};\\n\\n/*******************/\\n/***** 3D MATH *****/\\n/*******************/\\n\\n/**\\n * @function\\n * @memberof math\\n * @description Computes the bounding sphere of an inputted three group object.\\n * @param {THREE.group} group - the group to be enclosed in the bounding sphere.\\n * @param {THREE.group} relativeTo - object that the group is relative to. For example if the group is an apple held in a\\n * character's hand, relativeTo would be the characters hand. When left as null, the bounding sphere defaults to the inputted groups original world matrix.\\n * @returns {THREE.Sphere} - the resolved bounding sphere\\n */\\nmath.computeBoundingSphere = function (group, relativeTo = null) {\\n    let sphere = new three__WEBPACK_IMPORTED_MODULE_0__.Sphere();\\n    let box = new three__WEBPACK_IMPORTED_MODULE_0__.Box3();\\n\\n    box.setFromObject(group);\\n    box.getBoundingSphere(sphere);\\n\\n    sphere.applyMatrix4(relativeTo ? relativeTo.matrixWorld : group.matrixWorld);\\n\\n    return sphere;\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/Math.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/Model.js\":\n/*!****************************!*\\\n  !*** ./src/utils/Model.js ***!\n  \\****************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   model: () => (/* binding */ model)\\n/* harmony export */ });\\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! three */ \\\"./node_modules/three/build/three.module.js\\\");\\n/* harmony import */ var three_addons_loaders_ColladaLoader_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three/addons/loaders/ColladaLoader.js */ \\\"./node_modules/three/examples/jsm/loaders/ColladaLoader.js\\\");\\n/* harmony import */ var three_addons_loaders_FBXLoader_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three/addons/loaders/FBXLoader.js */ \\\"./node_modules/three/examples/jsm/loaders/FBXLoader.js\\\");\\n/* harmony import */ var three_examples_jsm_loaders_GLTFLoader_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! three/examples/jsm/loaders/GLTFLoader.js */ \\\"./node_modules/three/examples/jsm/loaders/GLTFLoader.js\\\");\\n/* harmony import */ var three_examples_jsm_loaders_STLLoader_js__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! three/examples/jsm/loaders/STLLoader.js */ \\\"./node_modules/three/examples/jsm/loaders/STLLoader.js\\\");\\n/* harmony import */ var three_examples_jsm_loaders_USDZLoader_js__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! three/examples/jsm/loaders/USDZLoader.js */ \\\"./node_modules/three/examples/jsm/loaders/USDZLoader.js\\\");\\n/* harmony import */ var three_examples_jsm_loaders_OBJLoader_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three/examples/jsm/loaders/OBJLoader.js */ \\\"./node_modules/three/examples/jsm/loaders/OBJLoader.js\\\");\\n/* harmony import */ var three_examples_jsm_loaders_MTLLoader_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three/examples/jsm/loaders/MTLLoader.js */ \\\"./node_modules/three/examples/jsm/loaders/MTLLoader.js\\\");\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n// Keeping the below imports in as reference for future items we can add.\\n// import { AMFLoader } from 'three/addons/loaders/AMFLoader.js';\\n// import { BVHLoader } from 'three/addons/loaders/BVHLoader.js';\\n// import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';\\n// import { GCodeLoader } from 'three/addons/loaders/GCodeLoader.js';\\n// import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';\\n// // import { IFCLoader }        from 'web-ifc-three';\\n// // import { IFCSPACE }         from 'web-ifc';\\n// import { Rhino3dmLoader } from 'three/addons/loaders/3DMLoader.js';\\n// import { PCDLoader } from 'three/addons/loaders/PCDLoader.js';\\n// import { PDBLoader } from 'three/addons/loaders/PDBLoader.js';\\n// import { PLYLoader } from 'three/addons/loaders/PLYLoader.js';\\n// import { SVGLoader } from 'three/addons/loaders/SVGLoader.js';\\n// import { TDSLoader } from 'three/addons/loaders/TDSLoader.js';\\n// import { ThreeMFLoader } from 'three/addons/loaders/3MFLoader.js';\\n\\n/**\\n * @namespace model\\n * @description Useful namespace for helping with Model utility functions\\n */\\nlet model = {};\\n\\n/**\\n * @function\\n * @memberof model\\n * @description Loads Collada file\\n * @param {string} filePath - The path to the file(s) needing to be loaded. For now this only supports\\n * the full path and the relative path directly to the file.\\n * @returns {Promise<THREE.Mesh>} - the promise of the loaded mesh object.\\n */\\nmodel.loadDAE = async function (filePath) {\\n    const loader = new three_addons_loaders_ColladaLoader_js__WEBPACK_IMPORTED_MODULE_0__.ColladaLoader();\\n\\n    return new Promise((resolve, reject) => {\\n        loader.load(\\n            filePath,\\n            (dae) => {\\n                resolve(dae.scene);\\n            },\\n            undefined,\\n            (error) => {\\n                console.error(error);\\n                reject(error);\\n            }\\n        );\\n    });\\n};\\n\\n/**\\n * @function\\n * @memberof model\\n * @description Loads OBJ file\\n * @param {string} filePath - The path to the file(s) needing to be loaded. For now this only supports\\n * the full path and the relative path directly to the file.\\n * @returns {Promise<THREE.Mesh>} - the promise of the loaded mesh object.\\n */\\nmodel.loadOBJ = async function (filePath) {\\n    const loader = new three_examples_jsm_loaders_OBJLoader_js__WEBPACK_IMPORTED_MODULE_1__.OBJLoader();\\n\\n    return new Promise((resolve, reject) => {\\n        loader.load(\\n            filePath,\\n            (obj) => {\\n                resolve(obj);\\n            },\\n            undefined,\\n            (error) => {\\n                console.error(error);\\n                reject(error);\\n            }\\n        );\\n    });\\n};\\n\\n/**\\n * @function\\n * @memberof model\\n * @description Loads OBJ file with externally hosted MTL file\\n * @param {string} filePath - The path of the form '/path/to/mtlFile.mtl,/path/to/objFile.obj'.\\n * @returns {Promise<THREE.Mesh>} - the promise of the loaded mesh object.\\n */\\nmodel.loadOBJWithMTL = function (filePath) {\\n    let paths = filePath.split(',');\\n    // Assigning each path to a variable\\n    if (paths.length != 2) {\\n        console.error('Expected the loading of an MTL file and an OBJ file like \\\"path/to/mtlFile.mtl,path/to/the/objFile.obj\\\" - got:', filePath);\\n        return Promise.reject(new Error('Invalid path format for OBJ and MTL files.'));\\n    }\\n\\n    const filePathMTL = paths[0];\\n    const filePathOBJ = paths[1];\\n\\n    const loadMTL = (url) =>\\n        new Promise((resolve, reject) => {\\n            const mtlLoader = new three_examples_jsm_loaders_MTLLoader_js__WEBPACK_IMPORTED_MODULE_2__.MTLLoader();\\n            mtlLoader.load(\\n                url,\\n                (materials) => {\\n                    materials.preload();\\n                    resolve(materials);\\n                },\\n                undefined,\\n                (error) => {\\n                    console.error('Failed to load MTL from URL:', error);\\n                    reject(error);\\n                }\\n            );\\n        });\\n\\n    const loadOBJ = (filePath, materials) =>\\n        new Promise((resolve, reject) => {\\n            const objLoader = new three_examples_jsm_loaders_OBJLoader_js__WEBPACK_IMPORTED_MODULE_1__.OBJLoader();\\n            objLoader.setMaterials(materials);\\n            objLoader.load(\\n                filePath,\\n                (obj) => {\\n                    resolve(obj);\\n                },\\n                undefined,\\n                (error) => {\\n                    console.error('Failed to load OBJ:', error);\\n                    reject(error);\\n                }\\n            );\\n        });\\n\\n    return loadMTL(filePathMTL)\\n        .then((materials) => loadOBJ(filePathOBJ, materials))\\n        .catch((error) => {\\n            console.error('An error occurred while loading OBJ with external MTL:', error);\\n            throw error; // Ensure errors are propagated\\n        });\\n};\\n\\n/**\\n * @function\\n * @memberof model\\n * @description Loads FBX file\\n * @param {string} filePath - The path to the file(s) needing to be loaded. For now this only supports\\n * the full path and the relative path directly to the file.\\n * @returns {Promise<THREE.Mesh>} - the promise of the loaded mesh object.\\n */\\nmodel.loadFBX = async function (filePath) {\\n    const loader = new three_addons_loaders_FBXLoader_js__WEBPACK_IMPORTED_MODULE_3__.FBXLoader();\\n\\n    return new Promise((resolve, reject) => {\\n        loader.load(\\n            filePath,\\n            (fbx) => {\\n                resolve(fbx);\\n            },\\n            undefined,\\n            (error) => {\\n                console.error(error);\\n                reject(error);\\n            }\\n        );\\n    });\\n};\\n\\n/**\\n * @function\\n * @memberof model\\n * @description Loads GLTF/GLB file\\n * @param {string} filePath - The path to the file(s) needing to be loaded. For now this only supports\\n * the full path and the relative path directly to the file.\\n * @returns {Promise<THREE.Mesh>} - the promise of the loaded mesh object.\\n */\\nmodel.loadGLTF = async function (filePath) {\\n    const loader = new three_examples_jsm_loaders_GLTFLoader_js__WEBPACK_IMPORTED_MODULE_4__.GLTFLoader();\\n\\n    return new Promise((resolve, reject) => {\\n        loader.load(\\n            filePath,\\n            (gltf) => {\\n                const scene = gltf.scene;\\n                const animations = gltf.animations;\\n\\n                // Resolve the promise with the loaded scene and animations\\n                resolve({ scene, animations });\\n            },\\n            undefined,\\n            (error) => {\\n                console.error(error);\\n                reject(error);\\n            }\\n        );\\n    });\\n};\\n\\n/**\\n * @function\\n * @memberof model\\n * @description Loads stl file\\n * @param {string} filePath - The path to the file(s) needing to be loaded. For now this only supports\\n * the full path and the relative path directly to the file.\\n * @returns {Promise<THREE.Mesh>} - the promise of the loaded mesh object.\\n */\\nmodel.loadSTL = async function (filePath) {\\n    const loader = new three_examples_jsm_loaders_STLLoader_js__WEBPACK_IMPORTED_MODULE_5__.STLLoader();\\n\\n    return new Promise((resolve, reject) => {\\n        loader.load(\\n            filePath,\\n            (geometry) => {\\n                const material = new three__WEBPACK_IMPORTED_MODULE_6__.MeshPhongMaterial();\\n                const mesh = new three__WEBPACK_IMPORTED_MODULE_6__.Mesh(geometry, material);\\n\\n                resolve(mesh); // Resolve the promise with the loaded mesh\\n            },\\n            (xhr) => {\\n                // Progress callback\\n            },\\n            (error) => {\\n                console.error(error);\\n                reject(error); // Reject the promise if there's an error\\n            }\\n        );\\n    });\\n};\\n\\n/**\\n * @function\\n * @memberof model\\n * @description Loads USD/USDZ file\\n * @param {string} filePath - The path to the file(s) needing to be loaded. For now this only supports\\n * the full path and the relative path directly to the file.\\n * @returns {Promise<THREE.Mesh>} - the promise of the loaded mesh object.\\n */\\nmodel.loadUSDZ = async function (filePath) {\\n    const usdzLoader = new three_examples_jsm_loaders_USDZLoader_js__WEBPACK_IMPORTED_MODULE_7__.USDZLoader();\\n\\n    const [model] = await Promise.all([usdzLoader.loadAsync(filePath)], undefined, (error) => {\\n        console.error(error);\\n        return null;\\n    });\\n\\n    return model;\\n};\\n\\n/// ////////////////////////\\n// Main Loading Function //\\n/// ////////////////////////\\n\\n/**\\n * @function\\n * @memberof model\\n * @description The main loading function\\n * @param {string} filePath - The path to the file(s) needing to be loaded. For now this only supports\\n * the full path and the relative path directly to the file.\\n * @param {string} extension - The extension of the file type. Current allowed extensions are `dae`, fbx`, `glb`, `obj`, and `stl`.\\n * @returns {Promise<THREE.Mesh>} - the promise of the loaded mesh object.\\n */\\nmodel.loadModel = async function (filePath, extension) {\\n    // Flag used for debugging the ones that are only 'partially implemented' and\\n    // still as todos.\\n    const allowed = false;\\n\\n    if (extension == 'fbx') {\\n        return model.loadFBX(filePath);\\n    } else if (extension == 'glb') {\\n        return model.loadGLTF(filePath);\\n    } else if (allowed && extension == 'gltf') {\\n        // TODO\\n        return model.loadGLTF(filePath);\\n    } else if (extension == 'stl') {\\n        return model.loadSTL(filePath);\\n    } else if (extension == 'obj') {\\n        if (filePath.includes(',')) {\\n            // has a preceeding material file\\n            return model.loadOBJWithMTL(filePath);\\n        } else {\\n            return model.loadOBJ(filePath);\\n        }\\n    } else if (extension == 'dae') {\\n        return model.loadDAE(filePath);\\n    } else if (allowed && (extension == 'usdc' || extension == 'usdz')) {\\n        // TODO\\n        return model.loadUSDZ(filePath);\\n    }\\n    console.error(`ERR: the extensions ${extension} is not supported by MR.js`);\\n    return null;\\n};\\n\\nmodel.disposeObject3D = function (parentObject3D) {\\n    parentObject3D.traverse(function (node) {\\n        if (node.isMesh) {\\n            if (node.geometry) {\\n                node.geometry.dispose();\\n            }\\n\\n            if (node.material) {\\n                if (node.material instanceof Array) {\\n                    // An array of materials\\n                    node.material.forEach((material) => material.dispose());\\n                } else {\\n                    // A single material\\n                    node.material.dispose();\\n                }\\n            }\\n        }\\n    });\\n};\\n\\nmodel.removeObject3DFromScene = function (object3D, scene) {\\n    model.disposeObject3D(object3D);\\n    scene.remove(object3D);\\n\\n    // Optional: Clean up references for GC if necessary\\n};\\n\\nmodel.currentRunningAnimationClip = function (entity) {\\n    if (!entity.mixer) {\\n        console.log('No mixer found for :', entity);\\n        return;\\n    }\\n    // If no animation is currently playing\\n    if (!entity.mixer._actions.some((action) => action.isRunning())) {\\n        console.log('No animation is currently playing');\\n        return;\\n    }\\n\\n    // Iterate over all clip actions in the mixer\\n    for (let i = 0; i < entity.mixer._actions.length; i++) {\\n        let clipAction = entity._actions[i];\\n        if (clipAction.isRunning()) {\\n            let clipName = clipAction.getClip().name;\\n            console.log(\\\"Animation '\\\" + clipName + \\\"' is currently playing\\\");\\n            // You can do whatever you need with this information\\n            // break; // Break the loop if you only want to know the first running animation\\n        }\\n    }\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/Model.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/Notify.js\":\n/*!*****************************!*\\\n  !*** ./src/utils/Notify.js ***!\n  \\*****************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   error: () => (/* binding */ error),\\n/* harmony export */   warn: () => (/* binding */ warn)\\n/* harmony export */ });\\n/**\\n * @namespace error\\n * @description Useful namespace for helping with error utility functions\\n */\\nlet error = {};\\n\\n/**\\n * @function\\n * @memberof error\\n * @description Function helper to error in console if a child class is expected to overwrite a parent\\n * class's function but didnt.\\n */\\nerror.emptyParentFunction = function () {\\n    console.error('Empty parent function was reached; this must be overridden in children.');\\n};\\n\\n/**\\n * @function\\n * @param {string} string - string of texted emitted through the console.\\n * @memberof error\\n * @description Function helper separated out to console error for when we eventually have a more robust\\n * erroring system.\\n */\\nerror.err = function (string) {\\n    console.error(string);\\n};\\n\\n/**\\n * @namespace warn\\n * @description Useful namespace for helping with error utility functions\\n */\\nlet warn = {};\\n\\n/**\\n * @function\\n * @memberof warn\\n * @description Function helper to warn in console if a child class might want to overwrite a parent\\n * class's function but didnt. Useful for base classes that are more abstract classes (if in Java or C++)\\n * to remind the user of the child class that there is more to implement.\\n */\\nwarn.EmptyParentFunction = function () {\\n    console.warn('Empty parent function was reached, make sure this was overridden in children if more execution was expected.');\\n};\\n\\n/**\\n * @function\\n * @param {string} string - string of texted emitted through the console.\\n * @memberof warn\\n * @description Function helper separated out to console warn for when we eventually have a more robust\\n * warning system.\\n */\\nwarn.warn = function (string) {\\n    console.warn(string);\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/Notify.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/Physics.js\":\n/*!******************************!*\\\n  !*** ./src/utils/Physics.js ***!\n  \\******************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   physics: () => (/* binding */ physics)\\n/* harmony export */ });\\n/**\\n * @namespace physics\\n * @description Useful namespace for helping with physics utility functions\\n */\\nlet physics = {};\\n\\n/**\\n * @memberof physics\\n * @description the Rapier collision groups used throughout MRjs\\n */\\nphysics.CollisionGroups = {\\n    USER: 0x00020001,\\n    PLANES: 0x0004ffff,\\n    UI: 0x00010002,\\n};\\n\\n/**\\n * @memberof physics\\n * @description the RAPIER physics controller object\\n */\\nphysics.RAPIER = null;\\n\\nphysics.initialized = false;\\n\\nphysics.initializePhysics = async function () {\\n    if (!physics.initialized) {\\n        physics.RAPIER = await __webpack_require__.e(/*! import() */ \\\"vendors-node_modules_dimforge_rapier3d_rapier_js\\\").then(__webpack_require__.bind(__webpack_require__, /*! @dimforge/rapier3d */ \\\"./node_modules/@dimforge/rapier3d/rapier.js\\\"));\\n        physics.initialized = true;\\n        physics.eventQueue = new physics.RAPIER.EventQueue(true);\\n        physics.world = new physics.RAPIER.World({ x: 0.0, y: -9.81, z: 0.0 });\\n\\n        document.dispatchEvent(new CustomEvent('engine-started', { bubbles: true }));\\n    }\\n    return physics;\\n};\\n\\n// const _INPUT_COLLIDER_HANDLE_NAMES = {};\\n/**\\n * @memberof physics\\n * @description the Rapier INPUT_COLLIDER_HANDLE_NAMES\\n */\\nphysics.INPUT_COLLIDER_HANDLE_NAMES = {}; //alert(_INPUT_COLLIDER_HANDLE_NAMES);\\n\\n// const _COLLIDER_ENTITY_MAP = {};\\n/**\\n * @memberof physics\\n * @description the Rapier COLLIDER_ENTITY_MAP\\n */\\nphysics.COLLIDER_ENTITY_MAP = {};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/Physics.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/String.js\":\n/*!*****************************!*\\\n  !*** ./src/utils/String.js ***!\n  \\*****************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   string: () => (/* binding */ string)\\n/* harmony export */ });\\n/**\\n * @namespace string\\n * @description Useful namespace for helping with String utility functions\\n */\\nlet string = {};\\n\\n/*******************************************************/\\n/************ JSON // String interactions **************/\\n/*******************************************************/\\n\\n/**\\n * @function\\n * @memberof string\\n * @description Converts and formats the inputted string to a json object.\\n * @param {string} attrString - the string to be formatted\\n * @returns {object} - object in json form\\n */\\nstring.stringToJson = function (attrString) {\\n    if (attrString == null) {\\n        return null;\\n    }\\n    const regexPattern = /(\\\\w+):\\\\s*([^;]+)/g;\\n    const jsonObject = {};\\n\\n    let match;\\n    while ((match = regexPattern.exec(attrString)) !== null) {\\n        const key = match[1].trim();\\n        let value = match[2].trim();\\n\\n        // Check value type and convert if necessary\\n        if (value.includes(' ')) {\\n            value = value.split(' ').map((v) => parseFloat(v));\\n        } else if (/^\\\\d+(\\\\.\\\\d+)?$/.test(value)) {\\n            value = parseFloat(value);\\n        } else if (value === 'true') {\\n            value = true;\\n        } else if (value === 'false') {\\n            value = false;\\n        }\\n\\n        jsonObject[key] = value;\\n    }\\n\\n    return jsonObject;\\n};\\n\\n/**\\n * @function\\n * @memberof string\\n * @description Converts and formats the inputted json object into a string.\\n * @param {object} componentData - the json object to be formatted into a string\\n * @returns {string} - the string representation of the json object\\n */\\nstring.jsonToString = function (componentData) {\\n    let compString = '';\\n\\n    for (const [key, value] of Object.entries(componentData)) {\\n        let stringValue;\\n\\n        if (Array.isArray(value)) {\\n            // Convert array of numbers to space-separated string\\n            stringValue = value.join(' ');\\n        } else {\\n            // Use the value directly for numbers and booleans\\n            stringValue = value.toString();\\n        }\\n\\n        // Append the key-value pair to the component string\\n        compString += `${key}: ${stringValue}; `;\\n    }\\n\\n    return compString.trim();\\n};\\n\\n/****************************************/\\n/*********** String to Math *************/\\n/****************************************/\\n\\n/**\\n * @function\\n * @memberof string\\n * @description Converts a string to vector format.\\n * @param {string} str - the string to be converted to a vector. Must be of format 'xx xxx xx...'.\\n * @returns {object} - the vector version of the inputted string.\\n */\\nstring.stringToVector = function (str) {\\n    return str?.split(' ').map(Number) ?? null;\\n};\\n\\nstring.vectorToString = function (arr) {\\n    let str = '';\\n    for (let i = 0; i < arr.length; ++i) {\\n        str += arr[i];\\n        if (i + 1 != arr.length) {\\n            str += ' ';\\n        }\\n    }\\n    return str;\\n};\\n\\n/**\\n * @function\\n * @memberof string\\n * @description Converts a string to vector format where the numbers are pre-converted from radians to degrees.\\n * @param {string} str - the string to be converted to a vector. Must be of format 'xx xxx xx...'.\\n * @returns {object} - the vector version of the inputted string.\\n */\\nstring.stringToDegVector = function (str) {\\n    return str.split(' ').map((val) => (parseFloat(val) * Math.PI) / 180);\\n};\\n\\n/**\\n * @function\\n * @memberof string\\n * @description Converts a string to vector format where the numbers are pre-converted from a number to an appropriate representation\\n * @param {string} val - the string to be converted to a vector. Must be of format 'x%' or 'x/y'.\\n * @returns {number} - the vector version of the inputted string.\\n */\\nstring.stringToDimensionValue = function (val) {\\n    if (val.includes('%')) {\\n        return parseFloat(val) / 100;\\n    }\\n    if (val.includes('/')) {\\n        return parseInt(val.split('/')[0]) / parseInt(val.split('/')[1]);\\n    }\\n    return val;\\n};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/String.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/XR.js\":\n/*!*************************!*\\\n  !*** ./src/utils/XR.js ***!\n  \\*************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   xr: () => (/* binding */ xr)\\n/* harmony export */ });\\n/**\\n * @namespace xr\\n * @description Useful namespace for helping with xr utility functions.\\n * this is set within the MRApp to access various WebXR API features\\n */\\nlet xr = {};\\n\\n\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/XR.js?\");\n\n/***/ }),\n\n/***/ \"./src/utils/index.js\":\n/*!****************************!*\\\n  !*** ./src/utils/index.js ***!\n  \\****************************/\n/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {\n\n\"use strict\";\neval(\"__webpack_require__.r(__webpack_exports__);\\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\\n/* harmony export */   mrjsUtils: () => (/* binding */ mrjsUtils)\\n/* harmony export */ });\\n/* harmony import */ var _App_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./App.js */ \\\"./src/utils/App.js\\\");\\n/* harmony import */ var _Color_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./Color.js */ \\\"./src/utils/Color.js\\\");\\n/* harmony import */ var _CSS_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./CSS.js */ \\\"./src/utils/CSS.js\\\");\\n/* harmony import */ var _Display_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./Display.js */ \\\"./src/utils/Display.js\\\");\\n/* harmony import */ var _Geometry_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./Geometry.js */ \\\"./src/utils/Geometry.js\\\");\\n/* harmony import */ var _HTML_js__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ./HTML.js */ \\\"./src/utils/HTML.js\\\");\\n/* harmony import */ var _JS_js__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ./JS.js */ \\\"./src/utils/JS.js\\\");\\n/* harmony import */ var _Material_js__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ./Material.js */ \\\"./src/utils/Material.js\\\");\\n/* harmony import */ var _Math_js__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! ./Math.js */ \\\"./src/utils/Math.js\\\");\\n/* harmony import */ var _Model_js__WEBPACK_IMPORTED_MODULE_9__ = __webpack_require__(/*! ./Model.js */ \\\"./src/utils/Model.js\\\");\\n/* harmony import */ var _Notify_js__WEBPACK_IMPORTED_MODULE_10__ = __webpack_require__(/*! ./Notify.js */ \\\"./src/utils/Notify.js\\\");\\n/* harmony import */ var _Physics_js__WEBPACK_IMPORTED_MODULE_11__ = __webpack_require__(/*! ./Physics.js */ \\\"./src/utils/Physics.js\\\");\\n/* harmony import */ var _String_js__WEBPACK_IMPORTED_MODULE_12__ = __webpack_require__(/*! ./String.js */ \\\"./src/utils/String.js\\\");\\n/* harmony import */ var _XR_js__WEBPACK_IMPORTED_MODULE_13__ = __webpack_require__(/*! ./XR.js */ \\\"./src/utils/XR.js\\\");\\n// /**\\n//  * @module mrjsUtils\\n//  * @description mrjsUtils module acts as a one stop shop for all global util functions of mrjs.\\n//  * Items can be grabbed by importing as `import { mrjsUtils } from 'mrjs';` and calling them through `mrjsUtils.ParentFile.functionName(...);`\\n//  */\\n\\n// // TODO - this should auto grab instead of manually be updated as manual updates will create problems.\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nconst mrjsUtils = {\\n    app: _App_js__WEBPACK_IMPORTED_MODULE_0__.app,\\n    color: _Color_js__WEBPACK_IMPORTED_MODULE_1__.color,\\n    css: _CSS_js__WEBPACK_IMPORTED_MODULE_2__.css,\\n    display: _Display_js__WEBPACK_IMPORTED_MODULE_3__.display,\\n    error: _Notify_js__WEBPACK_IMPORTED_MODULE_10__.error,\\n    geometry: _Geometry_js__WEBPACK_IMPORTED_MODULE_4__.geometry,\\n    html: _HTML_js__WEBPACK_IMPORTED_MODULE_5__.html,\\n    js: _JS_js__WEBPACK_IMPORTED_MODULE_6__.js,\\n    material: _Material_js__WEBPACK_IMPORTED_MODULE_7__.material,\\n    math: _Math_js__WEBPACK_IMPORTED_MODULE_8__.math,\\n    model: _Model_js__WEBPACK_IMPORTED_MODULE_9__.model,\\n    physics: _Physics_js__WEBPACK_IMPORTED_MODULE_11__.physics,\\n    string: _String_js__WEBPACK_IMPORTED_MODULE_12__.string,\\n    warn: _Notify_js__WEBPACK_IMPORTED_MODULE_10__.warn,\\n    xr: _XR_js__WEBPACK_IMPORTED_MODULE_13__.xr,\\n};\\n\\n // Export as named export\\n\\n\\n//# sourceURL=webpack://mrjs/./src/utils/index.js?\");\n\n/***/ })\n\n/******/ \t});\n/************************************************************************/\n/******/ \t// The module cache\n/******/ \tvar __webpack_module_cache__ = {};\n/******/ \t\n/******/ \t// The require function\n/******/ \tfunction __webpack_require__(moduleId) {\n/******/ \t\t// Check if module is in cache\n/******/ \t\tvar cachedModule = __webpack_module_cache__[moduleId];\n/******/ \t\tif (cachedModule !== undefined) {\n/******/ \t\t\treturn cachedModule.exports;\n/******/ \t\t}\n/******/ \t\t// Create a new module (and put it into the cache)\n/******/ \t\tvar module = __webpack_module_cache__[moduleId] = {\n/******/ \t\t\tid: moduleId,\n/******/ \t\t\tloaded: false,\n/******/ \t\t\texports: {}\n/******/ \t\t};\n/******/ \t\n/******/ \t\t// Execute the module function\n/******/ \t\t__webpack_modules__[moduleId].call(module.exports, module, module.exports, __webpack_require__);\n/******/ \t\n/******/ \t\t// Flag the module as loaded\n/******/ \t\tmodule.loaded = true;\n/******/ \t\n/******/ \t\t// Return the exports of the module\n/******/ \t\treturn module.exports;\n/******/ \t}\n/******/ \t\n/******/ \t// expose the modules object (__webpack_modules__)\n/******/ \t__webpack_require__.m = __webpack_modules__;\n/******/ \t\n/************************************************************************/\n/******/ \t/* webpack/runtime/async module */\n/******/ \t(() => {\n/******/ \t\tvar webpackQueues = typeof Symbol === \"function\" ? 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